Make Session Joinable
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Using the session ID from Integrate a Managed Dedicated Server to the DSM section, you can use this function to retrieve a match’s session data.
- Unreal Engine
- Unity
FString MatchId = FString("SomeMatchId");
FRegistry::ServerMatchmaking.QuerySessionStatus(MatchId, THandler<FAccelByteModelsMatchmakingResult>::CreateLambda([](const FAccelByteModelsMatchmakingResult& Result)
{
// Do something if QuerySessionStatus has been successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if QuerySessionStatus has an error
UE_LOG(LogTemp, Log, TEXT("Error QuerySessionStatus, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}));string matchId = "SomeMatchId";
AccelByteServerPlugin.GetMatchmaking().QuerySessionStatus(matchId, result =>
{
if (result.IsError)
{
// Do something if QuerySessionStatus has an error
Debug.Log($"Error QuerySessionStatus, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
}
else
{
// Do something if QuerySessionStatus has been successful
}
});Then use the sessionStatus from the previous step in this function to make the session joinable.
- Unreal Engine
- Unity
FRegistry::ServerMatchmaking.EnqueueJoinableSession(MatchmakingResult, FVoidHandler::CreateLambda([]()
{
// Do something if EnqueueJoinableSession has been successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if EnqueueJoinableSession has an error
UE_LOG(LogTemp, Log, TEXT("Error EnqueueJoinableSession, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}));AccelByteServerPlugin.GetMatchmaking().EnqueueJoinableSession(sessionData, result =>
{
if (result.IsError)
{
// Do something if EnqueueJoinableSession has an error
Debug.Log($"Error EnqueueJoinableSession, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
}
else
{
// Do something if EnqueueJoinableSession has been successful
}
});