I'm getting results to show in the leaderboard in sandbox mode, but I expected each result to appear. Only one result is showing. Is that normal? The sort option to sort from highest to lowest seems to imply multiple results should show up. What does show up is my high score, which does update if the score is surpassed.
Only one result shows whether I present a VC thus:
- (void) presentLeaderboards {
GKGameCenterViewController* gameCenterController = [[GKGameCenterViewController alloc] init];
gameCenterController.viewState = GKGameCenterViewControllerStateLeaderboards;
gameCenterController.gameCenterDelegate = self;
[self presentViewController:gameCenterController];
}
or if I use the Game Center app.
Here is how I am submitting scores:
-(void) submitScore:(int64_t)score
category:(NSString*)category {
if (!_gameCenterFeaturesEnabled) {
DLog(#"Player not authenticated");
return;
}
GKScore* gkScore =
[[GKScore alloc]
initWithLeaderboardIdentifier:category];
gkScore.value = score;
[GKScore reportScores:#[gkScore] withCompletionHandler:^(NSError *error) {
if (error) {
// handle error
}
}];
}
"The sort option to sort from highest to lowest seems to imply multiple results should show up"
This doesn't mean that. It means that all scores submitted (By all Players) will be sorted by Highest to Lowest or Lowest to Highest.
Since you have selected High Score in Leaderboard setup on iTunes Connect. It will update player's score only if it is higher than previous one and will not save other scores submitted.
My view controller no longer gets deallocated after adding the following:
#property (strong, nonatomic) GKLocalPlayer *player;
(in viewDidLoad)
self.player = nil;
[self authenticatePlayer];
- (void)authenticatePlayer
{
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
__unsafe_unretained typeof(*localPlayer) *blockLocalPlayer = localPlayer;
localPlayer.authenticateHandler =
^(UIViewController *authenticateViewController, NSError *error)
{
if (authenticateViewController != nil)
{
[self presentViewController:authenticateViewController animated:YES
completion:nil];
}
else if (blockLocalPlayer.isAuthenticated)
{
self.player = blockLocalPlayer;
[self openGame];
}
else
{
// Disable Game Center
self.player = nil;
[self openGame];
}
};
}
- (void)setPlayer:(GKLocalPlayer *)player
{
_player = player;
NSString *playerName;
if (_player)
{
playerName = _player.alias;
}
else
{
playerName = #"Anonymous Player";
}
NSLog(#"%#", [NSString stringWithFormat:#"Welcome %#", playerName]);
}
The problem occurs whether or not the user connects to game center. There must be something in the code that is causing the view controller to remain in memory after it gets dismissed. If I comment these lines out:
self.player = nil;
[self authenticatePlayer];
the view controller will properly get deallocated when dismissed.
EDIT:
My hunch was correct. From Apple docs:
Game Kit maintains a strong reference to your completion handler even
after successfully authenticating a local player. If your game moves
into the background, Game Kit automatically authenticates the player
again whenever your game moves back to the foreground. Game Kit calls
your same completion handler each time it authenticates the local
player. Be mindful that in block programming, any Objective-C object
referenced inside a block is also strongly referenced by the block
until the block is released. Because Game Kit maintains a strong
reference to your completion handler until your game terminates, any
objects referenced from within your authentication handler are also
held indefinitely.
This is a problem for me though. I'm using Cocos2d and it has problems resetting its view unless the view controller is completely deallocated and created fresh.
Is there any way to get Game Kit to let go of my view controller?
Got sick of dealing with the issue and moved the GameKit authentication code to a different view controller, where it is not vital that it be deallocated.
I'm currently developing a turn based game using Game Center to handle the online functionalities (for matchmaking and turns handling).
I'm using two sandbox accounts - one on my 3gs and one on the ios Simulator.
I've been testing my app using the GKTurnBasedMatchMakerViewController to do the match making for a while without any problems, but I'm now stuck with an issue:
Every time I want to invite another player for a new (with either one or the other player), the GKTurnBasedMatchMakerViewController displays a UIAlertView stating :
Could not create game - Please remove an existing game and try again.
