I'm in sandbox mode implementing game center in my application. The problem comes when I log to gameCenter, in some devices works fine in some others I get a GKErrorCanceled without even get the interface shown.
This devices don't have any user logged in gameCenter so it's not related to have a non sandbox account logged. My code is:
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
//First we try the new iOS6 authentification method for gamekit, if it's not implemented we will use the deprecated one
if ([localPlayer respondsToSelector:#selector(setAuthenticateHandler:)]) {
if (localPlayer.isAuthenticated) {
this->setState(connectionLoged);
this->getDelegate().socialConnectionDidSucceedLogin(*this);
return;
}
else if(!localPlayer.isAuthenticated && localPlayer.authenticateHandler){
this->setState(connectionClosed);
this->getDelegate().socialConnectionDidFailToLogin(*this, std::string("The user already resign to login"));
return;
}
else{
localPlayer.authenticateHandler = ^(UIViewController* viewController, NSError* error){
if (localPlayer.isAuthenticated)
{
_name = [localPlayer.displayName UTF8String];
_userId = [localPlayer.playerID UTF8String];
[GKPlayer loadPlayersForIdentifiers:localPlayer.friends withCompletionHandler:^(NSArray *players, NSError *error) {
for (GKPlayer* player in players) {
if ([player isFriend]) {
NSDictionary* dict =
#{#"displayName" : player.displayName,
#"alias" : player.alias,
#"playerID" : player.playerID};
AttrDictionary* playerInfo = [dict hydraAttrDictionary];
SocialFriend* socialfriend = this->getNewFriendInstance(*playerInfo);
this->addFriend(socialfriend);
delete playerInfo;
}
}
this->getDelegate().socialConnectionDidSucceedLogin(*this);
this->setState(connectionLoged);
}];
}
else if(viewController){
UIViewController* rootViewController = (UIViewController*) [UIApplication sharedApplication].keyWindow.rootViewController ;
[rootViewController presentModalViewController:viewController animated:YES];
}
else{
if(error){
this->getDelegate().socialConnectionDidFailToLogin(*this, std::string([error.description UTF8String]));
}
else{
this->getDelegate().socialConnectionDidFailToLogin(*this, std::string("User cancelled login"));
}
}
};
}
}
//deprecated at IOs 6 authentification method
else
[localPlayer authenticateWithCompletionHandler:^(NSError *error) {
if (localPlayer.isAuthenticated)
{
_name = [localPlayer.displayName UTF8String];
_userId = [localPlayer.playerID UTF8String];
[GKPlayer loadPlayersForIdentifiers:localPlayer.friends withCompletionHandler:^(NSArray *players, NSError *error) {
for (GKPlayer* player in players) {
if ([player isFriend]) {
NSDictionary* dict =
#{#"displayName" : player.displayName,
#"alias" : player.alias,
#"playerID" : player.playerID};
AttrDictionary* playerInfo = [dict hydraAttrDictionary];
SocialFriend* socialfriend = this->getNewFriendInstance(*playerInfo);
this->addFriend(socialfriend);
delete playerInfo;
}
}
this->getDelegate().socialConnectionDidSucceedLogin(*this);
this->setState(connectionLoged);
}];
}
else{
NSString* errorString = [error localizedDescription];
this->getDelegate().socialConnectionDidFailToLogin(*this, std::string([errorString UTF8String]));
this->setState(connectionClosed);
}
}];
I need the code compatible with iOS 6 and iOS 5 so you will see I have the two implementations. For iOS 6 the completion handler returns with an UIViewController null and the error as I say. I'm afraid that in production it happends the same. In the simulator all works fine.
PS- You will find some c++ code, it's because I implement a c++ wrapper for GameCenter as my game is write in cocos2dx...
When someone cancels out of the interface to sign in to game center, it will give you GKErrorCanceled. The third time in a row that they cancel, it will warn them that it will disable game center.
If they do choose to disable game center, then it won't show the interface anymore, and it will just give you GKErrorCanceled instead.
Once game center has been disabled, the only way to sign in is by going into the actual game center app.
The 3 times in a row could be in any app or any combination of apps that use game center, and game center will be disabled for all apps that use game center. The 3 times in a row restarts every time they sign in to game center.
This is for both sandbox and non-sandbox.
