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> Use this file to discover all available pages before exploring further.

# PartyManager::FinishProcessingStateChanges

> 返回正在处理的 PartyStateChanges 数组。

返回正在处理的 PartyStateChanges 数组。

## Syntax

```cpp theme={null}
PartyError FinishProcessingStateChanges(  
    uint32_t stateChangeCount,  
    PartyStateChangeArray stateChanges  
)  
```

### Parameters

**`stateChangeCount`**   uint32\_t

之前由 [StartProcessingStateChanges()](/services/playfab/multiplayer/networking/reference/classes/PartyManager/methods/partymanager_startprocessingstatechanges) 返回并且现在已由标题处理的、在 `stateChanges` 指定的列表中提供的更改数。

**`stateChanges`**   [PartyStateChangeArray](/services/playfab/multiplayer/networking/reference/typedefs)\
*input array of size `stateChangeCount`*

之前由 [StartProcessingStateChanges()](/services/playfab/multiplayer/networking/reference/classes/PartyManager/methods/partymanager_startprocessingstatechanges) 返回并且现在已由标题处理的更改数组。

### Return value

PartyError

如果调用成功，则返回 `c_partyErrorSuccess`；否则返回错误代码。可通过 [GetErrorMessage()](/services/playfab/multiplayer/networking/reference/classes/PartyManager/methods/partymanager_geterrormessage) 检索错误代码的可读形式。

## Remarks

此方法通知 Party 库，先前通过调用 [StartProcessingStateChanges()](/services/playfab/multiplayer/networking/reference/classes/PartyManager/methods/partymanager_startprocessingstatechanges) 报告的状态更改现已由标题处理，因此可以回收其关联的资源。你可以使用任意数量的状态更改调用 FinishProcessingStateChanges()。StartProcessingStateChanges() 返回的每个状态更改必须准确地返回到 FinishProcessingStateChanges() 一次，但可以按顺序返回，并且可以与其他 StartProcessingStateChanges() 调用的状态更改交错。即使状态更改在对 StartProcessingStateChanges() 的后续调用中被保留，所有 getter 返回的 Party 库状态也将前进，并且可能不再反映保留的状态更改所引用的相同状态。<br /><br /> 与特定状态更改关联的任何资源都保证保持有效，直到该状态更改返回到 FinishProcessingStateChanges()。   <br /><br /> 为获得最佳效果，你应最小化在调用 FinishProcessingStateChanges() 之前处理状态更改所花费的时间。

## Requirements

**Header:** Party.h

## See also

[PartyManager](/services/playfab/multiplayer/networking/reference/classes/PartyManager/partymanager)\
[PartyStateChange](/services/playfab/multiplayer/networking/reference/structs/partystatechange)\
[PartyManager::StartProcessingStateChanges](/services/playfab/multiplayer/networking/reference/classes/PartyManager/methods/partymanager_startprocessingstatechanges)


## Related topics

- [PartyManager::StartProcessingStateChanges](/zh-CN/services/playfab/multiplayer/networking/reference/classes/PartyManager/methods/partymanager_startprocessingstatechanges.md)
- [PartyStateChange](/zh-CN/services/playfab/multiplayer/networking/reference/structs/partystatechange.md)
- [PartyLeaveNetworkCompletedStateChange](/zh-CN/services/playfab/multiplayer/networking/reference/structs/partyleavenetworkcompletedstatechange.md)
- [PartyManager::DestroyLocalUser](/zh-CN/services/playfab/multiplayer/networking/reference/classes/PartyManager/methods/partymanager_destroylocaluser.md)
- [PartyLocalUser::GetEntityId](/zh-CN/services/playfab/multiplayer/networking/reference/classes/PartyLocalUser/methods/partylocaluser_getentityid.md)
