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

Syntax

static qBool JoinSession(
     const StationURL & refStationURL
);

static qBool JoinSession(
     const qChar * szMachine
);

static qBool JoinSession(
     SessionDescription * pSessionDescription
);

static qBool JoinSession(
     const qList< StationURL > & lstURLs
);

static qBool JoinSession(
     CallContext * pCallContext,
     const StationURL & refStationURL
);

static qBool JoinSession(
     CallContext * pCallContext,
     const qList< StationURL > & lstStationURL
);

List of Overloaded Member Functions

JoinSession ( const StationURL & ) Joins a session.
JoinSession ( const qChar * ) Joins a session.
JoinSession ( SessionDescription * ) Joins a session.
JoinSession ( const qList< StationURL > & ) Joins a session.
JoinSession ( CallContext *, const StationURL & ) Joins a session.
JoinSession ( CallContext *, const qList< StationURL > & ) Joins a session.

Description of JoinSession ( const StationURL & )

This function can be used only with local communications. If used with Internet communications, it stops as a result of an assert or fails.

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

Description of JoinSession ( const qChar * )

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.

Description of JoinSession ( SessionDescription * )

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.

Description of JoinSession ( const qList< StationURL > & )

For Internet communication, there are many cases in which multiple URLs are assigned to a single station. By using this overload, connectable URLs can be automatically selected and connected to.

For Internet communication, before calling this function, you must set a signature key distributed from the game server by using the Network::SetP2PDataPacketSessionSignatureKey function. Pass the URL list obtained with the MatchMakingClient::GetSessionURLs function without modifying it.

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

Description of JoinSession ( CallContext *, const StationURL & )

This function can be used only with local communications. If used with Internet communications, it stops as a result of an assert or fails.

An appropriate timeout for CallContext can be calculated by multiplying 2 * the value set by the RootTransport::SetNATTraversalTimeout function + a little extra (around 5 seconds).

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

Description of JoinSession ( CallContext *, const qList< StationURL > & )

An appropriate timeout for CallContext can be calculated by multiplying 2 * the value set by the RootTransport::SetNATTraversalTimeout function + a little extra (around 5 seconds).

For Internet communication, there are many cases in which multiple URLs are assigned to a single station. By using this overload, connectable URLs can be automatically selected and connected to.

For Internet communication, before calling this function, you must set a signature key distributed from the game server by using the Network::SetP2PDataPacketSessionSignatureKey function. Pass the URL list obtained with the MatchMakingClient::GetSessionURLs function without modifying it.

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


CONFIDENTIAL