This function causes the user who created or found the specified session to leave it. You can get the session ID pointer from the async_load DS map that is returned in the Asynchronous Social Event when you created or found a session (see xboxlive_matchmaking_create() for more details).
xboxlive_matchmaking_session_leave(session_id);
Argument | Type | Description |
---|---|---|
session_id | Real | The Session ID pointer of the session to leave. |
N/A
if (gamepad_button_check_pressed(0, gp_start))
{
xboxlive_matchmaking_session_leave(global.SessionID);
}
The above code checks for a gamepad button press and if one is detected then the user will logged out of the given matchmaking session.