BGTaskScheduler: How do you continue an operation in queue in the background? - ios

I have set up all the steps required for adding the capability for background process (identified the task, registered and calling as instructed in this video).
I wondered if I'm downloading a file and before the download ends, the app goes to the background – what can I do to keep the download running? I just don't know about the last part in this method where I need to call on my last item in a queue and keep running the download.
The code shown is in Objective-C, but any hints in Swift would be extremely helpful as well.
- (void) handelBackgroudProcessingTaskForDownloads:(BGProcessingTask *) task {
[self scheduleAppBGProcessingTaskForDownloads];
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
task.expirationHandler = ^{
[queue cancelAllOperations];
};
__weak NSOperation* lastOperation = MyDownloadService.shared.queue.operations.lastObject;
if (lastOperation != nil) {
lastOperation.completionBlock = ^{
[task setTaskCompletedWithSuccess: !lastOperation.isCancelled];
};
} else {
[task setTaskCompletedWithSuccess: !lastOperation.isCancelled];
}
//this is for the case that I have more than one file in the queue which they have not started downloading yet
if ((! lastOperation.isExecuting) && (! lastOperation.isCancelled) ) {
[queue addOperation:MyDownloadService.shared.queue.operations.lastObject];
}
// My question: How can I keep downloading the single file when app goes in bg before download is done? I tried this line below and did not work!
if(lastOperation.isExecuting) {
[MyDownloadService.shared.queue waitUntilAllOperationsAreFinished];
}

Related

How to improve this objective-c code (blocks, RestKit, async, threads)

I'm maintaining an old game code (>5 yrs old) and switched developers hands a few times. Game doesn't has a dedicated player base (an early casino gambling game).
RestKit is used for API calls.
Please find comments: // SECTION_1 // SECTION_2 in the code below.
// SECTION_1 : can make it async, use blocking logic. What are the some immediate risks related to introducing threading bugs?
// SECTION_2 : Need to fix a bug bug in previous logic here. Bug: self.fetchAllPlayersCallback gets invoked before waiting for self.fetchAllPlayersFriendCheckCallback. For correct UI update, I would need to combine self.fetchAllPlayersFriendCheckCallback and self.fetchAllPlayersCallback.
Code:
/* getAllPlayersInGame:(NSString *)gameId
* Fetch players for a game in progress, update UI, invoke fetchAllPlayersCallback
* Also detect if players are friends. Prepare friends set and invoke fetchAllPlayersFriendCheckCallback.
*/
- (void)getAllPlayersInGame:(NSString *)gameId
{
self.fetchAllPlayersInProgress = YES;
self.fetchAllPlayersError = nil;
[SocialManager getPlayersAndProfilesForGameId:gameId userId:[UserManager getActiveUser] completion:^(NSError *error, SocialUsers *users, SocialProfiles *profiles)
{
if (error) {
self.fetchAllPlayersError = error;
// TODO: show ui error alert
return;
}
__block NSUInteger totalusers = [self.lobby.players count];
__block BOOL isAllPlayersFriends = YES;
__block NSMutableSet *friendsInGame = [[NSMutableSet alloc] init]
// SECTION_1
// separate lightweight call to server per player.
// server implementation limitation doesn't allow sending bulk requests.
for (SocialUser *player in self.lobby.players) {
NSString *playerId = player.playerID;
[SocialManager isUser:userId friendsWithPlayer:playerId completionBlock:^(PlayHistory *playHistory, NSError *error) {
totalusers--;
if (!error) {
isAllPlayersFriends &= playHistory.isFriend;
if (playHistory.isFriend)
{
// TODO: Add to friendsInGame
// TODO: save other details (game history, etc for ui population)
}
} else {
