In my game I am using auto-match making. Its working perfect for IOS 5.0, but with IOS 6.1 I am having trouble connecting. The match making processing is getting stuck at "Connecting..."
Here is the code:
- (void)findMatchWithMinPlayers:(int)minPlayers maxPlayers:(int)maxPlayers
viewController:(UIViewController *)viewController
delegate:(id<GCHelperDelegate>)theDelegate {
GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = minPlayers;
request.maxPlayers = maxPlayers;
GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
mmvc.matchmakerDelegate = self;
self.presentingViewController = viewController;
[presentingViewController presentModalViewController:mmvc animated:YES];
}
#pragma mark GKMatchmakerViewControllerDelegate
// The user has cancelled matchmaking
- (void)matchmakerViewControllerWasCancelled:(GKMatchmakerViewController *)viewController {
[presentingViewController dismissModalViewControllerAnimated:YES];
}
// Matchmaking has failed with an error
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFailWithError:(NSError *)error {
[presentingViewController dismissModalViewControllerAnimated:YES];
NSLog(#"Error finding match: %#", error.localizedDescription);
}
// A peer-to-peer match has been found, the game should start
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *)theMatch {
[presentingViewController dismissModalViewControllerAnimated:YES];
//self.match = theMatch;
//match.delegate = self;
//if (!matchStarted && match.expectedPlayerCount == 0) {
NSLog(#"Ready to start match!");
//}
}
--------Note Again that this is perfectly working in IOS 5----------
Related
iOS App is crashing, if we try to present a view after dismissing the Google Mobile Ads Splash Interstitial.
Simulator Version : iOS 7.1(4 inch 64 bit)
Google Mobile Ads SDK Version : 6.9.2
Code for presenting splash ad(application:didFinishLaunchingWithOptions:) :
InitialSlidingViewController *controller = [[InitialSlidingViewController alloc] init];
[self.window setRootViewController:controller];
splashInterstitial_ = [[DFPInterstitial alloc] init];
splashInterstitial_.adUnitID = SplashInterstitialID;
GADRequest *request = [GADRequest request];
splashInterstitial_.delegate = self;
request.testDevices = [NSArray arrayWithObjects:GAD_SIMULATOR_ID, nil];
[splashInterstitial_ loadAndDisplayRequest:request
usingWindow:window_
initialImage:[UIImage imageNamed:imageName]];
[self.window setBackgroundColor:[UIColor blackColor]];
[self.window makeKeyAndVisible];
Delegate Methods used
- (void)interstitial:(DFPInterstitial *)interstitial didFailToReceiveAdWithError:(GADRequestError *)error {
//present a view
}
- (void)interstitialDidDismissScreen:(GADInterstitial *)ad {
ad.delegate = nil;
splashInterstitial_.delegate = nil;
ad = nil;
splashInterstitial_ = nil;
//Present a view controller
}
Code used for presenting view
NewViewController *newVC = [[NewViewController alloc] initWithNibName:#"NewViewController" bundle:nil];
UINavigationController *nav = [[PortraitNavController alloc] initWithRootViewController:newVC];
nav.navigationBarHidden = YES;
[self.navigationController presentViewController:nav animated:YES completion:nil];
//Crash Log from console:
* -[GADWebAppViewController isKindOfClass:]: message sent to deallocated instance 0x573efe90
Solved this issue by moving the code for presenting interstitial to Rootviewcontroller. This solution is recommended in Google Ads Developer official blog.
