Game Center : match delegate’s not called after finding a match - ios

I'm trying to use game center : multi player
Till now, players are Authenticating to Game center, they can send/read scores, and acheivements.
For multiplayer features, I tried both methods :
- using Game center interface to find a match.
- Find a Match Programmatically.
For both ways I have the following issue: the match delegate’s match:player:didChangeState: method is not called.
In apple docs, it's stated that this delegate is called if one player is connected or disconnected.
In my case this delegate is never called. I think that I'm missing a step.
here after the implementation of my delegate (as specified in apple doc).
- (void)match:(GKMatch *)match player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state
{
switch (state)
{
case GKPlayerStateConnected:
// handle a new player connection.
break;
case GKPlayerStateDisconnected:
// a player just disconnected.
break;
}
if (!self.matchStarted && match.expectedPlayerCount == 0)
{
self.matchStarted = YES;
// handle initial match negotiation.
}
}
and also the code to find a match.
-(void) findProgrammaticMatch
{
GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = 2;
request.maxPlayers = 2;
[[GKMatchmaker sharedMatchmaker] findMatchForRequest:request
withCompletionHandler:^(GKMatch *FoundMatch, NSError *error)
{
if (error)
{
// Process the error.
StatusLabel.text = #"Match Not Found";
}
else if (FoundMatch != nil)
{
MultiPlayerMatch = FoundMatch; // Use a retaining property to retain the match.
StatusLabel.text = #"Match Found";
MultiPlayerMatch.delegate = self; // start!
// Start the match.
// Start the game using the match.
[self StartMatch];
}
}];
}
Thanks for your help.

It was working all along. The only difference is that... when you use invites the event "didChangeState" doesn't get called. You're connected without notice and you can start to receive data. I never tried to send/receive data because I was expecting the event first, but i did send something by mistake one time, and it worked.
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *) match {
//Dismiss window
[self dismissModalViewControllerAnimated:YES];
//Retain match
self.myMatch = match;
//Delegate
myMatch.delegate = self;
//Flag
matchStarted = TRUE;
//Other stuff
}
- (void)match:(GKMatch *)match player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state {
//This code gets called only on auto-match
}
The above code works as expected.

I think didChangeState: GKPlayerStateConnected may only happen if a player was GKPlayerStateUnknown and then comes back, or if they are added/invited back to a match in progress.

Related

Wireless accessory configuration in iOS: EAWiFiUnconfiguredAccessoryBrowser will detect unconfigured accessories only once

I am using EAWiFiUnconfiguredAccessoryBrowser to detect EAWiFiUnconfiguredAccessory. The code to start the accessory search it's the following:
- (void)viewDidLoad {
[super viewDidLoad];
if (_accessories == nil) {
_accessories = [[NSMutableArray alloc] init];
}
if (_browser == nil) {
_browser = [[EAWiFiUnconfiguredAccessoryBrowser alloc] initWithDelegate:self queue:nil];
_browser.delegate = self;
}
}
Unfortunately it does find accessories only the first time the View loads. If I go back to the previous view and then reload the view it does not find them.
I tried:
recreating the browser accessory and restarting the search (does not work)
stopping the search and restarting it (does not work)
This is the latest code I got (refer to this together with the code above):
- (void) viewWillAppear:(BOOL)animated{
NSLog(#"view will appear");
if (_accessories != nil) {
[_accessories removeAllObjects];
}
[self.tableView reloadData];
[self initializeBrowswerAndStartSearch];
}
- (void) initializeBrowswerAndStartSearch{
if (_browser != nil) {
[_browser stopSearchingForUnconfiguredAccessories];
}
[_browser startSearchingForUnconfiguredAccessoriesMatchingPredicate:nil];
}
- (void) viewWillDisappear:(BOOL)animated{
[_browser stopSearchingForUnconfiguredAccessories];
}
It seems that the accessory list information is cached somewhere within the APP. If I restart the APP it will find them so I guess there is something that I am missing.
Any help?
so i have the same problem..you should use the unconfiguredAccessories array. Also, try keeping the instance of the browser alive. If you discover the device once, and you re-instantiate the browser, you wont find it again
EAWiFiUnconfiguredAccessoryBrowser has issues,and doesn't provide reliable result in certain use cases. i think you should try this
- (void) viewWillAppear:(BOOL)animated{
NSLog(#"view will appear");
if (_accessories != nil) {
[_accessories removeAllObjects];
}
[self.tableView reloadData];
[self initializeBrowswerAndStartSearch];
}
below method makes browser object nil and reinitialises it, in this case browser object will always return you updated(i.e, proper) values . it worked perfectly for me.
-(void) initializeBrowswerAndStartSearch
{
// Make EAWiFiUnconfiguredAccessoryBrowser object nil and reinitiate ,start searching again
_browser = nil;
_browser = [[EAWiFiUnconfiguredAccessoryBrowser alloc] initWithDelegate:self queue:nil];
[_browser startSearchingForUnconfiguredAccessoriesMatchingPredicate:nil];
}
anytime you feel EAWiFiUnconfiguredAccessoryBrowser isn't providing proper result , try this.
I also have this issue. So I build a singleton called WAC service, then you can keep this singleton alive during the app life cycle. Anywhere you want to load the unconfigured accissories. Just load it from [_browser unconfiguredAccessories].

