> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Making Async Calls

> Make asynchronous calls in the PlayFab Services C/C++ SDK using XAsyncBlock, XTaskQueueHandle, and dispatch modes for thread control.

An asynchronous API is an API that returns quickly but starts an asynchronous task and the result is returned after the task is finished.

Traditionally, games have had little control over which thread executes the asynchronous task and which thread returns the results when using a completion callback. Some games are designed so that a section of the heap is only touched by a single thread to avoid any need for thread synchronization. If the completion callback isn't called from a thread the game controls, updating shared state with the result of an asynchronous task requires thread synchronization.

The PlayFab Services SDK exposes an asynchronous C API that gives developers direct thread control when making an asynchronous API call, such as [**PFAuthenticationLoginWithCustomIDAsync**](/services/playfab/api-references/c/pfauthentication/functions/pfauthenticationloginwithcustomidasync), [**PFDataGetFilesAsync**](/services/playfab/api-references/c/pfdata/functions/pfdatagetfilesasync), or [**PFProfilesGetProfileAsync**](/services/playfab/api-references/c/pfprofiles/functions/pfprofilesgetprofileasync).

Here's a basic example calling **PFProfilesGetProfileAsync**:

```cpp theme={null}
    XAsyncBlock* asyncBlock = new XAsyncBlock();
    asyncBlock->queue = GlobalState()->queue;
    asyncBlock->context = nullptr;
    asyncBlock->callback = [](XAsyncBlock* asyncBlock)
    {
        std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // take ownership of XAsyncBlock
        
        size_t bufferSize;
        HRESULT hr = PFProfilesGetProfileGetResultSize(asyncBlock, &bufferSize);
        if (SUCCEEDED(hr))
        {
            std::vector<char> getProfileResultBuffer(bufferSize);
            PFProfilesGetEntityProfileResponse* getProfileResponseResult{ nullptr };
            PFProfilesGetProfileGetResult(asyncBlock, getProfileResultBuffer.size(), getProfileResultBuffer.data(), &getProfileResponseResult, nullptr);
        }
    };

    PFProfilesGetEntityProfileRequest profileRequest{};
    HRESULT hr = PFProfilesGetProfileAsync(GlobalState()->entityHandle, &profileRequest, asyncBlock);
```

To understand this calling pattern, you need to understand how to use the **XAsyncBlock** and the **XTaskQueueHandle**.

The **XAsyncBlock** carries all of the information pertaining to the asynchronous task and completion callback.

The **XTaskQueueHandle** allows you to determine which thread executes the asynchronous task and which thread calls the **XAsyncBlock**'s completion callback.

## The XAsyncBlock

Let's take a look at the **XAsyncBlock** in detail. It's a struct defined as follows:

```cpp theme={null}
typedef struct XAsyncBlock
{
    /// <summary>
    /// The queue to queue the call on
    /// </summary>
    XTaskQueueHandle queue;

    /// <summary>
    /// Optional context pointer to pass to the callback
    /// </summary>
    void* context;

    /// <summary>
    /// Optional callback that will be invoked when the call completes
    /// </summary>
    XAsyncCompletionRoutine* callback;

    /// <summary>
    /// Internal use only
    /// </summary>
    unsigned char internal[sizeof(void*) * 4];
};
```

The **XAsyncBlock** contains:

* *queue* - an **XTaskQueueHandle** which is a handle representing information about where to run a piece of work. If this parameter isn't set, a default queue is used.
* *context* - allows you to pass data to the callback function.
* *callback* - an optional callback function that will be called after the asynchronous work has been done. If you don't specify a callback, you can wait for the **XAsyncBlock** to complete with **XAsyncGetStatus**, and then get the results.

You should create a new **XAsyncBlock** on the heap for each async call you make. The **XAsyncBlock** must live until the **XAsyncBlock**'s completion callback is called and then it can be deleted.

> Important:
>
> An **XAsyncBlock** must remain in memory until the asynchronous task completes. If it is dynamically allocated, it can be deleted inside the **XAsyncBlock**'s completion callback.

### Waiting for an asynchronous task

You can tell an asynchronous task is complete in two different ways:

* The **XAsyncBlock**'s completion callback is called.
* Call **XAsyncGetStatus** with true to wait until it completes.

