Could not connect to the Game Center Server - ios

I am trying to integrate Game Centre to my Sprite Kit game. I am referring to this link:
http://www.appcoda.com/ios-game-kit-framework/
I have created a record on my iTunes Connect account for the game I am building. I try connecting to the Game Centre in the Simulator by trying to login through the Game Centre App itself and it gives me this error:
Could not Connect to the Game Center Server
And if I try to login through settings > Game Center, I get an error saying:
Unable to connect to server,
The network connection was lost
When I open my game, I have code written which checks if there is an authenticated user or not, and if not, it shows up the login to game centre scene. It showed this a couple of times but I canceled it because I kept getting the first error. Now that screen doesn't even show up.
What am I doing wrong?
PS: I have Game Centre enabled in my game in the capabilities menu.
EDIT:
This is in my viewController.m:
-(void)authenticateLocalPlayer {
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){
if (viewController != nil) {
[self presentViewController:viewController animated:YES completion:nil];
}
else{
if ([GKLocalPlayer localPlayer].authenticated) {
gameCenterEnabled = YES;
// Get the default leaderboard identifier.
[[GKLocalPlayer localPlayer] loadDefaultLeaderboardIdentifierWithCompletionHandler:^(NSString *leaderboardIdentifier, NSError *error) {
if (error != nil) {
NSLog(#"%#", [error localizedDescription]);
}
else{
leaderboardIdentifier = leaderboardIdentifier;
}
}];
}
else{
gameCenterEnabled = NO;
}
}
};
}
I call it in the viewDidLoad of my viewController.m

Issue might be with your device and not your code. Try these steps:
Press and hold the Sleep/Wake button and the Home button together for at least ten seconds, until the Apple logo appears.
If that doesn't help, tap Settings -> General -> Reset -> Reset Network Settings.
You will have to re-enter your WiFi password.
Also confirm your device Apple ID matches your developer ID.

Related

When is Game Center Welcome Back banner firing?

My iOS game is using Game Center.
I am authenticating via the following code:
GKLocalPlayer* localPlayer = [GKLocalPlayer localPlayer];
localPlayer.authenticateHandler = ^(UIViewController* viewController, NSError* error) {
if (viewController != nil) { [self.window.rootViewController presentViewController:viewController animated:YES completion:nil]; }
else {
if ([GKLocalPlayer localPlayer].authenticated) {
// code for Game Center enabled
[[GKLocalPlayer localPlayer] loadDefaultLeaderboardIdentifierWithCompletionHandler:getLeaderboardIdentifier]; }
else {
// code for Game Center disabled
}
} // viewController was nil
}; // localPlayer.authenticateHandler
It all works well, but when the game has been in the background for some time and gets restarted, the annoying "welcome back banner" is displayed even though I am not calling the previous code as I have checked that ([GKLocalPlayer localPlayer].authenticated == YES)...
Is there a way to know if this banner is going to appear that I could use in applicationWillEnterForeground?
At worse, is there a known background delay that triggers it?
In this case I would slightly delay resuming into the game for a better UX...
As there does not seem to be a way to know in advance for sure if the "Welcome Back" banner is going to be displayed when localPlayer is already authenticated, I will for now stick with the background delay trick.
I have done a dichotomic test by playing the game, leaving the App in the background and returning to the App after delay D.
It seems that the "Welcome Back" banner does not appear if D < 8 minutes and does if D is greater. If that may help others in improving their user experience...
In my case, if D >= 8 minutes when applicationWillEnterForeground, I disable the resume game button for 2.5 seconds. Most of the time, the "Welcome Back" banner appears during that lapse and doesn't bother the user while a tough game is restarting.

iOS 8 Touch ID error "User interaction is required."

