In my app I need to download files with the following requirements:
download lots (say 3000) of small PNG files (say 5KB)
one by one
continue the download if the app in background
if an image download fails (typically because the internet connection has been lost), wait for X seconds and retry. If it fails Y times, then consider that the download failed.
be able to set a delay between each download to reduce the server load
Is iOS able to do that? I'm trying to use NSURLSession and NSURLSessionDownloadTask, without success (I'd like to avoid starting the 3000 download tasks at the same time).
EDIT: some code as requested by MwcsMac:
ViewController:
class ViewController: UIViewController, URLSessionDelegate, URLSessionDownloadDelegate {
// --------------------------------------------------------------------------------
// MARK: Attributes
lazy var downloadsSession: URLSession = {
let configuration = URLSessionConfiguration.background(withIdentifier:"bgSessionConfigurationTest");
let session = URLSession(configuration: configuration, delegate: self, delegateQueue:self.queue);
return session;
}()
lazy var queue:OperationQueue = {
let queue = OperationQueue();
queue.name = "download";
queue.maxConcurrentOperationCount = 1;
return queue;
}()
var activeDownloads = [String: Download]();
var downloadedFilesCount:Int64 = 0;
var failedFilesCount:Int64 = 0;
var totalFilesCount:Int64 = 0;
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// MARK: Lifecycle
override func viewDidLoad() {
super.viewDidLoad()
startButton.addTarget(self, action:#selector(onStartButtonClick), for:UIControlEvents.touchUpInside);
_ = self.downloadsSession
_ = self.queue
}
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// MARK: User interaction
#objc
private func onStartButtonClick() {
startDownload();
}
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// MARK: Utils
func startDownload() {
downloadedFilesCount = 0;
totalFilesCount = 0;
for i in 0 ..< 3000 {
let urlString:String = "http://server.url/\(i).png";
let url:URL = URL(string: urlString)!;
let download = Download(url:urlString);
download.downloadTask = downloadsSession.downloadTask(with: url);
download.downloadTask!.resume();
download.isDownloading = true;
activeDownloads[download.url] = download;
totalFilesCount += 1;
}
}
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// MARK: URLSessionDownloadDelegate
func urlSession(_ session: URLSession, task: URLSessionTask, didCompleteWithError error: Error?) {
if(error != nil) { print("didCompleteWithError \(error)"); }
failedFilesCount += 1;
}
func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didFinishDownloadingTo location: URL) {
if let url = downloadTask.originalRequest?.url?.absoluteString {
activeDownloads[url] = nil
}
downloadedFilesCount += 1;
[eventually do something with the file]
DispatchQueue.main.async {
[update UI]
}
if(failedFilesCount + downloadedFilesCount == totalFilesCount) {
[all files have been downloaded]
}
}
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// MARK: URLSessionDelegate
func urlSessionDidFinishEvents(forBackgroundURLSession session: URLSession) {
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
if let completionHandler = appDelegate.backgroundSessionCompletionHandler {
appDelegate.backgroundSessionCompletionHandler = nil
DispatchQueue.main.async { completionHandler() }
}
}
}
// --------------------------------------------------------------------------------
}
AppDelegate:
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var backgroundSessionCompletionHandler: (() -> Void)?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
func application(_ application: UIApplication, handleEventsForBackgroundURLSession identifier: String, completionHandler: #escaping () -> Void) {
backgroundSessionCompletionHandler = completionHandler
}
}
Download:
class Download: NSObject {
var url: String
var isDownloading = false
var progress: Float = 0.0
var downloadTask: URLSessionDownloadTask?
var resumeData: Data?
init(url: String) {
self.url = url
}
}
What's wrong with this code:
I'm not sure that the background part is working. I followed this tutorial: https://www.raywenderlich.com/110458/nsurlsession-tutorial-getting-started. It says that the app screenshot should be updated if I press home and then double tap home to show the app switcher. Does not seems to work reliably. It is updated when I re-open the app though. Having an iPhone since yesterday, I don't know if this is the normal behavior?
the 3000 downloads are started in the startDownload method. The maxConcurrentOperationCount of the queue does not seem to be respected: downloads are running concurrently
the downloadsSession.downloadTask(with: url); call takes 30ms. Multiplied by 3000, it takes 1mn30, that's a big problem :/ . Waiting a few seconds (2-3) would be ok.
