iOS游戏中心GameKit程序化邀请配对

我正在尝试使用自定义UI(没有gkmatchmakerViewController)实现实时多人游戏.我正在使用startbrowsingForNearbyPlayersWithReachableHandler:^(Nsstring * playerID,BOOL可达)来查找本地播放器,然后使用gkmatchmaker单例(我已经启动)发起匹配请求.

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 accepts
request.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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