I have been working on integrating Touch ID support into an app I am working on. It is however acting very inconsistent. One of the common issues I am seeing is on a fresh app launch it works as expected, but then on backgrounding the app, and bringing it to the foreground I am getting an error back from
evaluatePolicy:localizedReason:reply:
It does not even make a lot of sense (I never see the touchid alert)
Error Domain=com.apple.LocalAuthentication Code=-1004 "User interaction is required." UserInfo=0x171470a00 {NSLocalizedDescription=User interaction is required.}
I have tried presenting the touchid alert when the app is already running, when its just foregrounded, does not seem to matter. Its broken on every time after the initial app launch.
Anyone else running into this?
For reference, here is the code I am using:
if (_useTouchId && [LAContext class]) {
LAContext *myContext = [[LAContext alloc] init];
NSError *authError = nil;
if ([myContext canEvaluatePolicy:LAPolicyDeviceOwnerAuthenticationWithBiometrics error:&authError]) {
_didPresentTouchId = YES;
[myContext evaluatePolicy:LAPolicyDeviceOwnerAuthenticationWithBiometrics localizedReason:#"Use your Touch ID to open *****" reply:^(BOOL success, NSError *error) {
dispatch_async(dispatch_get_main_queue(), ^ {
if (success) {
_isClosing = YES;
[self hide];
if (_successBlock) {
_successBlock();
}
}
else if (error && error.code != -2 && error.code != -3 && error.code != -1004) {
[[[UIAlertView alloc] initWithTitle:#"Error" message:#"Authentication failed, please enter your Pin" delegate:self cancelButtonTitle:#"Dismiss" otherButtonTitles:nil] show];
}
else {
if (error) {
DDLogError(#"TouchID error: %#", error.description);
}
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, .6 * NSEC_PER_SEC), dispatch_get_main_queue(), ^ {
[self keyboardButtonTouched];
});
}
});
}];
}
}
Usually PIN view controllers are pushed before entering background in:
- (void)applicationDidEnterBackground:(UIApplication *)application
So app's inner information won't appear when paging through app preview images (home button double tap). I guess you are doing something similar.
The problem is that LocalAuthentication's new API requires the calling viewController to be visible.
This is why you shouldn't call your "showTouchID" function before resigning to background. Instead call "showTouchID" function when entering foreground:
- (void)applicationWillEnterForeground:(UIApplication *)application
And it should work.
Don't forget to call it also when app is first launched (in which case ..willEnterForeground will not get called).
#hetzi answer really helped me, but I have more to add on this.
Basically this error happens when your app is woken up from background and somewhere on your code you are asking for Touch ID (my case is the local authentication type, I haven't tested with the keychain type). There's no way the user can interact with Touch ID prompted while the app is running on background, hence the error message.
User interaction is required.
The reasons my app was coming from background were: Push Notifications or Apple Watch.
My fix is doing something like this on the viewDidLoad method of my initial VC:
if ([UIApplication sharedApplication].applicationState != UIApplicationStateBackground) {
[self promptForTouchID];
}
I've used != because, when your app first launches it is in the UIApplicationStateInactive state. And that state doesn't generate a Touch ID error because the prompt will appear.
I also call [self promptForTouchID] on a notification of UIApplicationWillEnterForegroundNotification, but since you know that the app will enter foreground, there's no need to check here.

Game center authentication view not showing - iOS

I have a simple iOS app which makes use of Game Center. However recently when updating it to iOS 7, I noticed that the authenticate method does not work.
One of the issues is with the code I am using to present the view controller to the user if they need to sign in to game centre, it no longer pops up the game centre login window in the app.
Another issue I have is that I can't find what method to use instead of the deprecated "authenticateWithCompletionHandler".
Here is my code:
-(void)authenticateLocalUser {
GKLocalPlayer.localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error) {
if (GKLocalPlayer.localPlayer.authenticated) {
// Already authenticated
}
else if (viewController) {
[self presentViewController:viewController animated:YES completion:nil];
}
else {
// Problem with authentication, probably bc the user doesn't use Game Center.
}
};
if ([GKLocalPlayer localPlayer].authenticated == NO) {
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error) {
[self callDelegateOnMainThread: #selector(processGameCenterAuth:) withArg:NULL error: error];
}];
}
}
Thanks for your time, Dan.
No matter I managed to figure it out in the end. As for 'authenticateWithCompletionHandler', I used this:
[[[UIApplication sharedApplication] keyWindow].rootViewController presentViewController:viewController animated:YES completion:nil];