I can't set a delay between two downloads (that's not a big problem. Would be nice though, but if I can't it will be OK)
Ideally, I would run the startDownload method asynchronously, and download the files synchronously in the for loop. But I guess I can't do that in background with iOS?
So here is what I finally did:
start the download in a thread, allowed to run for a few minutes in background (with UIApplication.shared.beginBackgroundTask)
download files one by one in a loop with a custom download method allowing to set a timeout
before downloading each file, check if UIApplication.shared.backgroundTimeRemaining is greater than 15
if yes, download the file with a timeout of min(60, UIApplication.shared.backgroundTimeRemaining - 5)
if no, stop downloading and save the download progress in the user defaults, in order to be able to resume it when the user navigates back to the app
when the user navigates back to the app, check if a state has been saved, and if so resume the download.
This way the download continues for a few minutes (3 on iOS 10) when the user leaves the app, and is pause just before these 3 minutes are elapsed. If the user leaves the app in background for more than 3 minutes, he must come back to finish the download.
Related
I am using the new iOS13 background task framework, with the implementation of a BGAppRefreshTask type. My problem is, my device is never calling the task, even after waiting several hours, but I am able to successfully run the code using the Debugger trick of calling _simulateLaunchForTaskWithIdentifier.
I have setup the following:
Enabled my app with the Background Modes capability, a checking the "Background fetch".
Added my background Id to Info.plist under "Permitted background task scheduler identifiers": "com.XYZ.PearWeather.backgroundAlerts".
I have registered the task from application(didFinishLaunchingWithOptions) in my AppDelegate:
BGTaskScheduler.shared.register(forTaskWithIdentifier: "com.XYZ.PearWeather.backgroundAlerts", using: nil) { task in
self.backgroundAlerts(task: task as! BGAppRefreshTask)
}
I am scheduling the task in a func within the AppDelegate, and calling it from my SceneDelegate sceneDidEnterBackground(). It was originally a static func, but I have now changed it to an instance func, and getting the AppDelegate instance (since I have tried many changes in desperation):
func sceneDidEnterBackground(_ scene: UIScene) {
(UIApplication.shared.delegate as! AppDelegate).scheduleBackgroundAlerts()
}
func scheduleBackgroundAlerts() {
let request = BGAppRefreshTaskRequest(identifier: "com.XYZ.PearWeather.backgroundAlerts")
request.earliestBeginDate = Date(timeIntervalSinceNow: 5 * 60)
do {
try BGTaskScheduler.shared.submit(request)
} catch {
print("Could not schedule app refresh: \(error)")
}
}
At least in the Debugger scenario, there is no error in the submit call. I have tried many different values for the timeIntervalSinceNow parameter above. I am also calling this scheduleBackgroundAlerts() func from the task handler itself, which is as follows:
func backgroundAlerts(task: BGAppRefreshTask) {
scheduleBackgroundAlerts()
task.expirationHandler = {
// After all operations are cancelled, the completion block below is called to set the task to complete.
task.setTaskCompleted(success: false)
}
AlertsOperation.showNotification()
task.setTaskCompleted(success: true)
}
This implementation has changed a lot - I have originally used an OperationQueue, tried placing the scheduleBackgroundAlerts() call at the beginning and end of the func, etc. Now it is stripped down. The AlertOperation.showNotification() is also very simple now:
static func showNotification() {
let now = Date()
let bg = Locale.currentLocale().formattedTime(date: now)
SettingsManager.shared.settings.bg = bg
}
This is just storing a value in UserDefaults (in my SettingsManager, details of which are not relevant here) that I am able to read back in my app to see if anything happened.