//MyRootViewController.m
- (void)viewDidLoad {
[super viewDidLoad];
// Remember whether the status bar was hidden or not.
hideStatusBar_ = [UIApplication sharedApplication].statusBarHidden;
splashInterstitial_ = [[DFPInterstitial alloc] init];
splashInterstitial_.adUnitID = SplashInterstitialID;
splashInterstitial_.delegate = self;
GADRequest *request = [GADRequest request];
request.testDevices = [NSArray arrayWithObjects:GAD_SIMULATOR_ID, nil];
[splashInterstitial_ loadRequest:request];
}
#pragma mark - splashInterstitial delegate methods
- (void)restoreController {
if (imageView_ != nil) {
[imageView_ removeFromSuperview];
}
[UIApplication sharedApplication].statusBarHidden = hideStatusBar_;
}
- (void)interstitialDidReceiveAd:(GADInterstitial *)ad {
[splashInterstitial_ presentFromRootViewController:self];
}
- (void)interstitial:(DFPInterstitial *)interstitial didFailToReceiveAdWithError:(GADRequestError *)error {
[self restoreController];
}
- (void)interstitialWillDismissScreen:(GADInterstitial *)ad {
[self restoreController];
}
- (void)interstitialDidDismissScreen:(GADInterstitial *)ad {
//Dismiss Delegate
}
imageView_ is a full screen image view contains the same splash screen image.
I am trying to develop a realtime multiplayer game for IOS by using cocos2d by using the tutorial on http://www.raywenderlich.com/3325/how-to-make-a-simple-multiplayer-game-with-game-center-tutorial-part-22
Everything works fine including auto matching with a random player but inviting a friend doesn't work because other device cannot receive an invitation.
When I clicked on invite friends button and then selected a friend by using the standard game center interface, it says waiting (forever) and nothing happens. My friend cannot receive an invitation from game center (no notifications).
I can invite a friend by using nearby friends functionality (when this functionality is enabled on both devices) but no invitation notification when nearby friends is disabled.
I spent hours and hours for searching on Google, found similar cases but no solution.
Some early feedback about possible answers:
I use two devices (one iPhone and one iPad), no simulator
All settings on iTunes connect are fine including multiplayer settings
I validated that both devices are connected to sandbox by using different test accounts
I've already checked the notification settings for Game center on both devices
I've already checked all proxy/firewall issues and tried on both WiFi and Cellular for both devices
Game invitations are enabled for both of the devices/accounts
I've already checked the bundle IDs, app version IDs, etc...
Both of the devices are IOS 6.x and App target version os IOS 5.0
I have no other issues about game center (leaderboards, random matchmaking, etc... all fine)
I call the inviteHandler method as soon after I authenticated a user as possible as mentioned in Apple documentation.
Here is my Game center helper class Header file:
#import <Foundation/Foundation.h>
#import <GameKit/GameKit.h>
#protocol GCHelperDelegate
- (void)matchStarted;
- (void)matchEnded;
- (void)match:(GKMatch *)match didReceiveData:(NSData *)data
fromPlayer:(NSString *)playerID;
- (void)inviteReceived;
#end
#interface GCHelper : NSObject <GKMatchmakerViewControllerDelegate, GKMatchDelegate>{
BOOL gameCenterAvailable;
BOOL userAuthenticated;
UIViewController *presentingViewController;
GKMatch *match;
BOOL matchStarted;
id <GCHelperDelegate> delegate;
NSMutableDictionary *playersDict;
GKInvite *pendingInvite;
NSArray *pendingPlayersToInvite;
NSMutableArray *unsentScores;
}
#property (retain) GKInvite *pendingInvite;
#property (retain) NSArray *pendingPlayersToInvite;
#property (assign, readonly) BOOL gameCenterAvailable;
#property (retain) NSMutableDictionary *playersDict;
#property (retain) UIViewController *presentingViewController;
#property (retain) GKMatch *match;
#property (assign) id <GCHelperDelegate> delegate;
- (void)findMatchWithMinPlayers:(int)minPlayers maxPlayers:(int)maxPlayers
viewController:(UIViewController *)viewController
delegate:(id<GCHelperDelegate>)theDelegate;
- (BOOL) reportAchievementIdentifier: (NSString*) identifier percentComplete: (float) percent;
+ (GCHelper *)sharedInstance;
- (void)authenticateLocalUser;
#end
And here is the implementation of the game center helper class
#import "GCHelper.h"
#implementation GCHelper
#synthesize gameCenterAvailable;
#synthesize presentingViewController;
#synthesize match;
#synthesize delegate;