self.fetchAllPlayersFriendCheckCallback(isAllPlayersFriends, friendsInGame, error);
return;
}
if (0 == totalusers) {
fetchAllPlayersFriendCheckCallback(isAllPlayersFriends, friendsInGame, error);
}
}];
};
// SECTION_2
// TODO: update data model
// TODO: UI update view
self.fetchAllPlayersInProgress = NO;
if (self.fetchAllPlayersCallback)
{
self.fetchAllPlayersCallback();
self.fetchAllPlayersCallback = nil;
}
}];
}
There are a few approaches:
If you have a bunch of asynchronous requests that can happen concurrently with respect to each other and you want to trigger some other task when they're done, you might use Grand Central Dispatch (GCD) dispatch groups.
For example, rather than counting down totalUsers, the standard GCD approach is to use a dispatch group. Dispatch groups can trigger some block that will be called when a bunch of asynchronous calls are done. So you:
Create a group before you start your loop;
Enter your group before you start asynchronous call;
Leave your group in the asynchronous call's completion handler;
Specify a dispatch_group_notify block that will be called when each "enter" is matched with a "leave".
Thus, something like:
dispatch_group_t group = dispatch_group_create();
for (SocialUser *player in self.lobby.players) {
dispatch_group_enter(group);
[SocialManager ...: ^{
...
dispatch_group_leave(group);
}];
}
dispatch_group_notify(group, dispatch_get_main_queue(), ^{
fetchAllPlayersFriendCheckCallback(isAllPlayersFriends, friendsInGame, error);
self.fetchAllPlayersInProgress = NO;
if (self.fetchAllPlayersCallback) {
self.fetchAllPlayersCallback();
self.fetchAllPlayersCallback = nil;
}
});
Now, this presumes that this call is asynchronous but that they can run concurrently with respect to each other.
Now, if these asynchronous calls need to be called consecutively (rather than concurrently), then you might wrap them in asynchronous NSOperation or something like that, which assures that even if they're running asynchronously with respect to the main queue, they'll run consecutively with respect to each other. And if you use that approach, rather than using a dispatch group for the completion operations, you would use NSOperation dependencies. For example, here's a trivial example:
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
queue.maxConcurrentOperationCount = 1;
NSOperation *completion = [NSBlockOperation blockOperationWithBlock:^{
// stuff to be done when everything else is done
}];
for (Foo *foo in self.foobars) {
NSOperation *operation = [SocialManager operationForSomeTask:...];
[completionOperation addDependency:operation];
[queue addOperation:operation];
}
[[NSOperationQueue mainQueue] addOperation:completionOperation];
But all of this assumes that you're refactored your social manager to wrap its asynchronous requests in custom asynchronous NSOperation subclass. It's not rocket science, but if you haven't done that before, you might want to gain familiarity with creating them before you tackle refactoring your existing code to do so.
Another permutation of the previous point is that rather than refactoring your code to use custom asynchronous NSOperation subclasses, you could consider a framework like PromiseKit. It still requires you to refactor your code, but it has patterns that let you wrap your asynchronous task in "promises" (aka "futures"). I only mention it for the take of completeness. But you might not want to throw a whole new framework in this mix.
Bottom line, there's simply not enough here to diagnose this. But dispatch groups or custom asynchronous NSOperation subclasses with completion operations.
But the comment in that code that says "use blocking logic" is generally not a good idea. You should never block and with well designed code, it's completely unnecessary.