The thing is, I've deleted all the matches for each player (none of them has any game in his list (not even a closed game). So none of the user is in any match at the moment.
In my GKTurnBaseMatchMakerViewControllerDelegate the turnBasedMatchmakerViewController:didFailWithError: is not called.
The only called function called in the delegate- when I click the OK button on the UIAlertView - is turnBasedMatchmakerViewControllerWasCancelled:
The only thing I can think of is that my games are actually not removed from GameCenter, but as I'm removing them using the GKMatchMakerViewController UI, I barely think so.
When quitting from a turn-based match I've implemented the turnBasedMatchmakerViewController:playerQuitForMatch: like this:
- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController playerQuitForMatch:(GKTurnBasedMatch *)match
{
if ( [self isLocalPlayerCurrentPlayerForMatch:match] ) {
NSData* endData = match.matchData;
for (GKTurnBasedParticipant* participant in match.participants) {
participant.matchOutcome = GKTurnBasedMatchOutcomeWon;
}
match.currentParticipant.matchOutcome = GKTurnBasedMatchOutcomeLost;
[match endMatchInTurnWithMatchData:endData
completionHandler:^(NSError *error) {
if (error) {
NSLog(#"%#",error.description);
}
}];
}
}
(NB: I only have two players in the game)
where isLocalPlayerCurrentPlayerForMatch is:
- (BOOL) isLocalPlayerCurrentPlayerForMatch:(GKTurnBasedMatch*)match
{
return [[[GKLocalPlayer localPlayer] playerID] isEqualToString:match.currentParticipant.playerID];
}
Has anyone encountered and found a solution to this issue?
Am I doing something wrong here, or is it so obvious I just can't see it?
Thank you very much for any comments that would help me find the root of that issue.
Update
Thanks to #kaan-dedeoglu I managed to know that both users had an empty list of matches (consistent with the displayed state).
I also created a third Sandbox account.
Naming the two first accounts A and B, C the third one.
State 1:
A and B are not linked to any match.
A and B are both getting the "Could not create game" error while creating any game (A invites B, A||B invites other player, A||B creates new automatch).
State 2:
C (working account) can invite B and normally plays a party with B.
C (working) can invite B for another simultaneous party
C (working) invites A to play.
A can't play (can't access the list of current matches, the GKTurnBasedMatchMakerViewController directly goes to the creation of a new game).
C is not working anymore.
A, B and C are now stuck in "Could not create game" error.
As a complement here is how I initialize my GKTurnBasedMatchMakerViewController, but I don't see that being wrong.
- (void) displayMatchMakerVC
{
if (! [[GKLocalPlayer localPlayer] isAuthenticated] ) return;
GKMatchRequest* request = [[[GKMatchRequest alloc] init] autorelease];
int nbPlayers = 2;
request.minPlayers = nbPlayers;
request.maxPlayers = nbPlayers;
GKTurnBasedMatchmakerViewController* matchMakerVC = [[[GKTurnBasedMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
matchMakerVC.turnBasedMatchmakerDelegate = self;
matchMakerVC.showExistingMatches = YES;
[[CCDirector sharedDirector] presentModalViewController:matchMakerVC animated:YES];
}
NB: I'm not using ARC, could that be related to a memory issue? I'm not really a memory management guru, but it seems correct to my understanding.
Any idea of how this could be related to my code and not to game center?
Thank you very much for any answer that could help me go further.
Update 2: turnbasedMatchmakerViewController:didFindMatchMethod:
Here's my turnbasedMatchmakerViewController:didFindMatchMethod: method.
- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFindMatch:(GKTurnBasedMatch *)match
{
BLTheme* theme = [[[BLGameConfig sharedConfig] localPlayer] userTheme];
GameSceneRemoteGCLoader* loader = [[GameSceneRemoteGCLoader alloc] initWithGKMatch:match andTheme:theme];
[viewController dismissViewControllerAnimated:NO completion:^{}];
[[CCDirector sharedDirector] replaceScene:loader];
}
When I'm launching an automatch it's launching the exact same error "Could not create game - Please remove an existing game and try again.".
