# Completing Reservations

Completing a reservation means that the given player has arrived in the game, so his reservation no longer needs to be timed out.

## How To Complete Reservations

Reservations are completed automatically when a player has loaded the map and joined the game.&#x20;

The **exception to this is when the host uses seamless travel** to change maps (e.g. from lobby to game). Whether seamless traveling is used is set in the `GameMode` blueprint.

{% hint style="warning" %}
**IMPORTANT:** When seamless traveling is used, the host must complete the reservation of each seamless traveling player when they arrive on the new map.
{% endhint %}

For Blueprint projects, the game mode's `OnSwapPlayerControllers` event is a good place to complete the reservation of seamless traveling players. C++ projects can override the game mode's `InitSeamlessTravelPlayer` function directly.

{% tabs %}
{% tab title="Blueprint" %}

<figure><img src="/files/9lEGqxT9gPDpiQ96uCXu" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="C++" %}

```cpp
#include "KronosReservationManager.h"
#include "GameFramework/PlayerState.h"
```

```cpp
void AMyGameModeBase::InitSeamlessTravelPlayer(AController* NewController)
{
    Super::InitSeamlessTravelPlayer(NewController);
    
    // Make sure that the player state is valid.
    if (NewController->PlayerState)
    {
        // Get the reservation manager.
        UKronosReservationManager* ReservationManager = UKronosReservationManager::Get(this);
        
        // Check if we are managing reservations.
        if (ReservationManager->IsReservationHost())
        {
            // Complete the reservation of the player.
            ReservationManager->CompleteReservation(NewController->PlayerState->GetUniqueId());
        }
    }
}
```

{% endtab %}
{% endtabs %}


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