nested callback hell in objective c

I am now working on an app that works with BLE, Backend server and location. I am facing a problem which I am not sure how to get out of which is what people call "Callback hell". The entire CoreBluetooth framework in iOS is based on a delegate pattern, which until you can use the CBPeripheral has to go to at least 3 callbacks:
DidConnectToPeripheral
DidDiscoverServices
DidDiscoverCharacteristics
But in fact there could be many more, and every action you take with the device will come back as a callback to one of those functions. Now when I want to "Rent" this ble product, I must connect to it, after connecting send a requests to the server and get the user's current location, after that all happens I have to write a value in the bluetooth device and get confirmation. This would not be so difficult, but unfortunately each and every one of those stages is failable, so error handling needs to be added. Not to mention implementing timeout.
I am sure I am not the only one to approach such issues so I looked around and I found 2 things that might help:
the Advanced NSOperations talk in the wwdc 2015, but after trying for 4 days to make it work, it seems like the code is too buggy.
Promisekit but I couldn't find a way to wrap CoreBluetooth.
How are people with even more complicated apps deal with this? in swift or objc.
Some sample problematic code:
-(void)startRentalSessionWithLock:(DORLock *)lock timeOut:(NSTimeInterval)timeout forSuccess:(void (^)(DORRentalSession * session))successBlock failure:(failureBlock_t)failureBlock{
//we set the block to determine what happens
NSAssert(lock.peripheral, #"lock has to have peripheral to connect to");
if (!self.rentalSession) {
self.rentalSession = [[DORRentalSession alloc] initWithLock:nil andSessionDict:#{} active:NO];
}
self.rentalSession.lock = lock;
[self connectToLock:self.rentalSession.lock.peripheral timeOut:timeout completionBlock:^(CBPeripheral *peripheral, NSError *error) {
self.BTConnectionCompleted = nil;
if (!error) {
[[INTULocationManager sharedInstance] requestLocationWithDesiredAccuracy:INTULocationAccuracyHouse timeout:1 delayUntilAuthorized:YES block:^(CLLocation *currentLocation, INTULocationAccuracy achievedAccuracy, INTULocationStatus status) {
if (status == INTULocationStatusSuccess || status == INTULocationStatusTimedOut) {
[self startServerRentalForSessionLockWithUserLocation:currentLocation.coordinate forSuccess:^(DORRentalSession *session) {
if (self.rentalSession.lock.peripheral && self.rentalSession.lock.peripheral.state == CBPeripheralStateConnected) {
[self.rentalSession.lock.peripheral setNotifyValue:YES forCharacteristic:self.rentalSession.lock.charectaristics.sensorCharacteristic];
}else{
//shouldnt come here
}
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.5 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
if (self.rentalSession.lock.peripheral.state == CBPeripheralStateConnected) {
!self.rentalSession.lock.open ? [self sendUnlockBLECommandToSessionLock] : nil;
if (successBlock) {
successBlock(session);
}
}else{
[self endCurrentRentalSessionWithLocation:self.rentalSession.lock.latLng andPositionAcc:#(1) Success:^(DORRentalSession *session) {
if (failureBlock) {
failureBlock([[NSError alloc] initWithDomain:DonkeyErrorDomain code:46 userInfo:#{NSLocalizedDescriptionKey:#"Could't connect to lock"}],200);
}
} failure:^(NSError *error, NSInteger httpCode) {
if (failureBlock) {
failureBlock([[NSError alloc] initWithDomain:DonkeyErrorDomain code:45 userInfo:#{NSLocalizedDescriptionKey:#"fatal error"}],200);
}
}];
}
});
} failure:^(NSError *error, NSInteger httpCode) {
if (failureBlock) {
failureBlock(error,httpCode);
}
}];
}else{
NSError *gpsError = [self donkeyGPSErrorWithINTULocationStatus:status];
if (failureBlock) {
failureBlock(gpsError,200);
}
}
}];
}else{
if (failureBlock) {
failureBlock(error,200);
}
}
}];
}
To get rid of this nested calls you can use GCD group + serial execution queue:
dispatch_queue_t queue = ddispatch_queue_create("com.example.queue", NULL);
dispatch_group_t group = dispatch_group_create();
// Add a task to the group
dispatch_group_async(group, queue, ^{
// Some asynchronous work
});
// Make dispatch_group_async and dispatch_group_sync calls here
// Callback to be executed when all scheduled tasks are completed.
dispatch_group_notify(serviceGroup,dispatch_get_main_queue(),^{
// Do smth when everything has finished
});
// wait for all tasks to complete
dispatch_group_wait(group, DISPATCH_TIME_FOREVER);
The other solution based on GCD groups is described here

