Firebase how to check transaction success or fail? - ios

I am trying to update a firebase node in transaction, simple stuff. Followed the doc:
https://www.firebase.com/docs/ios/guide/saving-data.html
Firebase* upvotesRef = [[Firebase alloc] initWithUrl: #"https://docs-examples.firebaseio.com/web/saving-data/fireblog/posts/-JRHTHaIs-jNPLXOQivY/upvotes"];
[upvotesRef runTransactionBlock:^FTransactionResult *(FMutableData *currentData) {
NSNumber *value = currentData.value;
if (currentData.value == [NSNull null]) {
value = 0;
}
[currentData setValue:[NSNumber numberWithInt:(1 + [value intValue])]];
return [FTransactionResult successWithValue:currentData];
}];
The big question is:
How do I check the outcome of this transaction(success/fail)? I wish to make some UI changes depends on the outcome of it.
There is another method in SDK document appears to have a callback, but it did not explain which value should I check against. And it says something about the method could be run multiple times. How do I make sure when it gives the "final" result?
https://www.firebase.com/docs/ios-api/Classes/Firebase.html#//api/name/runTransactionBlock:andCompletionBlock:
Sorry I am such a beginner that apple style doc really doesn't come together without some examples.

If you just want to wait for the final value, runTransactionBlock:andCompletionBlock: is the method you want to look at. Here's some example code:
[upvotesRef runTransactionBlock:^FTransactionResult *(FMutableData *currentData) {
NSNumber *value = currentData.value;
if (currentData.value == [NSNull null]) {
value = 0;
}
[currentData setValue:[NSNumber numberWithInt:(1 + [value intValue])]];
return [FTransactionResult successWithValue:currentData];
} andCompletionBlock:^(NSError *error, BOOL committed, FDataSnapshot *snapshot) {
if (error) {
NSLog(#"Error: %#", error);
}
if (committed) {
NSLog(#"Data committed");
}
NSLog(#"Final Value: %#", snapshot.value);
}];
That last value there, snapshot.value is where you can get your final value. It's the same sort of FDataSnapshot that you get if you use observeEventType:withBlock:
If something goes wrong, you'll get an error.
If your data is committed, committed will be YES. If you returned [FTransactionResult abort] in your transaction block instead of [FTransactionResult successWithValue:], committed will be NO.
This means, if you read the counter at 4 and try to update it. You might try to update the counter at the same time someone else does. If yours get in first, snapshot.value will be 5. If the other person's update gets in before you do, the snapshot.value will be 6.
You probably wanted to get up to 6 no matter who upvoted first. To do this, you need to add an observer. The code for that might look like:
[upvotesRef observeEventType:FEventTypeValue withBlock:^(FDataSnapshot *snapshot) {
NSLog(#"New Value: %#", snapshot.value);
}];
With this, you don't need the completion block to find out the final value because every time the transaction blocks, the observer block will fire. In the example scenario above, it would fire once for 5 and once for 6 no matter who upvoted first. You do need the completion block if you want to find out whether or not your particular transaction succeeded and not just what value is at that location now.
And, just to be complete, there is one more method called runTransactionBlock:andCompletionBlock:withLocalEvents:. If others are also writing to the same location, the transaction block may run multiple times. This happens if it finds out that it is running on stale data. When it runs successfully on fresh data, it will call the completion block. However, you'll find that each time it runs, it will fire any observer blocks at that location. If you don't want this to happen, you should pass NO to withLocalEvents:. Your Firebase will trigger events at that location whenever a confirmed write goes through, but your local transaction's temporary writes, which are unconfirmed, will not.
Looking back to the example where you and another person are trying to upvote at the same time. By default, the observer will fire as soon as you try to update the count from 4 to 5. The actual transaction might fail because someone else pushed the upvote count from 4 to 5 at the same time. Your transaction block would then run again with the new data, 5, and see that it should push the count to 6. With local events set to NO, the observer will fire after the server lets you know someone else pushed the upvote count from 4 to 5, and not when you try to update the count from 4 to 5.
This isn't a huge deal with something simple like upvotes where everyone is just incrementing, but if you could potentially be pushing different data from other users, any observers at the location may see the data jump around before finally settling.