#synthesize playersDict;
#synthesize pendingInvite;
#synthesize pendingPlayersToInvite;
#pragma mark Initialization
static GCHelper *sharedHelper = nil;
+ (GCHelper *) sharedInstance {
if (!sharedHelper) {
sharedHelper = [[GCHelper alloc] init];
}
return sharedHelper;
}
- (BOOL)isGameCenterAvailable {
// check for presence of GKLocalPlayer API
Class gcClass = (NSClassFromString(#"GKLocalPlayer"));
// check if the device is running iOS 4.1 or later
NSString *reqSysVer = #"4.1";
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
BOOL osVersionSupported = ([currSysVer compare:reqSysVer
options:NSNumericSearch] != NSOrderedAscending);
return (gcClass && osVersionSupported);
}
- (id)init {
if ((self = [super init])) {
gameCenterAvailable = [self isGameCenterAvailable];
if (gameCenterAvailable) {
NSNotificationCenter *nc =
[NSNotificationCenter defaultCenter];
[nc addObserver:self
selector:#selector(authenticationChanged)
name:GKPlayerAuthenticationDidChangeNotificationName
object:nil];
}
}
return self;
}
- (void)authenticationChanged {
if ([GKLocalPlayer localPlayer].isAuthenticated && !userAuthenticated) {
NSLog(#"Authentication changed: player authenticated.");
userAuthenticated = TRUE;
[GKMatchmaker sharedMatchmaker].inviteHandler = ^(GKInvite *acceptedInvite, NSArray *playersToInvite) {
NSLog(#"Received invite");
self.pendingInvite = acceptedInvite;
self.pendingPlayersToInvite = playersToInvite;
[delegate inviteReceived];
};
} else if (![GKLocalPlayer localPlayer].isAuthenticated && userAuthenticated) {
NSLog(#"Authentication changed: player not authenticated");
userAuthenticated = FALSE;
}
}
- (void)lookupPlayers {
NSLog(#"Looking up %d players...", match.playerIDs.count);
[GKPlayer loadPlayersForIdentifiers:match.playerIDs withCompletionHandler:^(NSArray *players, NSError *error) {
if (error != nil) {
NSLog(#"Error retrieving player info: %#", error.localizedDescription);
matchStarted = NO;
[delegate matchEnded];
} else {
// Populate players dict
self.playersDict = [NSMutableDictionary dictionaryWithCapacity:players.count];
for (GKPlayer *player in players) {
NSLog(#"Found player: %#", player.alias);
[playersDict setObject:player forKey:player.playerID];
}
// Notify delegate match can begin
matchStarted = YES;
[delegate matchStarted];
}
}];
}
#pragma mark User functions
- (void)authenticateLocalUser {
if (!gameCenterAvailable) return;
NSLog(#"Authenticating local user...");
if ([GKLocalPlayer localPlayer].authenticated == NO) {
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:nil];
} else {
NSLog(#"Already authenticated!");
}
}
- (void)findMatchWithMinPlayers:(int)minPlayers maxPlayers:(int)maxPlayers viewController:(UIViewController *)viewController delegate:(id<GCHelperDelegate>)theDelegate {
if (!gameCenterAvailable) return;
matchStarted = NO;
self.match = nil;
self.presentingViewController = viewController;
delegate = theDelegate;
if (pendingInvite != nil) {
[presentingViewController dismissModalViewControllerAnimated:NO];
GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithInvite:pendingInvite] autorelease];
mmvc.matchmakerDelegate = self;
[presentingViewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
} else {
[presentingViewController dismissModalViewControllerAnimated:NO];
GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = minPlayers;
request.maxPlayers = maxPlayers;
request.playersToInvite = pendingPlayersToInvite;
GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
mmvc.matchmakerDelegate = self;
[presentingViewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
}
}
#pragma mark GKMatchmakerViewControllerDelegate
// The user has cancelled matchmaking
- (void)matchmakerViewControllerWasCancelled:(GKMatchmakerViewController *)viewController {
[presentingViewController dismissModalViewControllerAnimated:YES];
}
// Matchmaking has failed with an error
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFailWithError:(NSError *)error {
[presentingViewController dismissModalViewControllerAnimated:YES];
NSLog(#"Error finding match: %#", error.localizedDescription);
}
// A peer-to-peer match has been found, the game should start
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *)theMatch {
[presentingViewController dismissModalViewControllerAnimated:YES];
self.match = theMatch;
match.delegate = self;
if (!matchStarted && match.expectedPlayerCount == 0) {
NSLog(#"Ready to start match!");
[self lookupPlayers];
}
}
#pragma mark GKMatchDelegate
// The match received data sent from the player.