iOS - How to increase variable in block using cycle

I need to create an entity on the server and then upload few images to the server.
So first block display success creating entity on the server then I starting upload 10 images one by one in cycle, but the app send the notification not after last 10 image was uploaded, so 'i' variable can be 10 even not be a 10 in the order. I am not sure but seems iteration in the block is not right. So I just want to be sure that the 10 images was uploaded and just then invoke sending notification.
So I skip some blocks parameters and failure options, array that I use for getting images to upload and etc. Just think about my blocks as an example that display success invocation after '{'.
// success first block
block1
{
// cycle from 0 to 10
for (NSInteger i = 0; i <=10; i++)
{
// success upload image to the server block
block2
{
// if I did 10 uploads I need to send notification.
if (i == 10)
{
// send notification here when last block returned success....
}
}
}
}
If you're creating a bunch of AFHTTPRequestOperation objects, then the most logical approach would be to create a completion operation and make it dependent upon the request operations:
NSOperation *completionOperation = [NSBlockOperation blockOperationWithBlock:^{
// code to be run when the operations are all done should go here
}];
for (...) {
// create `operation` AFHTTPRequestOperation however you want and add it to some queue
// but just make sure to designate the completion operation dependency
[completionOperation addDependency:operation];
}
// now that all the other operations have been queued, you can now add the completion operation to whatever queue you want
[[NSOperationQueue mainQueue] addOperation:completionOperation];
You can use Dispatch Group as the following.
// success first block
block1
{
dispatch_group_t group = dispatch_group_create();
// cycle from 0 to 10
__block NSUInteger successCount = 0;
for (NSInteger i = 0; i <=10; i++)
{
dispatch_group_enter(group);
// upload image to the server block
successOrErrorBlock
{
if (success)
successCount++;
dispatch_group_leave(group);
}
}
dispatch_group_notify(group, dispatch_get_main_queue(), ^{
if (successCount == 10) {
// send notification here when last block returned success....
}
});
}
The pattern I follow when invoking more than a couple blocks asynchronously is to create a to-do list (array) and perform that list recursively, like this:
// say this is our asynch operation. presume that someParameter fully
// describes the operation, like a file to be uploaded
- (void)performSomeAsynchOperationDefinedBy:(id)someParameter completion:(void (^)(BOOL, NSError *))completion {
// this could wrap any operation, like anything from AFNetworking
}
- (void)doOperationsWithParameters:(NSArray *)parameters completion:(void (^)(BOOL, NSError *))completion {
if (!parameters.count) return completion(YES, nil);
id nextParameter = someParameters[0];
NSArray *remainingParameters = [parameters subarrayWithRange:NSMakeRange(1, parameters.count-1)];
[self performSomeAsynchOperationDefinedBy:nextParameter completion:^(BOOL success, NSError *error)) {
if (!error) {
[self doManyOperations:remainingParameters completion:completion];
} else {
completion(NO, error);
}
}];
}
Now, to do several operations, place the parameters in an array, like:
NSArray *parameters = #[#"filename0", #"filename1", ...];
[self doOperationsWithParameters:parameters completion:(BOOL success, NSError *error) {
NSLog(#"ta-da!");
}];
A variant on the above with a progress block invoked up front and after each recursion (with a progress percentage initialCount/remainingCount) should be straight forward from the example provided.
Another variation would be to wrap both the param array and the completion block in a single NSObject, so the recursive call could be made with performSelector:, the benefit of doing this would be to not wind up the stack on a long recursion.

how to know dispatch_async is running ios

I am looking for a small scenario that how can we trace the "dispatch_async" is running or not?.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,
(unsigned long)NULL), ^(void) {
//back ground process
});
In my case, my app will be in foreground I started the back ground thread and when I bring app from background to foreground I need to check whether it is still running or not. I should not call the same process if it is still running. any idea?
The easiest way to do this (without keeping a reference to every dispatch or a flag for entering/leaving asynchronous tasks) is by using dispatch_group notifications. See the example link and code below:
- (void)downloadPhotosWithCompletionBlock:(BatchPhotoDownloadingCompletionBlock)completionBlock
{
// 1
__block NSError *error;
dispatch_group_t downloadGroup = dispatch_group_create();
for (NSInteger i = 0; i < 3; i++) {
NSURL *url;
switch (i) {
case 0:
url = [NSURL URLWithString:kOverlyAttachedGirlfriendURLString];
break;
case 1:
url = [NSURL URLWithString:kSuccessKidURLString];
break;
case 2:
url = [NSURL URLWithString:kLotsOfFacesURLString];
break;
default:
break;
}
dispatch_group_enter(downloadGroup); // 2
Photo *photo = [[Photo alloc] initwithURL:url
withCompletionBlock:^(UIImage *image, NSError *_error) {
if (_error) {
error = _error;
}
dispatch_group_leave(downloadGroup); // 3
}];
[[PhotoManager sharedManager] addPhoto:photo];
}
dispatch_group_notify(downloadGroup, dispatch_get_main_queue(), ^{ // 4
if (completionBlock) {
completionBlock(error);
}
});
}
Note how:
dispatch_group_notify(downloadGroup, dispatch_get_main_queue(), ^{ // 4
if (completionBlock) {
completionBlock(error);
}
});
will not be called until after
dispatch_group_leave(downloadGroup); // 3
is called.
You should setup your threading to where you can work with callbacks like this to determine states. You should try to avoid using boolean flags at all costs, as this is exactly what dispatch groups are for. It's also hard to keep track of numerous asynchronous calls using boolean states.
link: dispatch groups
The question is wrong - dispatch_async is running while you call it and stops running when the call returns, which is practically immediately. What you really want to know is whether the dispatched block is running or not. The simplest way is something along the lines of
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,
(unsigned long)NULL), ^(void) {
[self blockIsRunning:YES];
// do stuff
[self blockIsRunning:NO];
});
or if you want to know whether the block has run once, you would do something like
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,
(unsigned long)NULL), ^(void) {
[self blockStarted];
// do stuff
[self blockFinished];
});
Alternatively, use NSOperationQueue and a subclass of NSOperation so instead of an anonymous block you have a proper object that you can ask whether it is ready, cancelled, executing, or finished.