Related

How to use/test NSProgress userInfo changes of a child NSProgress instance

I'm implementing NSProgress support in a library, and I wrote some unit tests to test that everything's working correctly. While ideally I'd like to be able to pass some additional metadata (userInfo keys not used by NSProgress itself, but for users of my API to consume), for now I'm just trying to get localizedDescription and localizedAdditionalDescription to work like the documentation says they should. Since the method I'm testing extracts files from an archive, I set the kind to NSProgressKindFile and set the various keys associated with file operations (e.g. NSProgressFileCompletedCountKey).
I expect when I observe changes to localizedDescription with KVO, that I'll see updates like this:
Processing “Test File A.txt”
Processing “Test File B.jpg”
Processing “Test File C.m4a”
When I stop at a breakpoint and po the localizedDescription on the worker NSProgress instance (childProgress below), that is in fact what I see. But when my tests run, all they see is the following, implying it's not seeing any of the userInfo keys I set:
0% completed
0% completed
53% completed
100% completed
100% completed
It looks like the userInfo keys I set on a child NSProgress instance are not getting passed on to its parent, even though fractionCompleted does. Am I doing something wrong?
I give some abstract code snippets below, but you can also download the commit with these changes from GitHub. If you'd like to reproduce this behavior, run the -[ProgressReportingTests testProgressReporting_ExtractFiles_Description] and -[ProgressReportingTests testProgressReporting_ExtractFiles_AdditionalDescription] test cases.
In my test case class:
static void *ProgressContext = &ProgressContext;
...
- (void)testProgressReporting {
NSProgress *parentProgress = [NSProgress progressWithTotalUnitCount:1];
[parentProgress becomeCurrentWithPendingUnitCount:1];
[parentProgress addObserver:self
forKeyPath:NSStringFromSelector(#selector(localizedDescription))
options:NSKeyValueObservingOptionInitial
context:ProgressContext];
MyAPIClass *apiObject = // initialize
[apiObject doLongRunningThing];
[parentProgress resignCurrent];
[parentProgress removeObserver:self
forKeyPath:NSStringFromSelector(#selector(localizedDescription))];
}
- (void)observeValueForKeyPath:(NSString *)keyPath
ofObject:(id)object
change:(NSDictionary<NSKeyValueChangeKey,id> *)change
context:(void *)context
{
if (context == ProgressContext) {
// Should refer to parentProgress from above
NSProgress *notificationProgress = object;
[self.descriptionArray addObject:notificationProgress.localizedDescription];
}
}
Then, in my class under test:
- (void) doLongRunningThing {
...
NSProgress *childProgress = [NSProgress progressWithTotalUnitCount:/* bytes calculated above */];
progress.kind = NSProgressKindFile;
[childProgress setUserInfoObject:#0
forKey:NSProgressFileCompletedCountKey];
[childProgress setUserInfoObject:#(/*array count from above*/)
forKey:NSProgressFileTotalCountKey];
int counter = 0;
for /* Long-running loop */ {
[childProgress setUserInfoObject: // a file URL
forKey:NSProgressFileURLKey];
// Do stuff
[childProgress setUserInfoObject:#(++counter)
forKey:NSProgressFileCompletedCountKey];
childProgress.completedUnitCount += myIncrement;
}
}
At the time I increment childProgress.completedUnitCount, this is what the userInfo looks like in the debugger. The fields I set are all represented:
> po childProgress.userInfo
{
NSProgressFileCompletedCountKey = 2,
NSProgressFileTotalCountKey = 3,
NSProgressFileURLKey = "file:///...Test%20File%20B.jpg"; // chunk elided from URL
}
When each KVO notification comes back, this is how notificationProgress.userInfo looks:
> po notificationProgress.userInfo
{
}
I wanted to comment on #clarus's answer, but SO won't let me do readable formatting in a comment. TL;DR - their take has always been my understanding and it's something that bit me when I started working with NSProgress a few years back.
For stuff like this, I like to check the Swift Foundation code for implementation hints. It's maybe not 100% authoritative if stuff's not done yet, but I like seeing the general thinking.
If you look at the implementation of setUserInfoObject(: forKey:), you can see that the implementation simply sets the user info dict without propagating anything up to the parent.
Conversely, updates that impact the child's fraction completed explicitly call back to the (private) _parent property to indicate its state should update in response to a child change.
That private _updateChild(: from: to: portion:) only seems concerned updating the fraction completed and not anything related to the user info dictionary.
Ok, I had a chance to look at the code again with more coffee in my system and more time on my hands. I'm actually seeing it working.
In your testProgressReporting_ExtractFiles_AdditionalDescription method, I changed the code to this:
NSProgress *extractFilesProgress = [NSProgress progressWithTotalUnitCount:1];
[extractFilesProgress setUserInfoObject:#10 forKey:NSProgressEstimatedTimeRemainingKey];
[extractFilesProgress setUserInfoObject:#"Test" forKey:#"TestKey"];
And then in observeValueForKeyPath, I printed these objects:
po progress.userInfo {
NSProgressEstimatedTimeRemainingKey = 10;
TestKey = Test;
}
po progress.localizedAdditionalDescription
0 of 1 — About 10 seconds remaining
You can see the key-values I added, and the localizedAdditionalDescription was created based on those entries (notice the time remaining). So, this all looks like it's working correctly.
I think one point of confusion might be around the NSProgress properties and their effect on the key-values in the userInfo dict. Setting the properties doesn't add key-values to the userInfo dict, and setting the key-values doesn't set the properties. For example, setting the progress kind doesn't add the NSProgressFileOperationKindKey to the userInfo dict. The value in the userInfo dict, if present, is more of an override of the property that's only used when creating the localizedAdditionalDescription.
You can also see the custom key-value I added. So, this all looks like it's working right. Can you point me to something that still looks off?