Now, the original implementation of this func issues a local notification using UNUserNotificationCenter etc, which is what I am trying to do in this background task. This worked fine from the Debugger, but I reduced it to this simple code just to make a very small implementation.
As I say, calling the task handler from the Debugger works fine, using:
e -l objc -- (void)[[BGTaskScheduler sharedScheduler] _simulateLaunchForTaskWithIdentifier:#"com.XYZ.PearWeather.backgroundAlerts"]
But nothing is happening from the device itself. I cannot see what I have missed. I do not know how to log any exception from within the background task handler either.
I am new to Swift and iOS, so any pointers appreciated. Most of the code above is almost a copy of the many tutorials on this subject. For me, though, things are not working and I have run out of options!
have break points in the code after submit request and after submitting the request(BGTaskScheduler.shared.submit(request)) then run the command
e -l objc -- (void)[[BGTaskScheduler sharedScheduler] _simulateLaunchForTaskWithIdentifier:#"com.XYZ.PearWeather.backgroundAlerts"]
then registered handler will be called for that identifier.
Check POC to see further details.
Here is what I use.
In my AppDelegate, the iOS13 code. Older style fetch not included:
class AppDelegate: UIResponder, UIApplicationDelegate, URLSessionDelegate, UNUserNotificationCenterDelegate {
var backgroundSessionCompletionHandler: (() -> Void)?
var backgroundSynchTask: UIBackgroundTaskIdentifier = .invalid
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
if #available(iOS 13.0, *) {
BGTaskScheduler.shared.register(forTaskWithIdentifier: "com.WH.Air-Compare.WayneBGrefresh", using: nil) { task in
self.handleAppRefresh(task: task as! BGAppRefreshTask)
self.logSB.verbose("iOS 13 Registered for Background duty")
}
} else {
// Fallback on earlier versions
self.logSB.verbose("iOS < 13 Registering for Background duty")
UIApplication.shared.setMinimumBackgroundFetchInterval(UIApplication.backgroundFetchIntervalMinimum)
}
}
func application(_ application: UIApplication, handleEventsForBackgroundURLSession identifier: String, completionHandler:#escaping () -> Void) {
let dateFormatter = DateFormatter() // format the date for output
dateFormatter.dateStyle = DateFormatter.Style.medium
dateFormatter.timeStyle = DateFormatter.Style.long
let convertedDate = dateFormatter.string(from: Date())
self.logSB.info("Background URLSession handled at \(convertedDate)")
self.logSB.info("Background URLSession ID \(identifier)")
let config = URLSessionConfiguration.background(withIdentifier: "WayneBGconfig")
let session = URLSession(configuration: config, delegate: self, delegateQueue: OperationQueue.main)
session.getTasksWithCompletionHandler { (dataTasks, uploadTasks, downloadTasks) -> Void in
// yay! you have your tasks!
self.logSB.info("Background completion handler here with \(downloadTasks.count) tasks")
for i in 0...max(0,downloadTasks.count - 1) {
let description: String = downloadTasks[i].taskDescription!
self.logSB.info("Task ID \(i) is \(description)")
}
}
backgroundSessionCompletionHandler = completionHandler
}
func applicationDidEnterBackground(_ application: UIApplication) {
if #available(iOS 13.0, *) {
scheduleAppRefresh()
} else {
// Fallback on earlier versions
}
}
#available(iOS 13.0, *)
func scheduleAppRefresh() {
logSB.info("Scheduling the AppRefresh in iOS 13 !!")
let request = BGAppRefreshTaskRequest(identifier: "com.WH.Air-Compare.WayneBGrefresh")
request.earliestBeginDate = Date(timeIntervalSinceNow: 2 * 60) // Fetch no earlier than 2 minutes from now
do {
try BGTaskScheduler.shared.submit(request)
} catch {
logSB.error("Could not schedule app refresh: \(error)")
}
}
I am trying to emit a socket event in applicationWillTerminate in AppDelegate. I have used socket.io.
I believe I am able to successfully emit the event.
