不能接收游戏中心的邀请
我正在尝试通过使用http://www.raywenderlich.com/3325/how-to-make-a-simple-multiplayer-game-with-game-center上的教程来使用cocos2d为iOS开发实时多人游戏-tutorial部分-22
一切正常,包括与随机播放器自动匹配,但邀请朋友不起作用,因为其他设备无法收到邀请。
当我点击邀请朋友按钮,然后通过使用标准游戏中心界面选择一个朋友时,它说等待(永远),没有任何反应。 我的朋友无法收到游戏中心的邀请(没有通知)。
我可以邀请朋友使用附近的朋友功能(当这两个设备上启用此功能时),但是当附近的朋友被禁用时没有邀请通知。
我花了几个小时在Google上搜索,发现了类似的情况,但没有解决方案。
关于可能答案的一些早期反馈:
这里是我的游戏中心帮手类头文件:
#import <Foundation/Foundation.h>
#import <GameKit/GameKit.h>
@protocol GCHelperDelegate
- (void)matchStarted;
- (void)matchEnded;
- (void)match:(GKMatch *)match didReceiveData:(NSData *)data
fromPlayer:(NSString *)playerID;
- (void)inviteReceived;
@end
@interface GCHelper : NSObject <GKMatchmakerViewControllerDelegate, GKMatchDelegate>{
BOOL gameCenterAvailable;
BOOL userAuthenticated;
UIViewController *presentingViewController;
GKMatch *match;
BOOL matchStarted;
id <GCHelperDelegate> delegate;
NSMutableDictionary *playersDict;
GKInvite *pendingInvite;
NSArray *pendingPlayersToInvite;
NSMutableArray *unsentScores;
}
@property (retain) GKInvite *pendingInvite;
@property (retain) NSArray *pendingPlayersToInvite;
@property (assign, readonly) BOOL gameCenterAvailable;
@property (retain) NSMutableDictionary *playersDict;
@property (retain) UIViewController *presentingViewController;
@property (retain) GKMatch *match;
@property (assign) id <GCHelperDelegate> delegate;
- (void)findMatchWithMinPlayers:(int)minPlayers maxPlayers:(int)maxPlayers
viewController:(UIViewController *)viewController
delegate:(id<GCHelperDelegate>)theDelegate;
- (BOOL) reportAchievementIdentifier: (NSString*) identifier percentComplete: (float) percent;
+ (GCHelper *)sharedInstance;
- (void)authenticateLocalUser;
@end
这里是游戏中心助手类的实现
#import "GCHelper.h"
@implementation GCHelper
@synthesize gameCenterAvailable;
@synthesize presentingViewController;
@synthesize match;
@synthesize delegate;
@synthesize playersDict;
@synthesize pendingInvite;
@synthesize pendingPlayersToInvite;
#pragma mark Initialization
static GCHelper *sharedHelper = nil;
+ (GCHelper *) sharedInstance {
if (!sharedHelper) {
sharedHelper = [[GCHelper alloc] init];
}
return sharedHelper;
}
- (BOOL)isGameCenterAvailable {
// check for presence of GKLocalPlayer API
Class gcClass = (NSClassFromString(@"GKLocalPlayer"));
// check if the device is running iOS 4.1 or later
NSString *reqSysVer = @"4.1";
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
BOOL osVersionSupported = ([currSysVer compare:reqSysVer
options:NSNumericSearch] != NSOrderedAscending);
return (gcClass && osVersionSupported);
}
- (id)init {
if ((self = [super init])) {
gameCenterAvailable = [self isGameCenterAvailable];
if (gameCenterAvailable) {
NSNotificationCenter *nc =
[NSNotificationCenter defaultCenter];
[nc addObserver:self
selector:@selector(authenticationChanged)
name:GKPlayerAuthenticationDidChangeNotificationName
object:nil];
}
}
return self;
}
- (void)authenticationChanged {
if ([GKLocalPlayer localPlayer].isAuthenticated && !userAuthenticated) {
NSLog(@"Authentication changed: player authenticated.");
userAuthenticated = TRUE;
[GKMatchmaker sharedMatchmaker].inviteHandler = ^(GKInvite *acceptedInvite, NSArray *playersToInvite) {
NSLog(@"Received invite");
self.pendingInvite = acceptedInvite;
self.pendingPlayersToInvite = playersToInvite;
[delegate inviteReceived];
};
} else if (![GKLocalPlayer localPlayer].isAuthenticated && userAuthenticated) {
NSLog(@"Authentication changed: player not authenticated");
userAuthenticated = FALSE;
}
}
- (void)lookupPlayers {
NSLog(@"Looking up %d players...", match.playerIDs.count);
[GKPlayer loadPlayersForIdentifiers:match.playerIDs withCompletionHandler:^(NSArray *players, NSError *error) {
if (error != nil) {
NSLog(@"Error retrieving player info: %@", error.localizedDescription);
matchStarted = NO;
[delegate matchEnded];
} else {
// Populate players dict
self.playersDict = [NSMutableDictionary dictionaryWithCapacity:players.count];
for (GKPlayer *player in players) {
NSLog(@"Found player: %@", player.alias);
[playersDict setObject:player forKey:player.playerID];
}
// Notify delegate match can begin
matchStarted = YES;
[delegate matchStarted];
}
}];
}
#pragma mark User functions
- (void)authenticateLocalUser {
if (!gameCenterAvailable) return;
NSLog(@"Authenticating local user...");
if ([GKLocalPlayer localPlayer].authenticated == NO) {
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:nil];
} else {
NSLog(@"Already authenticated!");
}
}
- (void)findMatchWithMinPlayers:(int)minPlayers maxPlayers:(int)maxPlayers viewController:(UIViewController *)viewController delegate:(id<GCHelperDelegate>)theDelegate {
if (!gameCenterAvailable) return;
matchStarted = NO;
self.match = nil;
self.presentingViewController = viewController;
delegate = theDelegate;
if (pendingInvite != nil) {
[presentingViewController dismissModalViewControllerAnimated:NO];
GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithInvite:pendingInvite] autorelease];
mmvc.matchmakerDelegate = self;
[presentingViewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
} else {
[presentingViewController dismissModalViewControllerAnimated:NO];
GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = minPlayers;
request.maxPlayers = maxPlayers;
request.playersToInvite = pendingPlayersToInvite;
GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
mmvc.matchmakerDelegate = self;
[presentingViewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
}
}
#pragma mark GKMatchmakerViewControllerDelegate
// The user has cancelled matchmaking
- (void)matchmakerViewControllerWasCancelled:(GKMatchmakerViewController *)viewController {
[presentingViewController dismissModalViewControllerAnimated:YES];
}
// Matchmaking has failed with an error
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFailWithError:(NSError *)error {
[presentingViewController dismissModalViewControllerAnimated:YES];
NSLog(@"Error finding match: %@", error.localizedDescription);
}
// A peer-to-peer match has been found, the game should start
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *)theMatch {
[presentingViewController dismissModalViewControllerAnimated:YES];
self.match = theMatch;
match.delegate = self;
if (!matchStarted && match.expectedPlayerCount == 0) {
NSLog(@"Ready to start match!");
[self lookupPlayers];
}
}
#pragma mark GKMatchDelegate
// The match received data sent from the player.