With **XAsyncGetStatus**, the asynchronous task is considered complete after the **XAsyncBlock**'s completion callback executes however the **XAsyncBlock**'s completion callback is optional.

Once the asynchronous task is complete, you can get the results.

### Getting the result of the asynchronous task

To get the result, most asynchronous API functions have a corresponding Result function to receive the result of the asynchronous call.

In our example code, **PFProfilesGetProfileAsync** has a corresponding [**PFProfilesGetProfileGetResult**](/services/playfab/api-references/c/pfprofiles/functions/pfprofilesgetprofilegetresult) function. You can use this function to retrieve the result of the function and act accordingly.

For full details on retrieving results, see the documentation of each asynchronous API function.

## The XTaskQueueHandle

The **XTaskQueueHandle** allows you to determine which thread executes the asynchronous task and which thread calls the **XAsyncBlock**'s completion callback.

You can control which thread performs these operations by setting a dispatch mode. There are three dispatch modes available:

* *Manual* - The manual queue isn't automatically dispatched. It's up to the developer to dispatch them on any thread they want. This can be used to assign either the work or callback side of an async call to a specific thread.
* *Thread Pool* - Dispatches using a thread pool. The thread pool invokes the calls in parallel, taking a call to execute from the queue in turn as thread pool threads become available. *Thread Pool* is the easiest to use, but gives you the least amount of control over which thread is used.
* *Serialized Thread Pool* - Dispatches using a thread pool. The thread pool invokes the calls in serial, taking a call to execute from the queue in turn as the single thread pool thread becomes available.
* *Immediate* - Immediately dispatches the queued work on the thread from which it was submitted.

To create a new **XTaskQueueHandle**, you need to call **XTaskQueueCreate**. For example:

```cpp theme={null}
STDAPI XTaskQueueCreate(
    _In_ XTaskQueueDispatchMode workDispatchMode,
    _In_ XTaskQueueDispatchMode completionDispatchMode,
    _Out_ XTaskQueueHandle* queue
    ) noexcept;
```

This function takes two **XTaskQueueDispatchMode** parameters. There are three possible values for **XTaskQueueDispatchMode**:

```cpp theme={null}
/// <summary>
/// Describes how task queue callbacks are processed.
/// </summary>
enum class XTaskQueueDispatchMode : uint32_t
{
    /// <summary>
    /// Callbacks are invoked manually by XTaskQueueDispatch
    /// </summary>
    Manual,

    /// <summary>
    /// Callbacks are queued to the system thread pool and will
    /// be processed in order by the thread pool across multiple thread
    /// pool threads.
    /// </summary>
    ThreadPool,
    
    /// <summary>
    /// Callbacks are queued to the system thread pool and
    /// will be processed one at a time.
    /// </summary>
    SerializedThreadPool,
    
    /// <summary>
    /// Callbacks are not queued at all but are dispatched
    /// immediately by the thread that submits them.
    /// </summary>
    Immediate
};
```

**workDispatchMode** determines the dispatch mode for the thread, which handles the async work. **completionDispatchMode** determines the dispatch mode for the thread, which handles the completion of the async operation.

Once you've created your **XTaskQueueHandle**, simply add it to the **XAsyncBlock** to control threading on your work and completion functions. When you're finished using the **XTaskQueueHandle**, typically when the game is ending, you can close it with **XTaskQueueCloseHandle**:

```cpp theme={null}
STDAPI_(void) XTaskQueueCloseHandle(
    _In_ XTaskQueueHandle queue
    ) noexcept;
```

Call Sample:

```cpp theme={null}
XTaskQueueCloseHandle(queue);
```

### Manually dispatching an XTaskQueueHandle

If you used the manual queue dispatch mode for an **XTaskQueueHandle** work or completion queue, you need to manually dispatch. Let's say that an **XTaskQueueHandle** was created where both the work queue and the completion queue are set to dispatch manually like so:

```cpp theme={null}
XTaskQueueHandle queue = nullptr;
HRESULT hr = XTaskQueueCreate(
    XTaskQueueDispatchMode::Manual,
    XTaskQueueDispatchMode::Manual,
    &queue);
```