ViewController won't appear - iOS

I have an iOS Application which will load a particular view controller for authentication. However no matter what, the view controller will not load. Below is the code for my method which handles this (This is for a Game Center authentication popup):
-(void)authenticateLocalUser {
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error) {
if (viewController != nil) {
NSLog(#"AUTH VIEW CONTROLLER");
[[[UIApplication sharedApplication] keyWindow].rootViewController presentViewController:viewController animated:YES completion:nil];
}
else if (localPlayer.isAuthenticated) {
NSLog(#"User is authenticated");
}
else {
NSLog(#"Game Center Auth error.");
}
};
}
As you can see, I have followed the official Apple developer documentation. However the output of this method is always:
Game Center Auth Error (Last NSLog).
Why doesn't the view controller ever load? Because I need it to load so that the user can login to Game Center if they haven't done so already.
Thanks for your time, Dan.
It turned out that the issue in the end was to do with the Game Center app itself. I just logged in/out of that and it all worked. I have also now seen this same issue replicated in other iOS apps too which use Game Center.

Can I manually prompt the user to log in to Game Center on iOS 7?

According to Apple's Game Center programming guide, this code sets up an authentication handler. If you run this at the beginning of your game, the first time you run it, it will prompt the user to log in if they haven't yet.
- (void)authenticateLocalPlayer {
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){
if (viewController != nil) {
NSLog(#"Player not authenticated.");
} else if (localPlayer.isAuthenticated) {
NSLog(#"Authentication successful.");
} else {
NSLog(#"Authentication failed. Error: %#.",error);
}
};
}
Suppose that the user hasn't logged in yet, and cancels the authentication screen to play the game normally.
There is a button for playing a multiplayer match in my game. If the user presses the button, it will attempt to search for other players by presenting a GKMatchmakerViewController instance.
Since the player isn't logged in, the player will actually receive an error dialog saying that they aren't logged in. The dialog only has an OK button, which dismisses it.
If the player insists on pressing this button, the same dialog will come.
However, this is an odd behaviour. It would be more reasonable that if the player wants to play a multiplayer match but isn't logged in yet, the game will prompt the user to log in.
The above code sets up a handler, so it really isn't what I'm looking for. However, I made a breakpoint and noticed that viewController is a GKHostedAuthenticateViewController instance. I figured that maybe I could create an instance of that class and present it, which should technically be equivalent to prompting the user to log in.
However, Xcode doesn't seem to recognise that class when I write it. I'm under the impression that I'm not allowed to do this.
How can I manually prompt the user to log in to Game Center?
You can first check if the player is authenticated or not, by reading the GKLocalPlayer object.
If there is not authenticated user, you can open the game centre app. The downside with this method is that after the user authenticates through the game centre app, he is still in the game centre app and has to "switch back" to your app. When he switches back, the authentication handler you defined in your code gets triggered.
-(void)clickedOnStartGame
{
if (_signedIn)
{
//Do what you need to.
}
else if (!_signedIn)
{
UIAlertView *alertView = [[UIAlertView alloc]
initWithTitle:#"Game Center"
message:#"If Game Center is disabled try logging in through the Game Center app"
delegate:self
cancelButtonTitle:#"OK"
otherButtonTitles:#"Open Game Center", nil];
[alertView show];
}
}
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex {
if (buttonIndex == 1) {
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:#"gamecenter:"]];
}
}
EDIT: Note, that in Apple's documentation, they say that you shouldn't be prompting the user to log in again, or show a login prompt. The automated way, (which your code already has) is supposed to be the accepted way. Showing the alert view I described above just helps the user log into game centre since you aren't supposed to force the app to show a dialogue.

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