Following are the logs I get in the console :
2018-10-08 20:29:45.663856+0530 SOCKET_POC[4718:303986] LOG SocketIOClient{/}: Emitting: 23["device-disconnect","{\"QrcodeID\":\"2a758b00-314f-d69d-a10b-24fca56693ed\",\"UniqueID\":\"E15C087D-626F-4F10-B0B3-7567DA76EF51\"}"], Ack: false
2018-10-08 20:29:49.561608+0530 SOCKET_POC[4718:304214] LOG SocketEngine: Writing ws: 23["device-disconnect","{\"QrcodeID\":\"123\",\"UniqueID\":\"123\"}"] has data: false
2018-10-08 20:29:49.561675+0530 SOCKET_POC[4718:304214] LOG SocketEngineWebSocket: Sending ws: 23["device-disconnect","{\"QrcodeID\":\"123\",\"UniqueID\":\"123\"}"] as type: 4
Please find the code below :
func applicationWillTerminate(_ application: UIApplication) {
print(SocketHandler.instance?.socket.status)
if let uniqueId = UserDefaults.standard.value(forKey: Constants.USER_DEFAULT_KEYS.UINQUE_ID) as? String {
CommonFunctions().emitResultOnDeviceDisconnect(qrcode: "\(Variables.QRCodeID)", uniqueId: uniqueId)
print(SocketHandler.sharedInstance().socket.status)
}
I have even printed the status of my socket which always prints connected.
But when I see the logs at the server(backend), they don't receive my emitted socket event at all.
In your AppDelegate.Swift,
change your "applicationDidEnterBackground(_ application: UIApplication)" to Following code ==>
func applicationDidEnterBackground(_ application: UIApplication) {
var bgTask: UIBackgroundTaskIdentifier = 0;
bgTask = application.beginBackgroundTask(withName:"MyBackgroundTask", expirationHandler: {() -> Void in
print("The task has started")
application.endBackgroundTask(bgTask)
bgTask = UIBackgroundTaskInvalid
})
}
And keep your logic of "applicationWillTerminate" as it is.
If you want to fire socket event as soon as you kill the application, you need to create a background task as from the apple's developer documentation.
optional func applicationWillTerminate(_ application: UIApplication)
You should use this method to perform any final clean-up tasks for your app, such as freeing shared resources, saving user data, and invalidating timers. Your implementation of this method has approximately five seconds to perform any tasks and return. If the method does not return before time expires, the system may kill the process altogether.
What you can do is create a background task to fire the socket event so that if we are supposed to receive a callback, we can get in time.
Please follow the following code to resolve the problem you are facing:
Add this property in your Appdelegate
var taskIdentifier: UIBackgroundTaskIdentifier = UIBackgroundTaskInvalid
Add the following methods
func startBackgroundTask() {
taskIdentifier = UIApplication.shared.beginBackgroundTask(expirationHandler: { [weak self] in
self?.endBackgroundTask()
})
// Only to check if the task is in invalid state or not for debugging.
assert(task != UIBackgroundTaskInvalid)
}
func endBackgroundTask() {
UIApplication.shared.endBackgroundTask(taskIdentifier)
taskIdentifier = UIBackgroundTaskInvalid
}
func applicationWillTerminate(_ application: UIApplication) {
if let uniqueId = UserDefaults.standard.value(forKey: Constants.USER_DEFAULT_KEYS.UINQUE_ID) as? String {
CommonFunctions().emitResultOnDeviceDisconnect(qrcode: "\(Variables.QRCodeID)", uniqueId: uniqueId)
}
self.startBackgroundTask()
}
I hope this will solve your problem. In case of any issues please feel free to as in loop.
Thanks.
I work to integrate an amazing AR model from Unity into Swift 4.
I finally did that using Unity 2018 (version 2018.2.4) and Swift 4.1 (Xcode 9.4.1) but when I run the project on my device (iPhone 7 Plus) is crushing and the error is coming from the path MyProjectName/Unity/Classes/Unity/IUnityGraphicsMetal.h
The error is: Thread 1: EXC_BAD_ACCESS (code=1, address=0x8).
