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# PFLobbyGetMemberConnectionStatus

> PFLobbyGetMemberConnectionStatus reference for querying whether a PlayFab lobby member is connected to the notification service in the Multiplayer C++ SDK.

Determines a member's connection status to the notification service.

## Syntax

```cpp theme={null}
HRESULT PFLobbyGetMemberConnectionStatus(  
    PFLobbyHandle lobby,  
    const PFEntityKey* member,  
    PFLobbyMemberConnectionStatus* connectionStatus  
)  
```

### Parameters

**`lobby`**   PFLobbyHandle

The handle of the lobby.

**`member`**   [PFEntityKey\*](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmultiplayer/pfentitykey_clientsdk.md)

The member whose connection status will be inspected.

**`connectionStatus`**   [PFLobbyMemberConnectionStatus\*](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/enums/pflobbymemberconnectionstatus.md)\
*output*

The output connection status of the member.

### Return value

Type: HRESULT

`S_OK` if the call succeeded or an error code otherwise. The human-readable form of the error code can be retrieved via [PFMultiplayerGetErrorMessage()](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pfmultiplayer/functions/pfmultiplayergeterrormessage.md).

## Remarks

When joining a lobby, the library establishes a WebSocket connection to the PlayFab PubSub notification service. This connection is used to provide real-time updates to the library about the lobby. This method can be used to determine a member's connection status, which is useful for diagnosing a member's ability to receive updates about the lobby. \
\
&#x20;A local member which is still in the process of asynchronously joining the lobby, via a call to any of [PFMultiplayerCreateAndJoinLobby()](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayercreateandjoinlobby.md), [PFMultiplayerJoinLobby()](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayerjoinlobby.md), or [PFLobbyAddMember](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pflobbyaddmember.md), will see their connection status as [PFLobbyMemberConnectionStatus::NotConnected](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/enums/pflobbymemberconnectionstatus.md) until the connection is established.   \
\
&#x20;When a user's connection status changes, a [PFLobbyMemberUpdateSummary](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/structs/pflobbymemberupdatesummary.md) will be provided to the title with the `PFLobbyMemberUpdateSummary::member` field set to the user's entity key and the `PFLobbyMemberUpdateSummary::connectionStatusUpdated` field set to true. The `PFLobbyMemberUpdateSummary` will be provided to the title as a `memberUpdates` entry on a [PFLobbyUpdatedStateChange](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/structs/pflobbyupdatedstatechange.md) struct via [PFMultiplayerStartProcessingLobbyStateChanges()](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pfmultiplayerstartprocessinglobbystatechanges.md).   \
\
&#x20;When a user's connection status changes from [PFLobbyMemberConnectionStatus::Connected](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/enums/pflobbymemberconnectionstatus.md) to [PFLobbyMemberConnectionStatus::NotConnected](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/enums/pflobbymemberconnectionstatus.md), they may be experiencing connectivity issues - or their game may have crashed. The lobby owner can remove such users from the lobby via [PFLobbyForceRemoveMember()](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pflobbyforceremovemember.md).

## Requirements

**Header:** PFLobby.h

## See also

[PFLobby members](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/pflobby_members.md)


## Related topics

- [PlayFab Multiplayer C++ SDK Release Notes](https://docs.xbox.com/services/playfab/multiplayer/lobby/lobby-matchmaking-sdks/lobby-and-matchmaking-release-notes.md)
- [PFMultiplayer C/C++ API overview - PFLobby.h](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/pflobby_members.md)
- [GetMemberConnectionStatus](https://docs.xbox.com/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/GetMemberConnectionStatus.md)
- [LobbyMemberConnectionStatus](https://docs.xbox.com/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/LobbyMemberConnectionStatus.md)
- [PFLobbyMemberConnectionStatus](https://docs.xbox.com/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/enums/pflobbymemberconnectionstatus.md)
