I only get generic DisplayName() values for participants.
Regardless whether it is 'in circle of friends' or not.
auto showcallback = [fetchcallback]( gpg::RealTimeMultiplayerManager::WaitingRoomUIResponse const& waitresult )
{
view_enabled[ VIEWBUTN ] = true;
if (gpg::IsSuccess(waitresult.status))
{
std::vector<gpg::MultiplayerParticipant> participants = waitresult.room.Participants();
ASSERT( participants.size() >= 2 );
const char* creating_participant = waitresult.room.CreatingParticipant().DisplayName().c_str();
const char* room_desc = waitresult.room.Valid() ? waitresult.room.Description().c_str() : "-";
LOGI( "Succesfully showed room (created by %s): %s", creating_participant, room_desc );
int slot=-1;
for ( int i=0; i<participants.size(); ++i )
{
const gpg::MultiplayerParticipant& participant = participants[ i ];
LOGI( "Participant %d: %s (%s)", i, participant.DisplayName().c_str(), participant.Id().c_str() );
if ( PARTICIPANT_IS_ME( participant ) )
slot = i;
//game_services_->Players().Fetch( participant.Id(), fetchcallback );
}
ASSERT( slot >= 0 );
static char msg[ 256 ];
snprintf( msg, sizeof(msg), "paired slot=%d pc=1", slot );
launchmessage = msg;
}
else
{
LOGI( "We cannot play, as we failed to show the waiting room ui." );
}
};
Will yield something like Player 1234 for all remote parties, instead of the real display name.
I only get generic DisplayName() values for participants.
Regardless whether it is 'in circle of friends' or not.
Will yield something like Player 1234 for all remote parties, instead of the real display name.