Not finding players on Game Center. Am I testing my game wrong?

I have the game running on the Xcode simulator and also my iPhone. When I hit search they are both put into separate games, instead of one player joining the existing one. It is a turn based game, a player can take their first turn while Game Center is automatching. I am using two separate Game Center accounts with the Sandbox setting on. Any idea what I may be doing wrong? To those who have developed a Game Center supported game, how did you test it? Thanks for the help!
Some code:
- (void)findMatchWithMinPlayers:(int)minPlayers maxPlayers:(int)maxPlayers // view controller calls to find match - nothing if GC unavaiable
viewController:(UIViewController *)viewController {
if (!_enableGameCenter) return;
_matchStarted = NO; // Match not started yet
self.currentMatch = nil;
[viewController dismissViewControllerAnimated:NO completion:nil];
GKMatchRequest *request = [[GKMatchRequest alloc] init]; // Set number of players
request.minPlayers = minPlayers;
request.maxPlayers = maxPlayers;
GKTurnBasedMatchmakerViewController *mmvc = // new instance of the GKMatchmakerViewController with the given request, sets its delegate to the GameKitHelper object, and uses the passed-in view controller to show it on the screen. Shows the user to search for a random player and start a game.
[[GKTurnBasedMatchmakerViewController alloc] initWithMatchRequest:request];
mmvc.turnBasedMatchmakerDelegate = self;
[viewController presentViewController:mmvc animated:YES completion:nil];
}
#pragma mark GKTurnBasedMatchmakerViewControllerDelegate
// A peer-to-peer match has been found, the game should start
- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFindMatch:(GKTurnBasedMatch *)match {
[viewController dismissViewControllerAnimated:YES completion:nil];
self.currentMatch = match;
GKTurnBasedParticipant *firstParticipant = [match.participants objectAtIndex:0];
if (firstParticipant.lastTurnDate == NULL) {
// It's a new game!
[delegate enterNewGame:match];
} else {
if ([match.currentParticipant.player isEqual:[GKLocalPlayer localPlayer].playerID]) {
// It's your turn!
[delegate takeTurn:match];
} else {
// It's not your turn, just display the game state.
[delegate layoutMatch:match];
}
}
}
Are you deleting old matches with a partially filled participant list generated during testing prior to starting/joining matches for a new test? You can manually remove old matches from the game center app or use loadMatchesWithCompletionHandler which "loads the turn-based matches involving the local player and creates a match object for each match" at the appropriate time in your code to identify matches for deletion. Refer to Apple's documentation to identify the steps to properly leave, end, and remove a match.

