I'd like to implement an in-game friends list that shows all your friends that are currently in a joinable Playfab Party, and then allow you to join them. The only way I can see to do it is for Player A to write the network descriptor in to their user data, using PlayFabClientAPI::UpdateUserData, and then for Player B to call PlayFabClientAPI::GetFriendsList and then for each friend in their list to call PlayFabClientAPI::GetUserReadOnlyData to see who has a network descriptor in their user data.
Clearly this is an insane amount of api calls, and Player B can't tell which network descriptors are stale until they try to join the network.
Is there a better way of doing this?