iOS looping error

So I'm having a weird problem with loops in while developing in iOS. There are over hundreds of lines of code, so instead of boring you with it, I'm going to describe the problem.
I am trying to upload events from Facebook to an Microsoft Azure server. To do so, I made a class called FacebookUploader. In that class, I loop through the events of Facebook (and set all the variables to the class. ie. the name of the first event is self.event, when loops continues and goes to the second event, that events name is self.event now). What I expected iOS to do was to go through each event in the loop, upload it, and then move onto the next one.
This worked while I was just uploading the event. Now, I'm also first checking the database to see if the event is already there. And then when I get confirmation that it's not there, I upload it. However, when it comes time to upload it, Facebook Uploader has already finished looping through all the events and only the last event gets uploaded (multiple times, one for each event that should be uploaded).
I've pinpointed the error, now I'm asking, what am I doing wrong? Should the variable not be associated with the class and instead be local? Or is there a way to stop running the loop until we get confirmation from the server that the event is not there? Your help is much appreciated.
MSQuery *query = [self.table queryWithPredicate: [NSPredicate predicateWithFormat:#"fb_id == %#", self.id]];
[query readWithCompletion:^(MSQueryResult *result, NSError *error) {
//not in table, add it
NSArray *items = [result.items mutableCopy];
if (items == nil || [items count] == 0) {
NSDictionary *newItem;
if(self.end_time != nil) {
newItem = #{#"fb_id": self.id, #"event_name": self.name, #"event_location": self.location, #"event_start": self.start_time, #"event_end": self.end_time, #"event_description": self.descriptionOfEvent, #"picture_url": self.picture_url, #"event_latitude": self.venue_latitude, #"event_longitude": self.venue_longitude, #"popularity": self.popularity};
}
else {
newItem = #{#"fb_id": self.id, #"event_name": self.name, #"event_location": self.location, #"event_start": self.start_time, #"event_description": self.descriptionOfEvent, #"picture_url": self.picture_url, #"event_latitude": self.venue_latitude, #"event_longitude": self.venue_longitude, #"popularity": self.popularity};
}
[self.table insert:newItem completion:^(NSDictionary *result, NSError *error) {
// The result contains the new item that was inserted,
// depending on your server scripts it may have additional or modified
// data compared to what was passed to the server.
if(error) {
NSLog(#"ERROR %#", error);
} else {
NSLog(#"Todo Item: %#", [result objectForKey:#"event_name"]);
}
}];
}
The answer to the question was given by Paulw11 above. By allocating the variables outside of the loop, I was creating multiple copies of the variables, causing my error. Allocating the variable inside of the loop fixed the error.