GMSSyncTileLayer tileForX:y:zoom: called only once

Summary:
I subclassed
GMSSyncTileLayer
and overwrote
tileForX:y:zoom:
but its only called once no matter how much I pan.
why?
DETAIL
We have implemented our own TileServer which is behind a secure webservice so we need to pass a login token to get the tiles.
The call is asynchronous POST which is quiet common for a webservice call.
Because I had to pass login token in the NSURLSession header I couldnt just pass GET urls to
GMSTileURLConstructor urls = http://<tileserver>/gettile?x=3&y=4&zoom=5
So I subclassed GMSSyncTileLayer
#interface SNSyncTileLayer : GMSSyncTileLayer
overwrote
- (UIImage *)tileForX:(NSUInteger)x y:(NSUInteger)y zoom:(NSUInteger)zoom {
When tileForX:y:Zoom: is called the first time I call a webservice to get the tile UIImage.
The UIImage returns on a delegate and is stored in a NSDictionary with key in format TILE_x_y_Zoom.
The call to the WS is asynch so - (UIImage *)tileForX:y:Zoom: always returns nil for that tile the first time its called.
What i've noticed is that tileForX:y:Zoom: is never called again no matter how much I pan back and forth.
For instance at the current zoom I pan across europe.
I see tileForX:y:Zoom: being called once and ws calls being mad and images being stored in my dictionary.
But if i keep panning at the same zoom I come back to Europe and tileForX:y:Zoom: is not called again.
Fix one - clear cache when new tile downloaded
I tried creating a delegate on SNSyncTileLayer and everytime a new tile downloaded it called:
[self.snSyncTileLayer clearTileCache];
But this wipes out ALL tiles and reloads them so as you pan you get a terrible flashing.
My only idea next is to measure how much the map has panned and if its more than half a width or height then to call clearTileCache.
SO the big question why isnt tileForX:y:Zoom: called everytime?
My overridden class
//
// SNSyncTileLayer.m
//
#import "SNSyncTileLayer.h"
#import "SNAppDelegate.h"
#import "GoogleTileRequest.h"
#import "SNGoogleTileRequest.h"
#import "GoogleTileImageResult.h"
#interface SNSyncTileLayer()<SNSeaNetWebServicesManagerDelegate>{
BOOL _debugOn;
}
#property (nonatomic, retain) NSMutableDictionary * tileImageCacheDict;
#end
#implementation SNSyncTileLayer
- (instancetype)init
{
self = [super init];
if (self) {
_tileImageCacheDict = [NSMutableDictionary dictionary];
_debugOn = TRUE;
}
return self;
}
- (UIImage *)tileForX:(NSUInteger)x y:(NSUInteger)y zoom:(NSUInteger)zoom {
if(_debugOn)ImportantLog(#"tileForX:(%lu) y:(%lu) zoom:(%lu)", (unsigned long)x,(unsigned long)y,(unsigned long)zoom);
UIImage *tileImage_ = nil;
//tileImage_ = [UIImage imageNamed:#"EmptyTile1.png"];
NSString * keyForTile_ = [NSString stringWithFormat:#"TILE_%lu_%lu_%lu", (unsigned long)x,(unsigned long)y,(unsigned long)zoom];
id dictObj_ = [self.tileImageCacheDict objectForKey:keyForTile_];
if (dictObj_) {
if([dictObj_ isMemberOfClass:[NSNull class]])
{
if(_debugOn)DebugLog(#"tile has been called before but image not downloaded yet:[%#]",keyForTile_);
}
else if([dictObj_ isMemberOfClass:[UIImage class]])
{
if(_debugOn)DebugLog(#"cached image found in dict_ return it:[%#]",keyForTile_);
tileImage_ = (UIImage *)dictObj_;
}
else{
ErrorLog(#"ITEM IN self.tileImageCacheDict not NSNull or UIImage:[%#]", dictObj_);
}
}else{
if(_debugOn)ImportantLog(#"tileForX: CACHED IMAGE NOT FOUND: DOWNLOAD IT[%#]",keyForTile_);
