nn::nex::Session::JoinSession Member Function

Syntax

static qBool JoinSession(
     const qChar * szMachine
);

Parameters

Name Description
in szMachine Specifies the name of the machine belonging to a session that uses the target PRUDP to be joined as a transfer layer.

Return Values



Value Description
true Returned when the call starts correctly. (Check the state of pCallContext to determine whether it actually succeeded.)
false The Join process failed. The NetZ instance stores the local session object. You must create the NetZ instance again to rejoin the session.
Also, when using NAT traversal with Internet communication, you must perform the NAT transversal again using StopNATSession and StartNATSession.
If a UDS master calls this function, an assertion error is generated or false is returned.

Description

Joins a session.

For Internet communication, before calling this function, you must set a signature key distributed from the game server by using the Network::SetP2PDataPacketSessionSignatureKey function.

If a UDS master calls this function, an assertion error is generated or false is returned.

Note: This function was designed for debugging. Do not use this function in product releases.

Revision History

2012/09/04
Added that if a UDS master calls this functions, an assertion error is generated or false is returned.
2011/09/14
Added a rough guide for CallContext timeouts.
2011/01/27
Initial version.

CONFIDENTIAL