#include <dwc.h>
BOOL DWC_ConnectToAnybodyAsync(
u8 numEntry,
const char* addFilter,
DWCMatchedCallback matchedCallback,
void* matchedParam,
DWCEvalPlayerCallback evalCallback,
void* evalParam );
This function creates a mesh network for the specified number of people without specifying friends. This is known as "connect-to-anybody peer matchmaking."
The addFilter argument can be used to configure the conditions for the player that is searched for as a matchmaking candidate. The matchmaking condition key used in this filter character string must be registered in advance using the DWC_AddMatchKeyInt or DWC_AddMatchKeyString function.
If the argument evalCallback is specified, the designated evaluation callback function is called each time a matchmaking candidate player is found. The matchmaking condition key can be referenced by using the DWC_GetMatchIntValue or DWC_GetMatchStringValue function inside the evaluation callback function. Be sure to evaluate the player based on that value and return the evaluation value as the return value. Players with an evaluation value of 0 or less are excluded from matchmaking. The higher a player's evaluation value, the more likely that player will be selected as a matchmaking partner.
If DWC_ProcessFriendsMatch is called continuously after this function is called, the matchmaking process continues. If the matchmaking results in success, error, or cancellation, the matchmaking completion callback is called.
Note that for managing friends, matchmaking, and data storage, no distinction is made between the development and product servers.
Since there is no distinction made between the development and product servers, there is a possibility of matchmaking with titles already sold on the market when testing matchmaking during development of the remastered or localized version, even if the DWC_SetAuthServer function is used to set the authentication server for products.
To avoid this, it is necessary to make a distinction so that matchmaking is not performed with the product version or debug/development version based on conditions on the players to be searched as matchmaking candidates that can be specified by this function.
numEntry |
The number of people (including oneself) to request to be in the network. A value from 2 to 32 can be set in this argument. |
addFilter |
Character string for the matchmaking condition to be added to the game. If no condition is added, NULL is passed. Conditions can be written in standard SQL format. The maximum string length that can be set is 127 characters. In a debug build, the number of characters is checked to see if it exceeds this maximum. The character string is copied and maintained in the library. |
matchedCallback |
Pointer to the matchmaking completion callback function. |
matchedParam |
Parameter for the matchmaking completion callback. |
evalCallback |
Pointer to the player evaluation callback function. |
evalParam |
Parameter for player evaluation callback. |
TRUE |
The process starts. The results are indicated via the callback function. |
FALSE |
Not a good state for calling this function. |
DWC_AddMatchKeyInt
DWC_GetMatchIntValue
DWC_GetMatchStringValue
DWC_ConnectToAnybodyAsync
DWCEvalPlayerCallback
2008/05/12 Added a note about the server for products and the server for development.
2005/12/16 Added a detailed function description.
2005/07/22 Initial version.
CONFIDENTIAL