> ## 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.

# PFMultiplayerFinishProcessingMatchmakingStateChanges

> 傳回先前擷取以供處理的 PlayFab Multiplayer 配對狀態變更陣列，將資源釋放回程式庫。

傳回正在處理的配對狀態變更陣列。

## 語法

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

### 參數

**`handle`**   PFMultiplayerHandle

PFMultiplayer API 執行個體的控制代碼。

**`stateChangeCount`**   uint32\_t

先前由 [PFMultiplayerStartProcessingMatchmakingStateChanges()](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/functions/pfmultiplayerstartprocessingmatchmakingstatechanges) 傳回、現已由遊戲處理的變更數目 (在 `stateChanges` 指定的清單中提供)。

**`stateChanges`**   PFMatchmakingStateChange\* const\*\
*大小為 `stateChangeCount` 的輸入陣列*

先前由 [PFMultiplayerStartProcessingMatchmakingStateChanges()](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/functions/pfmultiplayerstartprocessingmatchmakingstatechanges) 傳回、現已由遊戲處理的變更陣列。

### 傳回值

類型：HRESULT

如果呼叫成功，則為 `S_OK`；否則為錯誤碼。可透過 [PFMultiplayerGetErrorMessage()](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmultiplayer/functions/pfmultiplayergeterrormessage) 擷取錯誤碼的人類可讀形式。

## 備註

此方法會通知 Matchmaking 程式庫，先前呼叫 [PFMultiplayerStartProcessingMatchmakingStateChanges()](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/functions/pfmultiplayerstartprocessingmatchmakingstatechanges) 所回報的狀態變更現已由遊戲處理，因此可以回收其相關聯的資源。您可以使用任意數量的狀態變更呼叫 PFMultiplayerFinishProcessingMatchmakingStateChanges()。PFMultiplayerStartProcessingMatchmakingStateChanges() 所傳回的每個狀態變更都必須恰好一次傳回給 PFMultiplayerFinishProcessingMatchmakingStateChanges()，但可以不按順序傳回，且可以與其他 PFMultiplayerStartProcessingMatchmakingStateChanges() 呼叫的狀態變更交錯。 <br /><br /> 與特定狀態變更相關聯的任何資源，保證在狀態變更傳回給 PFMultiplayerFinishProcessingMatchmakingStateChanges() 之前都保持有效。   <br /><br /> 為了獲得最佳結果，您應盡量縮短在呼叫 PFMultiplayerFinishProcessingMatchmakingStateChanges() 之前處理狀態變更所花費的時間。

## 需求

**標頭：** PFMatchmaking.h

## 另請參閱

[PFMatchmaking 成員](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/pfmatchmaking_members)\
[PFMatchmakingStateChange](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/structs/pfmatchmakingstatechange)\
[PFMultiplayerStartProcessingMatchmakingStateChanges](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/functions/pfmultiplayerstartprocessingmatchmakingstatechanges)


## Related topics

- [PFMultiplayerStartProcessingMatchmakingStateChanges](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/functions/pfmultiplayerstartprocessingmatchmakingstatechanges.md)
- [PFMatchmakingStateChange](/zh-TW/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmatchmaking/structs/pfmatchmakingstatechange.md)
- [Matchmaking SDK 快速入門](/zh-TW/services/playfab/multiplayer/matchmaking/quickstart-client-sdk.md)
- [從 MPSD 移至 PlayFab Multiplayer 與 MPA](/zh-TW/services/xbox-services/multiplayer/mpsd/concepts/live-mpsd-to-mlp.md)
- [非同步 Lobby 和 Matchmaking C++ SDK 作業指南](/zh-TW/services/playfab/multiplayer/lobby/lobby-and-matchmaking-client-sdk-async.md)