Pause and Resume ASINetworkQueue

I'm using an ASINetworkQueue to download around 50 files in an iPad app. I'm looking for a way of allowing the user to pause and resume the queue.
The ASIHTTP docs refer to
[request setAllowResumeForFileDownloads:YES];
but this operates at an individual request level, not at the queue level. As ASINetworkQueue is a subclass of NSOperationQueue I've also tried
[queue setSuspended:YES];
and while this will pause a queue, it does not affect the downloads in progress, it just waits until they've finished and then pauses the queue, which in my case means many seconds between the user pressing the button and the queue actually pausing, which is not the UI experience I want.
Can anyone suggest another way of solving this problem?
My solution..
- (void) pause
{
if(self.queue && self.queue.requestsCount>0)
{
NSLog(#"%#", self.queue.operations);
for (ASIHTTPRequest * req in self.queue.operations) {
req.userInfo = [NSDictionary dictionaryWithObject:#"1" forKey:#"ignore"];
}
[self.queue.operations makeObjectsPerformSelector:#selector(cancel)];
[self.queue setSuspended:YES];
for (ASIHTTPRequest * req in self.queue.operations) {
ASIHTTPRequest * newReq = [[ASIHTTPRequest alloc] initWithURL:req.url];
[newReq setDownloadDestinationPath:req.downloadDestinationPath];
[newReq setTemporaryFileDownloadPath:req.temporaryFileDownloadPath];
// [newReq setAllowResumeForFileDownloads:YES];
[newReq setUserInfo:req.userInfo];
[self.queue addOperation:newReq];
}
}
}
- (void) resume
{
if(self.queue && self.queue.requestsCount>0)
{
[self _setupQueue];
[self.queue go];
}
}
- (void) _setupQueue
{
[self.queue setShouldCancelAllRequestsOnFailure:NO];
[self.queue setRequestDidStartSelector:#selector(downloadDidStart:)];
[self.queue setRequestDidFinishSelector:#selector(downloadDidComplete:)];
[self.queue setRequestDidFailSelector:#selector(downloadDidFailed:)];
[self.queue setQueueDidFinishSelector:#selector(queueDidFinished:)];
[self.queue setDownloadProgressDelegate:self.downloadProgress];
[self.queue setDelegate:self];
self.queue.maxConcurrentOperationCount = 3;
// self.queue.showAccurateProgress = YES;
}
First, pause function cancel all running operations, and recreate new requests push them into queue.
Then resume function unsuspends the queue.
Be noticed, request should not set setAllowResumeForFileDownloads:YES, otherwise the totalBytesToDownload will calculate wrong..If allowResumeForFileDownloads=NO, its value will be same as the count of requests in queue.
Here is my request fail handler, I add retry when file download fail. But I don't whant when I cancel a request, the retry mechanism will be invoked, so I set userInfo(ignore:true) to request object to prevent it happens.
- (void) downloadDidFailed:(ASIHTTPRequest *)req
{
NSLog(#"request failed");
NSLog(#"%d", self.queue.requestsCount);
if(![self.queue showAccurateProgress])
{
[self.queue setTotalBytesToDownload:[self.queue totalBytesToDownload]-1];
NSLog(#"totalBytesToDownload=%lld", self.queue.totalBytesToDownload);
}
NSDictionary * userInfo = req.userInfo;
if([[userInfo valueForKey:#"ignore"] boolValue]) return; // ignore retry
int retryTimes = [[req.userInfo objectForKey:#"retryTimes"] intValue];
if(retryTimes<kMU_MaxRetry)
{
++ retryTimes;
NSLog(#"retry %d", retryTimes);
ASIHTTPRequest * newReq = [ASIHTTPRequest requestWithURL:req.url];
[newReq setDownloadDestinationPath:req.downloadDestinationPath];
[newReq setTemporaryFileDownloadPath:req.temporaryFileDownloadPath];
newReq.userInfo = [NSDictionary dictionaryWithObject:[NSString stringWithFormat:#"%d", retryTimes] forKey:#"retryTimes"];
[self.queue addOperation:newReq];
NSLog(#"%d", self.queue.requestsCount);
}else{ // reach max retry, fail it
[self.failures addObject:req];
}
}
I am not sure if there is a better solution, hope it can help you.

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