This is for both ios 5 and ios 6.
Related
I'm trying to invite nearby players to a match, but the invite is either never sent or never received.
GKMatchMaker startBrowsingForNearbyPlayersWithHandler works and returns nearby players that are on same wifi, but then I use findMatchForRequest and it returns a match without any players, and the players I try to invite never receive an invite notification. Here is my code.
I start by authenticating the local player:
GKLocalPlayer.localPlayer.authenticateHandler= ^(UIViewController *controller, NSError *error)
{
if (error)
{
NSLog(#"%s:: Error authenticating: %#", __PRETTY_FUNCTION__, error.localizedDescription);
return;
}
if(controller)
{
// User has not yet authenticated
[pViewController presentViewController:controller animated:YES completion:^(void)
{
[self lookForNearbyPlayers];
}];
return;
}
[self lookForNearbyPlayers];
};
-(void)lookForNearbyPlayers
{
if(!GKLocalPlayer.localPlayer.authenticated)
{
NSLog(#"%s:: User not authenticated", __PRETTY_FUNCTION__);
return;
}
I register my view controller as a delegate of GKLocalPlayerListener:
[GKLocalPlayer.localPlayer registerListener:self]; // self is a view controller.
// This works. My test local player which is a second device and appleID I setup shows up when this handler is called.
[GKMatchmaker.sharedMatchmaker startBrowsingForNearbyPlayersWithHandler:^(GKPlayer *player, BOOL reachable)
{
NSArray * paPlayers= [NSArray arrayWithObject:player];
_pMatchRequest= [[GKMatchRequest alloc] init];
_pMatchRequest.minPlayers= 2;
_pMatchRequest.maxPlayers= 4;
_pMatchRequest.recipients = paPlayers;
_pMatchRequest.inviteMessage = #"Join our match!";
_pMatchRequest.recipientResponseHandler = ^(GKPlayer *player, GKInviteeResponse response)
{
// This is never called.
NSLog((response == GKInviteeResponseAccepted) ? #"Player %# Accepted" : #"Player %# Declined", player.alias);
};
// This returns with a match without any players.
[GKMatchmaker.sharedMatchmaker findMatchForRequest:_pMatchRequest withCompletionHandler:^(GKMatch *match, NSError *error)
{
if(error)
{
NSLog(#"%s:: %#", __PRETTY_FUNCTION__, error.localizedDescription);
return;
}
else if(match != nil)
{
_pMatch= match;
match.delegate = self;
NSLog(#"players count= %lu", (unsigned long)_pMatch.players.count); // Always returns 0
}
}];
}
}
I have delegate methods for GKLocalPlayerListener setup, but they are never called:
- (void)player:(GKPlayer *)player didRequestMatchWithRecipients:(NSArray<GKPlayer *> *)recipientPlayers
{
NSLog(#"%s", __PRETTY_FUNCTION__);
}
- (void)player:(GKPlayer *)player didAcceptInvite:(GKInvite *)invite
{
NSLog(#"%s", __PRETTY_FUNCTION__);
}
Does anyone know how to get this to work without GKMatchmakerViewController and for iOS9? The only examples I can find have the deprecated -inviteHandler method.
This code is working in Swift if you know how you can convert it to Objective-C and to try it.
GKMatchmaker.sharedMatchmaker().findMatchForRequest(
request,
withCompletionHandler: {(match : GKMatch!, error: NSError!) -> Void in
NSLog("This works")
})
Based on multiple questions here on SO, Game Center seems to be getting stuck from time to time. In the best case, it returns "Game not recognized" errors. In the worst case, it just cheerfully returns nil to GC calls. Sometimes it resumes working on it's own, sometimes it doesn't. But it seems you can kickstart it again by logging into iTunesConnect and do any of the following:
Add a leaderboard
Change the default leaderboard
Add an achievement
I've added this to my debugging routine. If some aspect of GC stops working, or returns nil, I try making one of the above changes in iTunesConnect before proceeding. In my case, I get the "game not recognized" several times per week, but several others have noted the "nil return values."