- (void)match:(GKMatch *)theMatch didReceiveData:(NSData *)data fromPlayer:(NSString *)playerID {
if (match != theMatch) return;
[delegate match:theMatch didReceiveData:data fromPlayer:playerID];
}
// The player state changed (eg. connected or disconnected)
- (void)match:(GKMatch *)theMatch player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state {
if (match != theMatch) return;
switch (state) {
case GKPlayerStateConnected:
// handle a new player connection.
NSLog(#"Player connected!");
if (!matchStarted && theMatch.expectedPlayerCount == 0) {
NSLog(#"Ready to start match!");
[self lookupPlayers];
}
break;
case GKPlayerStateDisconnected:
// a player just disconnected.
NSLog(#"Player disconnected!");
matchStarted = NO;
[delegate matchEnded];
break;
}
}
// The match was unable to connect with the player due to an error.
- (void)match:(GKMatch *)theMatch connectionWithPlayerFailed:(NSString *)playerID withError:(NSError *)error {
if (match != theMatch) return;
NSLog(#"Failed to connect to player with error: %#", error.localizedDescription);
matchStarted = NO;
[delegate matchEnded];
}
// The match was unable to be established with any players due to an error.
- (void)match:(GKMatch *)theMatch didFailWithError:(NSError *)error {
if (match != theMatch) return;
NSLog(#"Match failed with error: %#", error.localizedDescription);
matchStarted = NO;
[delegate matchEnded];
}
- (void)reportScore:(int64_t)score forCategory:(NSString *)category {
// Only execute if OS supports Game Center & player is logged in
if ([self isGameCenterAvailable] && [GKLocalPlayer localPlayer].authenticated == YES)
{
// Create score object
GKScore *scoreReporter = [[[GKScore alloc] initWithCategory:category] autorelease];
// Set the score value
scoreReporter.value = score;
// Try to send
[scoreReporter reportScoreWithCompletionHandler:^(NSError *error) {
if (error != nil)
{
// Handle reporting error here by adding object to a serializable array, to be sent again later
[unsentScores addObject:scoreReporter];
}
}];
}
}
- (BOOL) reportAchievementIdentifier: (NSString*) identifier percentComplete: (float) percent {
if ([self isGameCenterAvailable] && [GKLocalPlayer localPlayer].authenticated == YES)
{
GKAchievement *achievement = [[[GKAchievement alloc] initWithIdentifier: identifier] autorelease];
if (achievement)
{
achievement.percentComplete = percent;
[achievement reportAchievementWithCompletionHandler:^(NSError *error)
{
if (error != nil)
{
// Retain the achievement object and try again later (not shown).
}
}];
}
return YES;
}
return NO;
}
#end
And Finally this is how I call the game center from my game layer (I tried two different options but none of them worked)
Option 1
[[GCHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:2 viewController: [[[UIApplication sharedApplication] keyWindow] rootViewController] delegate: self];
Option 2
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
UINavigationController *viewController = [app navController];
[[GCHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:2 viewController:viewController delegate:self];
Any help will be appreciated. Thanks in advance...
I've been dealing with multiplayer for a few months now and invitations have been a real issue for me....and like you, I used Ray's tutorial to get me started. I realized today that Ray's code has a bug in it where invites will not work if both clients have the GKMatchmakerView up. You need to dismiss it when you first receive the invite with something along the lines of:
[gcdelegate.viewController dismissViewControllerAnimated:YES
completion:^{
GKMatchmakerViewController *mmvc = [[GKMatchmakerViewController alloc] initWithInvite:pendingInvite];
mmvc.matchmakerDelegate = self;
[gcdelegate.viewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
boo_invite=true;
}];
Ok, it seems that it again works without any changes in our code or network settings. I opened ticket to Apple support, bug records, etc... and it seems that some of them worked...
