mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-22 16:04:18 +00:00
Epic is improperly forming the status string and its causing memory access issues.
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@@ -138,7 +138,7 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
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TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
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if (fr.IsValid())
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{
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FOnlineUserPresence pres = fr->GetPresence();
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const FOnlineUserPresence& pres = fr->GetPresence();
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Friend.DisplayName = fr->GetDisplayName();
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Friend.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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Friend.RealName = fr->GetRealName();
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@@ -151,7 +151,8 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
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Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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//Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
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}
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}
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@@ -252,7 +253,7 @@ void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerCont
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for (int32 i = 0; i < FriendList.Num(); i++)
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{
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FBPFriendInfo BPF;
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FOnlineUserPresence pres = FriendList[i]->GetPresence();
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const FOnlineUserPresence& pres = FriendList[i]->GetPresence();
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BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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BPF.DisplayName = FriendList[i]->GetDisplayName();
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@@ -264,7 +265,8 @@ void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerCont
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BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
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BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
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BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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@@ -81,7 +81,7 @@ void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bo
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for (int32 i = 0; i < FriendList.Num(); i++)
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{
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FBPFriendInfo BPF;
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FOnlineUserPresence pres = FriendList[i]->GetPresence();
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const FOnlineUserPresence& pres = FriendList[i]->GetPresence();
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BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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BPF.DisplayName = FriendList[i]->GetDisplayName();
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BPF.RealName = FriendList[i]->GetRealName();
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@@ -92,7 +92,9 @@ void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bo
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BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
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BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
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BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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