I know this an older post, but I ran across it when trying to establish a connection between several app instances over the internet. I believe the part you're missing is that after registering for the listener, you need to receive the connected status with
- (void)match:(GKMatch *)match
player:(GKPlayer *)player
didChangeConnectionState:(GKPlayerConnectionState)state
{
NSLog(#">>> did change state");
if (state == GKPlayerStateConnected)
{
NSLog(#">>>> match:%# did change to Connected for player %# ",match, player.displayName);
}
else if (state == GKPlayerStateDisconnected)
{
NSLog(#">>>> match:%# disconnected for player %# ",match, player.displayName);
}
I find the match has 0 players when the completionHandler is called from findMatchForRequest:, but that I can successfully use the GKMatch and GKPlayer as returned in didChangeConnectionState:
Hope that helps someone who reads this long after the OP.
I was wondering how to know when Game Center sign in form is finished by the user. I am doing Facebook sign in automatically but I need to wait for Game Center login to finish. Is there any way of knowing that?
-(void) authenticateLocalPlayer {
GKLocalPlayer* localPlayer = [GKLocalPlayer localPlayer];
localPlayer.authenticateHandler =
^(UIViewController *viewController,
NSError *error) {
[self setLastError:error];
if (localPlayer.authenticated) {
_gameCenterFeaturesEnabled = YES;
NSLog(#"local Player Info: %#",localPlayer);
[[UserManager sharedInstance] setGameCenterId:localPlayer.playerID];
[[UserManager sharedInstance] setUserName:localPlayer.alias];
[self retrieveFriends];
} else if(viewController) {
[self presentViewController:viewController];
} else {
_gameCenterFeaturesEnabled = NO;
}
};
}
-(void) setLastError:(NSError*)error {
_lastError = [error copy];
if (_lastError) {
NSLog(#"GameKitHelper ERROR: %#", [[_lastError userInfo]
description]);
}
}
-(UIViewController*) getRootViewController {
return [UIApplication
sharedApplication].keyWindow.rootViewController;
}
-(void)presentViewController:(UIViewController*)vc {
UIViewController* rootVC = [self getRootViewController];
[rootVC presentViewController:vc animated:YES completion:nil];
}
Here is a quote from authenticateHandler documentation
The authenticate handler will be called whenever the authentication
process finishes or needs to show UI. The handler may be called
multiple times. Authentication will happen automatically when the
handler is first set and whenever the app returns to the foreground.
If the authentication process needs to display UI the viewController
property will be non-nil. Your application should present this view
controller and continue to wait for another call of the
authenticateHandler. The view controller will be dismissed
automatically.
Possible reasons for error:
1. Communications problem
2. User credentials invalid
3. User cancelled
So the block will be called multiple times,
For example if user is not logged in, a view-controller will be passed to this block, after you present it and user submits the form, he block will be executed once again.
Here is code that handles authentication:
- (void)authenticateLocalPlayer
{
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
__weak typeof(localPlayer) weakLocalPlayer = localPlayer;
localPlayer.authenticateHandler =
^(UIViewController *viewController, NSError *error)
{
if (error) {
// Something happened, handle it...
return;
}
__strong typeof(weakLocalPlayer) strongLocalPlayer = weakLocalPlayer;
if (viewController) {
// Just show it, user needs to submit the form
return;
}
if (strongLocalPlayer.isAuthenticated) {
// User completed login, do FB login
} else {
// GameKit is disabled, show guide to enable it
}
};
}
When launching an app I'm opening a Game center sign in dialog.It works first time. but when user presses cancel button it hides. and then clicking on the button that opens ui of leaderboard it doesn't show sign in dialog although I call sign in method if user is not signed in. Here's both methods...
bool GameSharing::signInPlayer(){
GKLocalPlayer *player = [GKLocalPlayer localPlayer];
bool signedIn=false;
[player authenticateWithCompletionHandler:^(NSError *error) {
//Just relax and do nothing
}];
if (player.isAuthenticated) {
signedIn = true;
}
return signedIn;
}
void GameSharing::openGameCenterLeaderboardsUI(int lId){
NSLog(#"Open Leaderboard UI");
if(iosLeaderboardIds.size() >= lId){
if (![GKLocalPlayer localPlayer].isAuthenticated) {
NSLog(#"not authenticated");
signInPlayer();
}else{
NSLog(#"authenticated");
AppController* appController = (AppController*) [UIApplication sharedApplication].delegate;
GKLeaderboardViewController* gkController = [[[GKLeaderboardViewController alloc] init] autorelease];
gkController.leaderboardIdentifier = [NSString stringWithUTF8String:iosLeaderboardIds.at(lId).c_str()];
gkController.timeScope = GKLeaderboardTimeScopeAllTime;
gkController.timeScope = GKLeaderboardTimeScopeToday;
gkController.leaderboardDelegate = appController;
[appController.viewController presentModalViewController:gkController animated:YES];
}
}
}
I'm not sure, but maybe there is some kind of delay before it pops up again? Maybe the functionality is designed so it shall only pop up once a day, unless the app is restarted. Just a guess.