Now we understand that it was a bug in Game Center sandbox. As far as I see, sanbox version of game center is not that stable and people in Apple don't give enough attention to this service. There is also no way to check the system status on the internet.
I'm still continuing to discuss with Apple support in order to understand the reason and will share the all conversation here when it's completed.
Happy coding...
I am following a tutorial doing a Game Center Turn-based match, tic-tac-toe game, and my view controller is not loaded. It works when i use the source code but not with the code i have typed myself, from the book. I have checked and cant find any difference.
I do get into Game Center and when i click on "Play your turn" it loads the initial screen with the button "Begin game" and not, as the original code, the "tictactoeGameViewController" as it suppose to.
I would very much appreciate if someone could help me out here :-)
Here is my code:
#import "ViewController.h"
#import "tictactoeGameViewController.h"
#interface ViewController ()
#end
#implementation ViewController
-(IBAction)beginGame:(id)sender {
GKMatchRequest *match = [[GKMatchRequest alloc]init];
[match setMaxPlayers:2];
[match setMinPlayers:2];
GKTurnBasedMatchmakerViewController *tmvc = nil;
tmvc = [[GKTurnBasedMatchmakerViewController alloc]initWithMatchRequest:match];
[tmvc setTurnBasedMatchmakerDelegate:self];
[self presentModalViewController:tmvc animated:YES];
[tmvc release];
[match release];
}
- (void)viewDidLoad {
[super viewDidLoad];
if ([GameCenterManager isGameCenterAvailable]) {
[[NSNotificationCenter defaultCenter]addObserver:self selector:#selector(localUserAuthenticationChanged:) name:GKPlayerAuthenticationDidChangeNotificationName object:nil];
gcManager = [[GameCenterManager alloc]init];
[gcManager setDelegate:self];
[gcManager authenticateLocalUser];
}
}
-(void)processGameCenterAuthentication:(NSError *)error {
if (error != nil) {
NSLog(#"An error occured during authentication: %#", [error localizedDescription]);
}
}
-(void)localUserAuthenticationChanged:(NSNotification *)notif {
NSLog(#"Authentication Changed: %#", notif.object);
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#pragma mark - GCTurnBasedMatchHelperDelegate
-(void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFindMatch:(GKTurnBasedMatch *)match {
[self dismissModalViewControllerAnimated:YES];
tictactoeGameViewController *gameVC = [[tictactoeGameViewController alloc]init];
gameVC.match = match;
[[self navigationController]pushViewController:gameVC animated:YES];
[gameVC release];
}
-(void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController playerQuitForMatch:(GKTurnBasedMatch *)match {
[match participantQuitOutOfTurnWithOutcome:GKTurnBasedMatchOutcomeQuit withCompletionHandler:^(NSError *error) {
if (error) {
NSLog(#"An error occured ending match: %#", [error localizedDescription]);
}
}];
}
-(void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFailWithError:(NSError *)error {
NSLog(#"Turned Based Matchmaker Failed with Error: %#", [error localizedDescription]);
}
-(void)turnBasedMatchmakerViewControllerWasCancelled:(GKTurnBasedMatchmakerViewController *)viewController {
[self dismissModalViewControllerAnimated:YES];
}
#end
I did find the solution:
The ViewController must be RootViewController so i changed:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
// Override point for customization after application launch.
self.viewController = [[[ViewController alloc] initWithNibName:#"ViewController" bundle:nil] autorelease];
self.window.rootViewController = self.viewController;
[self.window makeKeyAndVisible];
return YES;
}
To:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
ViewController *controller = [[ViewController alloc] init];
self.navigationController = [[UINavigationController alloc] initWithRootViewController:controller];
self.window.rootViewController = self.navigationController;
[self.window makeKeyAndVisible];
return YES;
}
I tested before submitting it of course, and it worked on simulators on iOS 6, but on 5.1 it wont work because the expectedPlayerCount always appears 1 not 0 !! just on 5.1!!