Game Center leaderboard score request's completion handler is never called for players that have no score

My game implements a custom user interface that lists the local player's friends.
I also have a Game Center leaderboard.
When my game lists the players, it also tries to load their scores from the leaderboard, using this code:
GKLeaderboard *request = [[GKLeaderboard alloc] initWithPlayerIDs:myFriends];
request.timeScope = GKLeaderboardTimeScopeAllTime;
request.identifier = #"my_leaderboards";
if (request != nil) {
[request loadScoresWithCompletionHandler: ^(NSArray *scores, NSError *error) {
if (error != nil) {
NSLog(#"Error: %#",error.localizedDescription);
}
if (scores != nil) {
NSLog(#"WORKED: %#",scores);
}
}];
}
And it works just fine.
... except when one of the friends has no score (for instance, they never played the game in the first place). When one of the players in myFriends has no score entry in the leaderboard, the completion handler is never called. There is no error and no score reported, because it never fires in the first place.
I realised this when testing an account that has two friends. One friend has played the game (so they have a score), and the other has not. The completion handler never got called. Then, I unfriended the guy that had no score, and the completion handler worked fine, returning the score of the friend that did have a score.
I somewhat understand this behaviour - after all, I'm asking it to give me a score that does not exist. But is there a workaround? As in, tell it to return a 0 if there is no score?
iOS 7.
It cannot be helped, the completion handler indeed won't be called because there is no score entry in the leaderboards. Although I still don't understand why doesn't it just return an error saying so.
Since the custom friend list just shows statistics, I just put a loading icon in place for each statistic. If the handler is not called for more than 10 seconds, I assume that there is no score entry and just display a 0.