I exported the project from Unity selecting Graphics API as Metal and also as OpenGLES3, none of this helped me.
Also in XCode -> Edit Scheme -> Run -> Options Tab -> Metal API Validation -> I set this one to Disabled, and I still get the same error.
I also update ARKit Plugin (in Unity) to the latest version (1.5) hoping that will fix the problem with UnityGraphicsMetal but apparently not.
Can anyone help me please to fix this error or to guide me to the wright way ?
Here I have 3 screenshots with the errors which maybe can help you more.
Thank you if you are reading this !
EDIT:
Here is the source code for my ViewController which is managing the bridge between Swift and Unity:
import UIKit
class ViewController: UIViewController {
#IBOutlet var rotateSwitch: UISwitch!
override func viewDidLoad() {
super.viewDidLoad()
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
appDelegate.startUnity()
NotificationCenter.default.addObserver(self, selector: #selector(handleUnityReady), name: NSNotification.Name("UnityReady"), object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(handleUnityToggleRotation(_:)), name: NSNotification.Name("UnityToggleRotation"), object: nil)
}
}
#objc func handleUnityReady() {
showUnitySubView()
}
#objc func handleUnityToggleRotation(_ n: NSNotification) {
if let isOn = n.userInfo?["isOn"] as? NSNumber {
rotateSwitch.isOn = isOn.boolValue
}
}
#IBAction func handleSwitchValueChanged(sender: UISwitch) {
UnityPostMessage("NATIVE_BRIDGE", "PlayHologram", sender.isOn ? "start" : "stop")
}
func showUnitySubView() {
if let unityView = UnityGetGLView() {
// insert subview at index 0 ensures unity view is behind current UI view
view?.insertSubview(unityView, at: 0)
unityView.translatesAutoresizingMaskIntoConstraints = false
let views = ["view": unityView]
let w = NSLayoutConstraint.constraints(withVisualFormat: "|-0-[view]-0-|", options: [], metrics: nil, views: views)
let h = NSLayoutConstraint.constraints(withVisualFormat: "V:|-75-[view]-0-|", options: [], metrics: nil, views: views)
view.addConstraints(w + h)
}
}
}
Here is the AppDelegate file:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var application: UIApplication?
#objc var currentUnityController: UnityAppController!
var isUnityRunning = false
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
self.application = application
unity_init(CommandLine.argc, CommandLine.unsafeArgv)
currentUnityController = UnityAppController()
currentUnityController.application(application, didFinishLaunchingWithOptions: launchOptions)
// first call to startUnity will do some init stuff, so just call it here and directly stop it again
startUnity()
stopUnity()
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
if isUnityRunning {
currentUnityController.applicationWillResignActive(application)
}
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
if isUnityRunning {
currentUnityController.applicationDidEnterBackground(application)
}
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
if isUnityRunning {
currentUnityController.applicationWillEnterForeground(application)
}
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
if isUnityRunning {
currentUnityController.applicationDidBecomeActive(application)
}
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
if isUnityRunning {
currentUnityController.applicationWillTerminate(application)
}
}
func startUnity() {
if !isUnityRunning {
isUnityRunning = true
currentUnityController.applicationDidBecomeActive(application!)
}
}
func stopUnity() {
if isUnityRunning {
currentUnityController.applicationWillResignActive(application!)
isUnityRunning = false
}
}
}
This seems to be a tricky problem, here's a few things which may help, please try them:
In the Unity Editor -> Project Settings -> Player, there is also a checkbox option called "Metal API Validation", you said that you only set the Xcode option to disabled, perhaps this one needs to be disabled as well. Or a combination of on/off for the two.
Instead of selecting Metal and OpenGLES3, try ticking the checkbox "Auto Graphics API". In one of my projects, I left it on manual with Metal selected, but it wouldn't render at all on iOS, fixed it by turning on automatic.
In Color Gamut, have both sRGB and P3 Wide-colour selected. The iPhone 7 and newer all have displays rated for P3 wide-colour.