In order to dispatch work that's been assigned **XTaskQueueDispatchMode**::Manual, call the **XTaskQueueDispatch** function.

```cpp theme={null}
STDAPI_(bool) XTaskQueueDispatch(
    _In_ XTaskQueueHandle queue,
    _In_ XTaskQueuePort port,
    _In_ uint32_t timeoutInMs
    ) noexcept;
```

Call Sample:

```cpp theme={null}
HRESULT hr = XTaskQueueDispatch(queue, XTaskQueuePort::Completion, 0);
```

* *queue* - which queue to dispatch work on.
* *port* - an instance of the **XTaskQueuePort** enum.
* *timeoutInMs* - a uint32\_t for the timeout in milliseconds.

There are two callback types defined by the **XTaskQueuePort** enum:

```cpp theme={null}
/// <summary>
/// Declares which port of a task queue to dispatch or submit
/// callbacks to.
/// </summary>
enum class XTaskQueuePort : uint32_t
{
    /// <summary>
    /// Work callbacks
    /// </summary>
    Work,

    /// <summary>
    /// Completion callbacks after work is done
    /// </summary>
    Completion
};
```

### When to call XTaskQueueDispatch

In order to check when the queue has received a new item, you can call **XTaskQueueRegisterMonitor** to set an event handler to let your code know that either work or completions are ready to be dispatched.

```cpp theme={null}
STDAPI XTaskQueueRegisterMonitor(
    _In_ XTaskQueueHandle queue,
    _In_opt_ void* callbackContext,
    _In_ XTaskQueueMonitorCallback* callback,
    _Out_ XTaskQueueRegistrationToken* token
    ) noexcept;
```

**XTaskQueueRegisterMonitor** takes the following parameters:

* *queue* - the async queue you're submitting the callback for.
* *callbackContext* - a pointer to data that should be passed to the submit callback.
* *callback* - the function invoked when a new callback is submitted to the queue.
* *token* - a token used in a later call to **XTaskQueueUnregisterMonitor** to remove the callback.

For example, here's a call to **XTaskQueueRegisterMonitor**:

```cpp theme={null}
XTaskQueueRegisterMonitor(queue, nullptr, HandleAsyncQueueCallback, &m_callbackToken);
```

The corresponding **XTaskQueueMonitorCallback** callback might be implemented as follows:

```cpp theme={null}
void CALLBACK HandleAsyncQueueCallback(
    _In_opt_ void* context,
    _In_ XTaskQueueHandle queue,
    _In_ XTaskQueuePort port)
{
    switch (port)
    {
    case XTaskQueuePort::Work:
        {
            std::lock_guard<std::mutex> lock(g_workReadyMutex);
            g_workReady = true;
        }

        g_workReadyConditionVariable.notify_one(); // (std::condition_variable)
        break;
    }
}
```

Then in a background thread, you can listen for this condition variable to wake up and call **XTaskQueueDispatch**.

```cpp theme={null}
void BackgroundWorkThreadProc(XTaskQueueHandle queue)
{
    while (true)
    {
        {
            std::unique_lock<std::mutex> cvLock(g_workReadyMutex);
            g_workReadyConditionVariable.wait(cvLock, [] { return g_workReady; });

            if (g_stopBackgroundWork)
            {
                break;
            }

            g_workReady = false;
        }

        bool workFound = false;
        do
        {
            workFound = XTaskQueueDispatch(queue, XTaskQueuePort::Work, 0);
        } while (workFound);
    }
    
    XTaskQueueCloseHandle(queue);
}
```

## Reference

[API reference documentation](/services/playfab/api-references/c/pfauthentication/pfauthentication_members)


## Related topics

- [Making async calls in the XSAPI C API](/services/xbox-services/fundamentals/xbox-services-api/live-flatc-async-patterns.md)
- [Making async calls in the PlayFab Unified SDK](/services/playfab/sdks/unified-sdk/async-model.md)
- [PlayFab Services SDK](/services/playfab/sdks/c/index.md)
- [PlayFab supported languages](/services/playfab/sdks/languages/index.md)
- [XBOX services API](/services/xbox-services/fundamentals/xbox-services-api/index.md)
