- A user accepts a game invite
- A user selects “Join Game” from a player’s gamercard
JoinLobbyCompleted event.
After joining the lobby, we recommend setting the local member’s connection address and any custom properties for the member.
You can also set the host via XblMultiplayerManagerLobbySessionSetSynchronizedHost if one doesn’t exist.
Finally, the Multiplayer Manager auto-joins the user into the game session if a game is already in progress and has room for the invitee.
The title is notified through the JoinGameCompleted event, providing an appropriate error code and message.
Flat C API
- Register Real-Time Activity and multiplayer subscriptions.
- Join lobby session.
- Existing lobby state cleanup.
- Join all local players as active.
- Upload secure device address (SDA).
- Set member properties.
- Register for session change events.
- Set lobby session as active session.
- Join game session (if one exists).
- Use a transfer handle.