reset a single gamecenter achievement

In my app I have an achievement for 10 wins in a row. So when the user wins 5 games in a row I report the achievement 50% completed - this works fine. When the user loses some games I call my resetAchievment method which sets the percentage to 0 and reports the percentage again. However when I restart the app the percentage gets read from the GKAchivement and it still shows 50%.
- ( void ) resetAchievement
{
_gamekitAchievement.percentComplete=0.0f;
_counter = 0;
[self report];
}
- ( void ) report
{
_gamekitAchievement.showsCompletionBanner = YES;
[_gamekitAchievement reportAchievementWithCompletionHandler:^(NSError *error)
{
if (error)
{
NSLog(#"reporting Achievment: %# failed, error: %#", _gamekitAchievement.identifier, [error localizedDescription]);
}
}];
}
Is it not possible to report a smaller percentage again - or am I doing something wrong?
I have no actual experience from GameKit at all but from reading the documentation and searching the web it seems you're only able to report progress and not regression(?) Not to mention the fact that you can only reset ALL achievements... Perhaps the following would still help you achieve (ahem) what you want:
Update all your local achievement data with + (void)loadAchievementsWithCompletionHandler:
Store this data in the userDefaults for safety
Do NOT reset the local achievement data
Reset all the achievements with + (void)resetAchievementsWithCompletionHandler:
Change the percentComplete to 0 on the achievement in question.
report progress of all the achievements from your local storage
Now, as I mention, having no hands-on experience with this framework the above might not be practical for a number of reasons I am unaware of (the way progress is presented to the player for instance). Guess it was worth a shot to share the idea anyways...
Short answer: It is not possible to report a smaller percentage again.
Long answer: A lower GameCenter score will not overwrite a higher one.
For example you have a high score of 10 points and it's recorded in GameCenter.
If in the next try you get 5 points and they are submitted to GC, your high score of 10 won't be affected.
Similarly if you try to 'reset' your score, it counts as submitting a new score of 0, so it won't make a difference.
This only applies to scores and achievements submitted to GameCenter, inside your app you can do anything you want (for example your own custom leaderboard or something)
If you think about it, 5 wins is not 50% of the way there, since they could lose the 6th, then win 10 in a row, in which case they played 16 total games and 5 wins was more like 30% of the way there. In this case, it is all or nothing, so don't report anything until they have all 10.
Please be aware that storing the progress towards an achievement in NSUserDefaults doesn't take different GameCenter users into account. That means, if Player A (logged into GameCenter) makes some progress and at 90 % progress another Player B on the same device logs into GameCenter with his own account, he starts with the progress made by Player A.
You might solve this by storing a whole NSDictionary with the Player IDs as keys into NSUserDefaults.
What you'll want to do is save it NSUserdefaults. then, Call the NSUser default and check what number it is by using an IF statement.
-(void)checkAcheivement{
scoreNumber = [NSUserDefaults standardUserDefaults] objectForKey:#"GamesWon"]
if(scoreNumber == 10){
//Run code to save achievement in Game Center(_gamekit stuff)
}
//-(void)checkScoreFire{
//scoreNumber = [NSUserDefaults standardUserDefaults] objectForKey:#"GamesWon"]
//if(scoreNumber == 5){
//Run code to set up alert view for 5 wins below
//UIAlertView* message = [[UIAlertView alloc]
// initWithTitle: #"Alert"
// message: #"You are halfway to the Achievement!"
// delegate: self
// cancelButtonTitle: #"Dismiss"
// [message show];
//}
//to save score use this method:
-(void)saveScore{
scoreNumber = [NSUserDefaults standardUserDefaults] objectForKey:#"GamesWon"]
if(gameScore > scoreNumber){
[[NSUserDefaults standardUserDefaults]setInteger:scoreNumber forKey:#"GamesWon"];
}
This will only post the achievement if it is ten, i suggest not putting the achievement in until then, because it makes it more difficult. I also suggest setting up an AlertView to let the person know they are halfway there. You can do so with the code commented above with the checkScoreFive method. Remember to declare everything in the .h file as well.
IBOutlet UIAlertView *AlertView;
-(void)checkAcheivement;
-(void)checkScoreFire;
-(void)saveScore;
int gameScore;
int scoreNumber;

Error using semaphore token to run code after a group of asynchronous web service calls