This may or may not be the solution to your problem, but I had a similar issue and solved it in the following way.
It seems that either by default, or somehow, Game Center treats apps with differing CFBundleVersion (build number, not version number, or CFBundleShortVersionString) values as incompatible with one another, and thus does not show matches between apps with incremented build numbers. (Often, developers increment this number as new ad hoc builds or stable releases are distributed during development, so this is quite unfortunate).
To find and remove the "missing" games, I decremented my CFBundleVersion value (which revealed the games), and then deleted the offending matches.
Alternatively, tweaking some settings in iTunes Connect seems to have removed this CFBundleVersion incompatibility. It takes a while to propagate, but I think what did it was tapping on my app, tapping on View Details, making sure the Game Center switch is set to "Enabled", and making sure there is an item in the "Multiplayer Compatibility" table. You could also play with the possibilities within the "Manage Game Center" button from the original app screen, but I think the "Multiplayer Compatibility" setting is what finally allowed me to see all the "old" matches that were previously hidden.
Good luck!
Just to make sure: In both these devices, add these lines in your authentication completion handler and run it once. (then you can comment it out).
[GKTurnBasedMatch loadMatchesWithCompletionHandler:(^)(NSArray *matches, NSError *error) {
for (GKTurnbasedMatch *match in matches) {
[match removeWithCompletionHandler:NULL];
}
}];
This will ensure that all games are removed from your playerID.
It's ridiculous . You don't have to remove an existing match to create a new match. I'm developing a game like this and it actually works.
The following worked for me. First I ran the app on the device for each player, calling quitAllMatches. Then I ran the app again on each device, calling removeAllMatches.
In the long run, it has to be better to clean them up as you go along. But this solved the immediate problem.
-(void) quitAllMatches {
[GKTurnBasedMatch loadMatchesWithCompletionHandler:^(NSArray* matches, NSError* error) {
for (GKTurnBasedMatch* match in matches) {
GKTurnBasedParticipant* participant = match.currentParticipant;
NSString* playerID = participant.playerID;
NSString* localPlayerID = [GKLocalPlayer localPlayer].playerID;
if ([playerID isEqualToString: localPlayerID]) {
NSArray* participants = match.participants;
for (GKTurnBasedParticipant* participant in participants) {
participant.matchOutcome = GKTurnBasedMatchOutcomeTied;
}
NSData* data = [NSData data];
[match endMatchInTurnWithMatchData: data completionHandler:^(NSError* error) {
if (error) {
WJLog(#"did not end -- error %#", [error localizedDescription]);
}
else {
WJLog(#"match ended!");
}
}];
}
}
}];
}
-(void) removeAllMatches {
[GKTurnBasedMatch loadMatchesWithCompletionHandler:^(NSArray* matches, NSError* error) {
for (GKTurnBasedMatch* match in matches) {
[match removeWithCompletionHandler:^(NSError* error) {
if (error) {
WJLog(#"error: %#", [error localizedDescription]);
}
else {
WJLog(#"removed match");
}
}];
}
}];
}
I have an application in which the user can select from local video files. When one of those thumbnails gets pushed, the user is presented a new view which have a custom video player I've made that presents the video.
This works flawlessly, but only sometimes. The funny thing is that if the user selects a new video (thus getting presented a new view, initializing a new custom video player object) exactly 5 times, the underlying AVPlayerLayer that is used to present the visuals from the player renders black, even though it seems like the underlying asset still loads correctly (the player interface still holds the correct duration for the video and so forth).
