这是我遇到麻烦的地方.当我发送请求时,完成处理程序几乎立即触发,没有错误,并且它返回的匹配具有预期的玩家计数为零.同时,其他玩家肯定没有回复该请求
相关守则:
- (voID) findMatch { GKMatchRequest *request = [[GKMatchRequest alloc] init]; request.minPlayers = NUM_PLAYERS_PER_MATCH; //2 request.maxPlayers = NUM_PLAYERS_PER_MATCH; //2 if (nil != self.playersToInvite) { // we always successfully get in this if-statement request.playersToInvite = self.playersToInvite; request.inviteeResponseHandler = ^(Nsstring *playerID,GKInviteeResponse response) { [self.delegate updateUIForPlayer: playerID accepted: (response == GKInviteeResponseAccepted)]; };}request.inviteMessage = @"Let's Play!";[self.matchmaker findMatchForRequest:request withCompletionHandler:^(GKMatch *match,NSError *error) { if (error) { // Print the error NSLog(@"%@",error.localizedDescription); } else if (match != nil) { self.currentMatch = match; self.currentMatch.delegate = self; // All players are connected if (match.expectedplayerCount == 0) { // start match [self startMatch]; } [self stopLookingForPlayers]; } }];}
我从上一个问题(iOS Gamecenter Programmatic Matchmaking)中知道我需要包含这个:
- (voID)matchForInvite:(GKInvite *)invite completionHandler:(voID (^)(GKMatch *match,NSError *error))completionHandler
在上面的代码,但我不知道应该包括在哪里.我已经尝试过GKMatchRequest inviteeResponseHandler和matchmaker finMatchForRequest:withCompletionHandler都无济于事.发生的行为是匹配器立即返回匹配(甚至在被邀请者被邀请之前),并且即使在被邀请者点击匹配邀请之后也不会调用matchRequest inviteeResponseHandler.
有人可以就此提出建议吗?谢谢.
…吉姆
解决方法 今晚我的比赛正在进行中.为了获得通信通道设置,您需要进行更多的协商.返回给邀请者的初始匹配正在等待被邀请者回复…这是我的过程只有两个玩家.以下是我的通信启动执行的所有步骤.显然,此处不包含真正的错误处理:首先,验证您的播放器
第二,在认证设置inviteHandler之后.像这样的东西:
[gkmatchmaker sharedMatchmaker].inviteHandler = ^(GKInvite* acceptedInvite,NSArray *playersToInvite){ if(acceptedInvite != nil) { // Get a match for the invite we obtained... [[gkmatchmaker sharedMatchmaker] matchForInvite:acceptedInvite completionHandler:^(GKMatch *match,NSError *error) { if(match != nil) { [self disconnectMatch]; // Record the new match... self.MM_gameCenterCurrentMatch = match; self.MM_gameCenterCurrentMatch.delegate = self; } else if(error != nil) { NSLog(@"ERROR: From matchForInvite: %@",[error description]); } else { NSLog(@"ERROR: Unexpected return from matchForInvite..."); } }]; }};
第三,获取朋友playerIDs(不是别名)的列表.
第四,设置这样的GKMatchRequest ……我只邀请一位朋友:
// Initialize the match request - Just targeting iOS 6 for Now...GKMatchRequest* request = [[GKMatchRequest alloc] init];request.minPlayers = 2;request.maxPlayers = 2;request.playersToInvite = [NSArray arrayWithObject:player.playerID];request.inviteMessage = @"Let's play!";// This gets called when somebody acceptsrequest.inviteeResponseHandler = ^(Nsstring *playerID,GKInviteeResponse response){ if (response == GKInviteeResponseAccepted) { //NSLog(@"DEBUG: Player Accepted: %@",playerID); // Tell the infrastructure we are don matching and will start using the match [[gkmatchmaker sharedMatchmaker] finishMatchmakingForMatch:self.MM_gameCenterCurrentMatch]; }};
五,使用请求调用findMatchForRequest:withCompletionHandler:这样的……
[[gkmatchmaker sharedMatchmaker] findMatchForRequest:request withCompletionHandler:^(GKMatch* match,NSError *error) { if (error) { NSLog(@"ERROR: Error makeMatch: %@",[error description] ); [self disconnectMatch]; } else if (match != nil) { // Record the new match and set me up as the delegate... self.MM_gameCenterCurrentMatch = match; self.MM_gameCenterCurrentMatch.delegate = self; // There will be no players until the players accept... }}];
第六,这将请求发送给另一个玩家,如果他们接受来自第二步的“inviteHandler”则被调用.
第七,来自第二步的“inviteHandler”获得了GKInvite的比赛!
第八,来自第四步的“inviteeResponseHandler”被召唤完成比赛!
第九,从GKMatchDelegate创建一个dIDChangeState来处理匹配的最终化.像这样的东西:
- (voID)match:(GKMatch *)match player:(Nsstring *)playerID dIDChangeState:(GKPlayerConnectionState)state{switch (state){ case GKPlayerStateConnected: // Handle a new player connection. break; case GKPlayerStatedisconnected: // A player just disconnected. break;}if (!self.matchStarted && match.expectedplayerCount == 0){ self.matchStarted = YES; // Handle initial match negotiation. if (self.iAmHost && !self.sentinitialResponse) { self.sentinitialResponse = true; // Send a hello log entry [self sendMessage: [Nsstring stringWithFormat:@"Message from frIEnd,'Hello,thanks for accepting,you have connected with %@'",self.MM_gameCenterLocalPlayer.alias] toplayersInMatch: [NSArray arrayWithObject:playerID]]; }}}
第十,这是我的sendMessage:
- (voID) sendMessage:(Nsstring*)action toplayersInMatch:(NSArray*) playerIDs{ NSError* err = nil;if (![self.MM_gameCenterCurrentMatch sendData:[action dataUsingEnCoding:NSUTF8StringEnCoding] toplayers:playerIDs withDataMode:GKMatchSendDataReliable error:&err]){ if (err != nil) { NSLog(@"ERROR: Could not send action to players (%@): %@ (%d) - '%@'",[playersInMatch componentsJoinedByString:@","],[err localizedDescription],[err code],action); } else { NSLog(@"ERROR: Could not send action to players (%@): null error - '%@'",action); }}else{ NSLog(@"DEBUG: Message sent to players (%@) - '%@'",action);}}
第十一,从GKMatchDelegate创建一个这样的dIDReceiveData:
- (voID)match:(GKMatch *)match dIDReceiveData:(NSData *)data fromPlayer:(Nsstring *)playerID{Nsstring* actionString = [[[Nsstring alloc] initWithData:data enCoding:NSUTF8StringEnCoding] autorelease];// Send the initial response after we got the initial send from the// invitee...if (!self.iAmHost &&!self.sentinitialResponse){ self.sentinitialResponse = true; // Send a hello log entry [self sendMessage: [Nsstring stringWithFormat:@"Message from frIEnd,thanks for inviting,self.MM_gameCenterLocalPlayer.alias] toplayersInMatch: [NSArray arrayWithObject:playerID]];}// Execute the action we were sent...NSLog(actionString);}
第十二……好了,现在你已经开始运行了沟通渠道……做你想做的事……
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