I searched about the problem and developers says that its network problem and sandbox problem so I submitted my app and it got approved !! and now I tried it and it always stuck on connecting!!!
(void)findMatchWithMinPlayers:(int)minPlayers maxPlayers:(int)maxPlayers viewController:(UIViewController *)viewController delegate:(id)theDelegate {
if (!gameCenterAvailable) return;
matchStarted = NO;
self.match = nil;
self.presentingViewController = viewController;
delegate = theDelegate;
if (pendingInvite != nil) {
[presentingViewController dismissModalViewControllerAnimated:NO];
NSLog(#"findmatch");
GKMatchmakerViewController *mmvc = [[GKMatchmakerViewController alloc] initWithInvite:pendingInvite] ;
mmvc.matchmakerDelegate = self;
[presentingViewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
} else {
[presentingViewController dismissModalViewControllerAnimated:NO];
NSLog(#"findmatch2");
GKMatchRequest *request = [[GKMatchRequest alloc] init] ;
request.minPlayers = minPlayers;
request.maxPlayers = maxPlayers;
request.playersToInvite = pendingPlayersToInvite;
GKMatchmakerViewController *mmvc = [[GKMatchmakerViewController alloc] initWithMatchRequest:request];
mmvc.matchmakerDelegate = self;
[presentingViewController presentModalViewController:mmvc animated:YES];
self.pendingInvite = nil;
self.pendingPlayersToInvite = nil;
}
}
(void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *)theMatch {
NSLog(#"%d",theMatch.expectedPlayerCount);
[presentingViewController dismissModalViewControllerAnimated:YES];
NSLog(#"didfind");
self.match = theMatch;
NSLog(#"%d",match.expectedPlayerCount);
match.delegate = self;
if (!matchStarted && match.expectedPlayerCount == 0) {
NSLog(#"Ready to start match!");
[self lookupPlayers];
}
}
Please help I am getting so much Bad reviews !!
Probably too late to help you now, but did you make sure you had enabled Game Center in both places in iTunes Connect? This post: https://devforums.apple.com/thread/66773?tstart=0
tells you to enable in both the Manage Game Center section and the version you're going to upload (otherwise it might work in sandbox but not in the app store)
Hope it helps!
My project need a online play.
GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = 2;
request.maxPlayers = 2;
GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
mmvc.matchmakerDelegate = self;
[presentingViewController presentModalViewController:mmvc animated:YES];
the above code made a GameCenter view,if i press button named"Play now",it will call "GKMatchDelegate's [- (void)match:(GKMatch *)theMatch player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state]", its works ok.
but now, i need use "Finding a Match Programmatically", find match directly with out the official view.
[[GKMatchmaker sharedMatchmaker]findMatchForRequest:request withCompletionHandler:^(GKMatch *hasmatch, NSError *error) {
if(error)
{
NSLog(#"has error match!!!");
}
else if(hasmatch)
{
NSLog(#"has match!!!");//in test we really find the match.
[presentingViewController dismissModalViewControllerAnimated:YES];
self.match = hasmatch;
self.match.delegate = self;
}
}];
now the "GKMatchDelegate's [- (void)match:(GKMatch *)theMatch player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state]" didn't work.
what should i do,to start the online match?
- (void)match:(GKMatch *)theMatch player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state {
if (self.match != theMatch) return;
switch (state) {
case GKPlayerStateConnected:
// handle a new player connection.
NSLog(#"Player connected!");
if (!matchStarted && theMatch.expectedPlayerCount == 0) {
NSLog(#"Ready to start match!");
[self lookupPlayers];//i start game here
}
break;
case GKPlayerStateDisconnected:
// a player just disconnected.
NSLog(#"Player disconnected!");
matchStarted = NO;
[delegate matchEnded];
break;
}
}