When a new custom media player object gets initialized (which happens when the view controller for the media players containing view gets loaded), this is the part of the initializer method which sets up the AVPlayer and its associated item:
// Start to load the specified asset
mediaAsset = [[AVURLAsset alloc] initWithURL:contentURL options:nil];
if (mediaAsset == nil)
NSLog(#"The media asset is zero!!!");
// Now we need to asynchronously load in the tracks of the specified asset (like audio and video tracks). We load them asynchronously to avoid having the entire app UI freeze while loading occours
NSString* keyValueToLoad = #"tracks";
// When loading the tracks asynchronously we also specify a completionHandler, which is the block of code that should be executed once the loading is either or for some reason failed
[mediaAsset loadValuesAsynchronouslyForKeys:[NSArray arrayWithObject:keyValueToLoad
] completionHandler:^
{
// When this block gets executed we check for potential errors or see if the asset loaded successfully
NSError* error = nil;
AVKeyValueStatus trackStatus = [mediaAsset statusOfValueForKey:keyValueToLoad error:&error];
if (error != nil)
{
NSLog(#"Error: %#", error.description);
}
//switch (trackStatus) {
//case AVKeyValueStatusLoaded:
if (trackStatus == AVKeyValueStatusLoaded)
{
NSLog(#"Did load properly!");
mediaItem = [AVPlayerItem playerItemWithAsset:mediaAsset];
if (mediaItem.error == nil)
NSLog(#"Everything went fine!");
if (mediaItem == nil)
NSLog(#"THE MEDIA ITEM WAS NIL");
[mediaItem addObserver:self forKeyPath:#"status" options:0 context:&itemStatusContext];
mediaContentPlayer = [[AVPlayer alloc] initWithPlayerItem:mediaItem];
[mediaContentView setPlayer:mediaContentPlayer];
//mediaContentView = [AVPlayerLayer playerLayerWithPlayer:mediaContentPlayer];
[activeModeViewBlocked configurePlaybackSliderWithDuration:mediaItem.duration];
originalDuration = mediaItem.duration.value / mediaItem.duration.timescale;
// We will subscribe to a timeObserver on the player to check for the current playback time of the movie within a specified interval. Doing so will allow us to frequently update the user interface with correct information
playbackTimeObserver = [mediaContentPlayer addPeriodicTimeObserverForInterval:CMTimeMake(1, 50) queue:dispatch_get_main_queue() usingBlock:^(CMTime time)
{
NSLog(#"TIME UPDATED!");
[activeModeViewBlocked updatePlaybackSlider:time];
}];
[self syncUI];
}
if (trackStatus == AVKeyValueStatusFailed)
{
NSLog(#"Something failed!");
}
if (trackStatus == AVKeyValueStatusCancelled)
{
NSLog(#"Something was cancelled!");
}
}];
Now if I initialize this custom media player object 5 times exactly, it always starts to render black screens.
Does anyone have any idea of why this could be happening?
This bit me too. There is a limit on the number of concurrent video players that AVFoundation will allow. That number is four(for iOS 4.x, more recently the number seems to have increased. For example, on iOS 7 I've had up to eight on one screen with no issue). That is why it is going black on the fifth one. You can't even assume you'll get four, as other apps may need a 'render pipeline'.
This API causes a render pipeline:
+[AVPlayer playerWithPlayerItem:]
I am adding Game Center functionality to my app. On the simulator, the app registers and loads the high scores perfectly from the Game Center app and the Leaderboard View in my app. When I try the same thing from an actual device,the console says the score was submitted but the score does not show up in the Game Center App or in the Leaderboard View in my app. No idea why this would be. Any Help would be great. Here is my code on how I am implementing this.
My View Did Load
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error){
if (error ==nil) {
NSLog(#"Success");
} else {
NSLog(#"Fail");
}
}];
How I am submitting my score
-(IBAction)submitMyScore{
//This is the same category id you set in your itunes connect GameCenter LeaderBoard
GKScore *myScoreValue = [[[GKScore alloc] initWithCategory:#"01"] autorelease];
myScoreValue.value = score;
[myScoreValue reportScoreWithCompletionHandler:^(NSError *error){
if(error != nil){
NSLog(#"Score Submission Failed");
} else {
NSLog(#"Score Submitted");
}
}];
}
Anyone have any idea why this is?
I fixed the Issue. I logged out of my game center account and then started the game. It prompted me to create a new game center account and I did. It then put me into sandbox mode and allowed me to view and post scores.