> ## 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.

# PFMultiplayerFinishProcessingLobbyStateChanges

> PFMultiplayerFinishProcessingLobbyStateChanges 参考，用于在 PlayFab Multiplayer C++ SDK 中归还之前分发的大厅状态更改条目。

返回正在处理的 PFLobbyStateChanges 数组。

## 语法

```cpp theme={null}
HRESULT PFMultiplayerFinishProcessingLobbyStateChanges(  
    PFMultiplayerHandle handle,  
    uint32_t stateChangeCount,  
    const PFLobbyStateChange* const* stateChanges  
)  
```

### 参数

**`handle`**   PFMultiplayerHandle

PFMultiplayer API 实例的句柄。

**`stateChangeCount`**   uint32\_t

`stateChanges` 所指定列表中提供的、之前由 [PFMultiplayerStartProcessingLobbyStateChanges()](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayerstartprocessinglobbystatechanges) 返回、且现已被标题处理完毕的更改的数量。

**`stateChanges`**   PFLobbyStateChange\* const\*\
*input array of size `stateChangeCount`*

之前由 [PFMultiplayerStartProcessingLobbyStateChanges()](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayerstartprocessinglobbystatechanges) 返回、且现已被标题处理完毕的更改数组。

### 返回值

类型：HRESULT

如果调用成功，则为 `S_OK`；否则为错误代码。可通过 [PFMultiplayerGetErrorMessage()](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmultiplayer/functions/pfmultiplayergeterrormessage) 检索错误代码的可读形式。

## 备注

此方法通知大厅库，通过先前调用 [PFMultiplayerStartProcessingLobbyStateChanges()](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayerstartprocessinglobbystatechanges) 报告的状态更改现已由标题处理完成，因此可以回收其关联资源。你可以使用任意数量的状态更改调用 PFMultiplayerFinishProcessingLobbyStateChanges()。由 PFMultiplayerStartProcessingLobbyStateChanges() 返回的每个状态更改必须恰好返回给 PFMultiplayerFinishProcessingLobbyStateChanges() 一次，但可以乱序返回，并且可以与来自其他 PFMultiplayerStartProcessingLobbyStateChanges() 调用的状态更改交错。<br /><br /> 与特定状态更改关联的任何资源都可以保证在该状态更改归还给 PFMultiplayerFinishProcessingLobbyStateChanges() 之前保持有效。  <br /><br /> 为获得最佳结果，你应在调用 PFMultiplayerFinishProcessingLobbyStateChanges() 之前尽量减少处理状态更改所花费的时间。

## 要求

**头文件：** PFLobby.h

## 另请参阅

[PFLobby 成员](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/pflobby_members)\
[PFLobbyStateChange](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/structs/pflobbystatechange)\
[PFMultiplayerStartProcessingLobbyStateChanges](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayerstartprocessinglobbystatechanges)


## Related topics

- [PFMultiplayerStartProcessingLobbyStateChanges](/zh-CN/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayerstartprocessinglobbystatechanges.md)
- [PFLobbyStateChange](/zh-CN/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/structs/pflobbystatechange.md)
- [PFLobbyDisconnectedStateChange](/zh-CN/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/structs/pflobbydisconnectedstatechange.md)
- [从 MPSD 迁移到 PlayFab Multiplayer 和 MPA](/zh-CN/services/xbox-services/multiplayer/mpsd/concepts/live-mpsd-to-mlp.md)
- [PFMultiplayerFinishProcessingMatchmakingStateChanges](/zh-CN/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/functions/pfmultiplayerfinishprocessingmatchmakingstatechanges.md)