Hope this helps!
I'm trying to use applicationWillResignActive() in order to sync some data to my Firestore database before the application enters the background.
func applicationWillResignActive(_ application: UIApplication) {
self.uploadWantToPlay()
}
When I call my upload function from applicationWillResignActive() it runs but no data is added to Firestore before the next time the application becomes active.
When I for testing purposes instead run the same function from one of my ViewControllers the data is added instantly to Firestore.
I've also tried calling the function from applicationDidEnterBackground(), I've tried running it in it's own DispatchQueue. But it's had the same result.
How can I run this function as the user is about to leave the app and have it perform the database sync properly?
The functions handling the database sync;
func uploadWantToPlay() {
print ("Inside uploadWantToPlay")
if let wantToPlay = User.active.wantToPlayList {
if let listEntries = wantToPlay.list_entries {
let cleanedEntries = listEntries.compactMap({ (entry: ListEntry) -> ListEntry? in
if entry.game?.first_release_date != nil {
return entry
} else {
return nil
}
})
let gamesToUpload = cleanedEntries.filter {
$0.game!.first_release_date! > Int64(NSDate().timeIntervalSince1970 * 1000)
}
DatabaseConnection().writeWantToPlayToDatabase(user: User.active,wantToPlay: gamesToUpload)
}
}
}
func writeWantToPlayToDatabase(user: User, wantToPlay: [ListEntry]) {
firebaseSignIn()
let deviceId = ["\(user.deviceId)": "Device ID"]
for entry in wantToPlay {
let wantToPlayGameRef = fireStore.collection(WANTTOPLAY).document("\(entry.game!.id!)")
wantToPlayGameRef.updateData(deviceId) {(err) in
if err != nil {
wantToPlayGameRef.setData(deviceId) {(err) in
if let err = err {
Events().logException(withError: err, withMsg: "DatabaseConnection-writeWantToPlayToDatabase(user, [ListEntry]) Failed to write to database")
} else {
print("Document successfully written to WantToPlayGames")
}
}
} else {
print("Document successfully updated in WantToPlayGames")
}
}
}
}
According to the Apple documentation
Apps moving to the background are expected to put themselves into a
quiescent state as quickly as possible so that they can be suspended
by the system. If your app is in the middle of a task and needs a
little extra time to complete that task, it can call the
beginBackgroundTaskWithName:expirationHandler: or
beginBackgroundTaskWithExpirationHandler: method of the UIApplication
object to request some additional execution time. Calling either of
these methods delays the suspension of your app temporarily, giving it
a little extra time to finish its work. Upon completion of that work,
your app must call the endBackgroundTask: method to let the system
know that it is finished and can be suspended.
So, what you need to do here is to perform a finite length task while your app is being suspended. This will buy your app enough time to sync your records to the server.
An example snippet:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var backgroundTask: UIBackgroundTaskIdentifier!
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
self.registerBackgroundTask()
// Do your background work here
print("Do your background work here")
// end the task when work is completed
self.endBackgroundTask()
}
func registerBackgroundTask() {
self.backgroundTask = UIApplication.shared.beginBackgroundTask { [weak self] in
self?.endBackgroundTask()
}
assert(self.backgroundTask != UIBackgroundTaskInvalid)
}
func endBackgroundTask() {
print("Background task ended.")
UIApplication.shared.endBackgroundTask(backgroundTask)
backgroundTask = UIBackgroundTaskInvalid
}
}
For further information refer to this article.
I am currently developing an iOS app to login to my Spotify account and play songs in there.
