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Creates a server backfill ticket.

Syntax

Parameters

handle   PFMultiplayerHandle The handle of the PFMultiplayer API instance. server   PFEntityKey* The server entity. configuration   PFMatchmakingServerBackfillTicketConfiguration* The backfill ticket configuration. asyncContext   void*
optional
An optional, app-defined, pointer-sized context value that can be used to associate the completion state change with this call. ticket   PFMatchmakingTicketHandle*
library-allocated output
The resulting ticket object.

Return value

Type: HRESULT S_OK if the call succeeded or an error code otherwise. The human-readable form of the error code can be retrieved via PFMultiplayerGetErrorMessage().

Remarks

To use this feature, you must define PFMULTIPLAYER_INCLUDE_SERVER_APIS before including PFMatchmaking.h.

The library automatically, and asynchronously, submits a server backfill ticket to the matchmaking service. Each time the ticket status changes, a PFMatchmakingTicketStatusChangedStateChange is provided. The ticket status can be queried at any time via PFMatchmakingTicketGetStatus(). The ticket immediately starts in the PFMatchmakingTicketStatus::Creating state.

When the ticket completed, a PFMatchmakingTicketStatusChangedStateChange is provided. At that point, a match for the backfill ticket is found or the ticket stopped due to failure. On success, the match that was found can be queried via PFMatchmakingTicketGetMatch(). The regionPreferences in PFMatchmakingMatchDetails only contains the region that the server is located in.

If ticket creation fails because there are already too many tickets for the users specified in the configuration, the library transparently cancels those outstanding tickets and then retries ticket creation.

This function requires that a previous call to PFMultiplayerSetEntityToken() was made to set the game server entity token.

Requirements

Header: PFMatchmaking.h

See also

PFMatchmaking members
Last modified on August 10, 2026