I am in a situation where I need to call multiple web service requests at a time to call to my server to delete messages on the server and I am having a difficult time trying to figure out the best way to trigger some methods to refresh my data at the completion of these group of web service calls.
From what I have researched using a semaphore counter should work for what I am wanting to do, but I am running into a problem where upon calling dispatch_release() on my semaphore token my application crashes with this -
libdispatch.dylib`_dispatch_semaphore_dispose$VARIANT$mp:
0x3c03ed70: push {r7, lr}
0x3c03ed72: ldr r1, [r0, #40]
0x3c03ed74: mov r7, sp
0x3c03ed76: ldr r2, [r0, #36]
0x3c03ed78: cmp r1, r2
0x3c03ed7a: bge 0x3c03ed7e ; _dispatch_semaphore_dispose$VARIANT$mp + 14
0x3c03ed7c: trap
Everything i've found on this problem points to the semaphore token being referenced by something but I can't see what would have a reference to the token.
- (void)deleteMultipleThreadsForMessages:(NSArray *)messages withCompletion:(void(^)(BOOL allThreadsDeleted))completion
{
NSDictionary *userDictionary = [[MSMKeychainAccess sharedKeychain] returnUserDictionary];
long messagesCount = [messages count] - 1;
dispatch_semaphore_t semaphore = dispatch_semaphore_create(messagesCount);
BOOL (^isLastRequest)(void) = ^BOOL (void) {
long result = dispatch_semaphore_wait(semaphore, DISPATCH_TIME_NOW);
if (0 == result) {
return false;
}
dispatch_release(semaphore);
return true;
};
for (MSMMessageDataModel *message in messages) {
NSDictionary *dictionary = #{#"license": userDictionary[#"license"],
#"messageID" : message.msgID};
NSLog(#"Called this many times! %#", message.msgID);
[[MSMClient sharedClient] soapPostsWithCompletion:^(NSDictionary *response, NSError *error) {
if (error) {
isLastRequest();
completion(NO);
} else {
if (isLastRequest()) {
completion(YES);
}
}
} andRequest:[[[MSMRequestsController alloc] init] createGetMessagesSOAPCallAndSendRequest:#"DeleteThread"
withParameters:dictionary]];
}
}
EDIT
Thanks for the great answers. As Dustin said I was attempting to use dispatch_semaphore for something that it should not be used for. I accepted his answer because it was simple to implement and didn't need any re-structure of what i'm doing currently to send my web services. I now have some good reading material though about dispatch_groups in general though!
Thanks for all your help!
I'm not sure this is the most efficient way to solve your problem, but just looking through your code, one problem you might be running into is that you're creating the semaphore with a count and trying to release it when that count is less than the initial count. In GCD, always create a semaphore with 0 and then signal the semaphore to the correct number of "resources" you need to count. The reason is because semaphores can't be destroyed/released if their count is less than the initial count. It kinda makes sense if you think of it as a resource counter. Having a semaphore number less than the initial count means that you have a worker still using one of the resources.
You can see this code here http://opensource.apple.com/source/libdispatch/libdispatch-187.7/src/semaphore.c. The code that will throw the exception in _dispatch_semaphore_dispose is:
if (dsema->dsema_value < dsema->dsema_orig) {
DISPATCH_CLIENT_CRASH(
"Semaphore/group object deallocated while in use");
}
This is exactly what dispatch_group is designed to address. You dispatch several blocks to a group, and when they have all completed, another block will be executed (or you can wait on them if you need a synchronous behavior).
First see Waiting on Groups of Queued Tasks in the Concurrency Programming Guide, and see the dispatch_group functions in the GCD reference. To see them in action, see the JuliaCell example from Chapter 13 of iOS:PTL. Cocoa Samurai also has some examples.
Even if you can't actually dispatch the blocks to a group (it may not work with how MSMClient operates), you can still use dispatch groups manually by calling dispatch_group_enter() and dispatch_group_leave() to get the same behavior you're trying to get from the semaphore.
As a side note, BOOL is not the same as bool. BOOL return YES and NO, which are different than true and false (which I assume means you're compiling this as ObjC++, which always makes me shudder, but that's a different issue). Mixing them can matter because they can be (and sometimes are) different sizes. I've had to crashes due to that personally.
This is an incorrect usage for dispatch_semaphore -- it isn't meant to do what you are attempting. What you need is a counting variable that is thread safe. You can get this using __sync_sub_and_fetch.
- (void)deleteMultipleThreadsForMessages:(NSArray *)messages withCompletion:(void(^)(BOOL allThreadsDeleted))completion
{
NSDictionary *userDictionary = [[MSMKeychainAccess sharedKeychain] returnUserDictionary];
__block long messagesCount = [messages count];
for (MSMMessageDataModel *message in messages) {
NSDictionary *dictionary = #{#"license": userDictionary[#"license"],
#"messageID" : message.msgID};
NSLog(#"Called this many times! %#", message.msgID);
[[MSMClient sharedClient] soapPostsWithCompletion:^(NSDictionary *response, NSError *error) {
long which = __sync_sub_and_fetch(&messageCount, 1);
if(which == 0)
completion(error == nil);
} andRequest:[[[MSMRequestsController alloc] init] createGetMessagesSOAPCallAndSendRequest:#"DeleteThread"
withParameters:dictionary]];
}
}
__sync_sub_and_fetch tells the CPU that you want it to take latest version of 'messageCount' from all threads (and cores), subtract 1, and give you the result.

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