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 );
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. |
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.
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.
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.
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.
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.
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