This is my code:
import UIKit
import AVKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate,
SPTAudioStreamingDelegate {
var window: UIWindow?
let kClientId = "hidden------my client ID"
let kRedirectUrl = URL(string: "spotify-study2-login://return-after-login")
var session: SPTSession?
var player: SPTAudioStreamingController?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey : Any]? = nil) -> Bool {
// set up Spotofy
SPTAuth.defaultInstance().clientID = kClientId
SPTAuth.defaultInstance().redirectURL = kRedirectUrl
SPTAuth.defaultInstance().requestedScopes = [SPTAuthStreamingScope] as [AnyObject]
let loginUrl = SPTAuth.defaultInstance().spotifyAppAuthenticationURL()
application.open(loginUrl!)
return true
}
// handle auth
func application(_ application: UIApplication, open url: URL, sourceApplication: String?, annotation: Any) -> Bool {
if SPTAuth.defaultInstance().canHandle(url) {
SPTAuth.defaultInstance().handleAuthCallback(withTriggeredAuthURL: url, callback: { error, session in
if error != nil {
print("*** Auth error: \(String(describing: error))")
}
// Call the -loginUsingSession: method to login SDK
self.loginUsingSession(session: session!)
})
return true
}
return false
}
func loginUsingSession(session: SPTSession) {
// Get the player Instance
player = SPTAudioStreamingController.sharedInstance()
if let player = player {
player.delegate = self
// start the player (will start a thread)
try! player.start(withClientId: kClientId)
// Login SDK before we can start playback
player.login(withAccessToken: session.accessToken)
let urlStr = "spotify:track:3yMPqvbPNaL5DUDOmwEr6l" // a song I choose. I already confirmed this song really exsits.
self.player?.playSpotifyURI(urlStr, startingWith: 0, startingWithPosition: 0, callback: { error in
if error != nil {
print("*** failed to play: \(String(describing: error))")
return
} else {
print("play")
}
})
}
}
// MARK: SPTAudioStreamingDelegate.
func audioStreamingDidLogin(audioStreaming: SPTAudioStreamingController!) {
let urlStr = "spotify:track:3yMPqvbPNaL5DUDOmwEr6l" // a song I choose. I already confirmed this song really exsits.
player!.playSpotifyURI(urlStr, startingWith: 0, startingWithPosition: 0, callback: { error in
if error != nil {
print("*** failed to play: \(String(describing: error))")
return
} else {
print("play")
}
})
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
//log
print("func applicationWillResignActive has been called")
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
//log
print("func applicationDidEnterBackground has been called")
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
//log
print("func applicationWillEnterForeground has been called")
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
//log
print("applicationDidBecomeActive")
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
//log
print("func applicationWillTerminate has been called")
}
}
When I run the debugger, I found an error message saying:
Error Domain=com.spotify.ios-sdk.playback Code=1 "The operation failed
due to an unspecified issue." UserInfo={NSLocalizedDescription=The
operation failed due to an unspecified issue.}
This error message came from the part below:
// MARK: SPTAudioStreamingDelegate.
func audioStreamingDidLogin(audioStreaming:
SPTAudioStreamingController!) {
let urlStr = "spotify:track:3yMPqvbPNaL5DUDOmwEr6l" // a song I choose. I already confirmed this song really exsits.
player!.playSpotifyURI(urlStr, startingWith: 0, startingWithPosition: 0, callback: { error in
if error != nil {
print("*** failed to play: \(String(describing: error))")
return
} else {
print("play")
}
})
}
In addition, I also found
2017-11-19 19:31:04.050872+0900 SpotifyStudy2[756:110616] Caching
allowed 1
from the part below:
// Login SDK before we can start playback
player.login(withAccessToken: session.accessToken)
Googling about this problem cost me lots of time but still I haven't found a nice answer to solve this.
If you have any idea what this error specifically means, your answer will help me so much...! Thank you in advance.
I was facing the same issue, and I have resolved using belove code
do {
try SPTAudioStreamingController.sharedInstance()?.start(withClientId: SPTAuth.defaultInstance().clientID, audioController: nil, allowCaching: true)
SPTAudioStreamingController.sharedInstance().delegate = self
SPTAudioStreamingController.sharedInstance().playbackDelegate = self
SPTAudioStreamingController.sharedInstance().diskCache = SPTDiskCache() /* capacity: 1024 * 1024 * 64 */
SPTAudioStreamingController.sharedInstance().login(withAccessToken: "Token here")
} catch _ {
print("catch")
}