Using the sandboxed Gamecenter.
No matter what I do the scores never appear in a leaderboard.
I am using the following code:
- (void)scoreReported: (NSError*) error {
NSLog(#"%#",[error localizedDescription]);
}
- (void)submitScore{
if(self.currentScore > 0)
{
NSLog(#"Score: %lli submitted to leaderboard %#", self.currentScore, self.currentLeaderBoard);
[gameCenterManager reportScore: self.currentScore forCategory: self.currentLeaderBoard];
}
}
And scoreReported doesnt produce an error, yet the score doesnt appear in the leaderboard. I know the category is correct as I use currentLeaderBoard in:
- (void)showLeaderboard {
NSLog(#"leaderboard = %#", self.currentLeaderBoard);
GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc] init];
if (leaderboardController != NULL)
{
leaderboardController.category = self.currentLeaderBoard;
//leaderboardController.category = nil;
leaderboardController.timeScope = GKLeaderboardTimeScopeWeek;
leaderboardController.leaderboardDelegate = self;
[self presentModalViewController: leaderboardController animated: YES];
}
}
I have tried the usual
2 different sandbox GC accounts to get the leaderboard working
Even tried 4 different GC accounts each logging in on both the simulator (iOS 6.1) and device (iOS 6.0.1)
Yet still no joy
any suggestions - or is it just that the sandboxed gamecenter is far too buggy!!! (I would raise a bug about sandbox but the apple bug reporting form has a bug in it so that doesnt work either)
Score reporting to Game Center works almost immediately for me, even in sandbox mode.
Here are the few things you can try
Make sure the the Leaderboard identifiers are correct when reporting scores (Should exactly match with "Leaderboard ID"s in iTunesConnect)
Try Deleting the test data under "Manage Game Center" section of iTunesConnect
Delete the application, launch "Game Center" application in your device and goto "Games" tab and remove your app. Reinstall the app and try reporting the score again.
Make sure [gkScore reportScoreWithCompletionHandler:^(NSError *error) doesn't return any error
For those who want to know this what I changed my submitScore method to:
- (void)submitScore {
GKScore * GCscore = [[GKScore alloc] initWithCategory:self.currentLeaderBoard];
GCscore.value = [[NSUserDefaults standardUserDefaults] integerForKey:#"NEWSCORE"];
[GCscore reportScoreWithCompletionHandler:^(NSError *error) {
dispatch_async(dispatch_get_main_queue(), ^(void) {
if (error == NULL) {
NSLog(#"Score Sent");
} else {
NSLog(#"Score Failed, %#",[error localizedDescription]);
}
});
}];
}
and it worked
Got this message suddenly in my app -
<Info>: 22:20:44.800330 com.apple.AVConference: GKSConnSettings: set server: {
"gk-cdx" = "17.173.254.218:4398";
"gk-commnat-cohort" = "17.173.254.220:16386";
"gk-commnat-main0" = "17.173.254.219:16384";
"gk-commnat-main1" = "17.173.254.219:16385";
}
Where does it comes from?
In iOS 6.0 + this log will show up as soon as your localPlayer is authenticated, i.e. set
[GKLocalPlayer localPlayer].authenticateHandler = ^(UIViewController *viewController, NSError *error) {
if (viewController != NULL) {
// present the viewController now
} else if ([GKLocalPlayer localPlayer].isAuthenticated) {
NSLog(#"Already authenticated");
} else {
NSLog(#"Not authenticated, disable GameCenter");
}
};
and if necessary present the viewController to log into GameCenter
My first instinct tells me it could be related to your environment. Are you working from a virtual machine by chance? This happened to be my case.