- (void)match:(GKMatch *)theMatch didReceiveData:(NSData *)data fromPlayer:(NSString *)playerID {
if (match != theMatch) return;
[delegate match:theMatch didReceiveData:data fromPlayer:playerID];
}
// The player state changed (eg. connected or disconnected)
- (void)match:(GKMatch *)theMatch player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state {
if (match != theMatch) return;
switch (state) {
case GKPlayerStateConnected:
// handle a new player connection.
NSLog(@"Player connected!");
if (!matchStarted && theMatch.expectedPlayerCount == 0) {
NSLog(@"Ready to start match!");
[self lookupPlayers];
}
break;
case GKPlayerStateDisconnected:
// a player just disconnected.
NSLog(@"Player disconnected!");
matchStarted = NO;
[delegate matchEnded];
break;
}
}
// The match was unable to connect with the player due to an error.
- (void)match:(GKMatch *)theMatch connectionWithPlayerFailed:(NSString *)playerID withError:(NSError *)error {
if (match != theMatch) return;
NSLog(@"Failed to connect to player with error: %@", error.localizedDescription);
matchStarted = NO;
[delegate matchEnded];
}
// The match was unable to be established with any players due to an error.
- (void)match:(GKMatch *)theMatch didFailWithError:(NSError *)error {
if (match != theMatch) return;
NSLog(@"Match failed with error: %@", error.localizedDescription);
matchStarted = NO;
[delegate matchEnded];
}
- (void)reportScore:(int64_t)score forCategory:(NSString *)category {
// Only execute if OS supports Game Center & player is logged in
if ([self isGameCenterAvailable] && [GKLocalPlayer localPlayer].authenticated == YES)
{
// Create score object
GKScore *scoreReporter = [[[GKScore alloc] initWithCategory:category] autorelease];
// Set the score value
scoreReporter.value = score;
// Try to send
[scoreReporter reportScoreWithCompletionHandler:^(NSError *error) {
if (error != nil)
{
// Handle reporting error here by adding object to a serializable array, to be sent again later
[unsentScores addObject:scoreReporter];
}
}];
}
}
- (BOOL) reportAchievementIdentifier: (NSString*) identifier percentComplete: (float) percent {
if ([self isGameCenterAvailable] && [GKLocalPlayer localPlayer].authenticated == YES)
{
GKAchievement *achievement = [[[GKAchievement alloc] initWithIdentifier: identifier] autorelease];
if (achievement)
{
achievement.percentComplete = percent;
[achievement reportAchievementWithCompletionHandler:^(NSError *error)
{
if (error != nil)
{
// Retain the achievement object and try again later (not shown).
}
}];
}
return YES;
}
return NO;
}
@end
最后,这就是我如何从我的游戏层调用游戏中心(我尝试了两种不同的选项,但没有一个可行)
选项1
[[GCHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:2 viewController: [[[UIApplication sharedApplication] keyWindow] rootViewController] delegate: self];
选项2
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
UINavigationController *viewController = [app navController];
[[GCHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:2 viewController:viewController delegate:self];
任何帮助将不胜感激。 提前致谢...
我几个月来一直在处理多人游戏,邀请函对我来说是一个真正的问题......并且和你一样,我使用了Ray的教程来让我开始。 我今天意识到,Ray的代码有一个错误,如果两个客户端都有GKMatchmakerView,那么邀请将无法工作。 您需要在第一次收到邀请时按照以下方式解除邀请:
[gcdelegate.viewController dismissViewControllerAnimated:YES
completion:^{
GKMatchmakerViewController *mmvc = [[GKMatchmakerViewController alloc] initWithInvite:pendingInvite];
mmvc.matchmakerDelegate = self;
[gcdelegate.viewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
boo_invite=true;
}];
好吧,它似乎再次没有任何改变我们的代码或网络设置。 我打开了支持Apple支持,错误记录等的票据,而且似乎其中一些工作正常......
现在我们知道这是Game Center沙箱中的一个bug。 据我所知,游戏中心的sanbox版本并不稳定,苹果公司的人们对这项服务没有给予足够的重视。 也无法检查互联网上的系统状态。
我仍然继续与Apple支持商讨,以了解其原因,并在完成时将此处的所有对话分享给他人。
快乐编码...
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