//-----------------------------------------------------------------------------------
//add in temp object - tyring to check if tileForX:Y:Zoom is called more than once
[self.tileImageCacheDict setObject:[NSNull null] forKey:keyForTile_];
//-----------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
SNAppDelegate *appDelegate = (SNAppDelegate *)[[UIApplication sharedApplication] delegate];
GoogleTileRequest * googleTileRequest_ = [[GoogleTileRequest alloc]init];
googleTileRequest_.X = [NSNumber numberWithInteger:x];
googleTileRequest_.Y = [NSNumber numberWithInteger:y];
googleTileRequest_.Zoom = [NSNumber numberWithInteger:zoom];
#pragma mark TODO - NOW - thur11dec - load from settings
googleTileRequest_.MapType = #"Dark";
//for general errors
appDelegate.snSeaNetWebServicesManager.delegate = self;
//Request should know what class to return too
googleTileRequest_.delegateForRequest = self;
[appDelegate.snSeaNetWebServicesManager ITileController_GoogleTile:googleTileRequest_];
//-----------------------------------------------------------------------------------
return kGMSTileLayerNoTile;
//-----------------------------------------------------------------------------------
}
return tileImage_;
}
#pragma mark -
#pragma mark SNSeaNetWebServicesManagerDelegate
#pragma mark -
-(void) snSeaNetWebServicesManager:(SNSeaNetWebServicesManager *)SNSeaNetWebServicesManager
wsReponseReceivedForRequest:(SNWebServiceRequest *)snWebServiceRequest_
error:(NSError *)error
{
#pragma mark TODO - NOW - thur11dec2014
if(error){
ErrorLog(#"error:%#",error);
}else{
if(snWebServiceRequest_){
if([snWebServiceRequest_ isMemberOfClass:[SNGoogleTileRequest class]])
{
//Result is JSONModel ivar in Request
if(snWebServiceRequest_.resultObject){
GoogleTileImageResult * googleTileImageResult_= (GoogleTileImageResult *)snWebServiceRequest_.resultObject;
UIImage * responseImage_ = googleTileImageResult_.responseImage;
if(responseImage_){
//-----------------------------------------------------------------------------------
//build the key from the parameters
if(snWebServiceRequest_.bodyJsonModel){
NSDictionary *paramsDict = [snWebServiceRequest_.bodyJsonModel toDictionary];
if(paramsDict){
NSString *keyX_ = [paramsDict objectForKey:#"X"];
NSString *keyY_ = [paramsDict objectForKey:#"Y"];
NSString *keyZoom_ = [paramsDict objectForKey:#"Zoom"];
if(keyX_){
if(keyY_){
if(keyZoom_){
NSString * keyForTile_ = [NSString stringWithFormat:#"TILE_%#_%#_%#", keyX_,keyY_,keyZoom_];
if(_debugOn)ImportantLog(#"TILE DOWNLOADED ADD TO CACHE[%#]",keyForTile_);
[self.tileImageCacheDict setObject:responseImage_ forKey:keyForTile_];
//if(_debugOn)DebugLog(#"[[self.tileImageCacheDict allKeys]count]:%lu", (unsigned long)[[self.tileImageCacheDict allKeys]count]);
//-----------------------------------------------------------------------------------
//I ADDED THIS SO delegate could clearTileCache but causes flashing as ALL tiles get reloaded visible ones and ones downloaded but not on map
if(self.delegate){
if([self.delegate respondsToSelector:#selector(snSyncTileLayer:tileDownloadedForX:Y:Zoom:)]){
[self.delegate snSyncTileLayer:self
tileDownloadedForX:keyX_
Y:keyY_
Zoom:keyZoom_
];
}else {
ErrorLog(#"<%# %#:(%d)> %s delegate[%#] doesnt implement snSyncTileLayer:tileDownloadedForX:Y:Zoom:", self, [[NSString stringWithUTF8String:__FILE__] lastPathComponent], __LINE__, __PRETTY_FUNCTION__ ,self.delegate);
}
}else{
ErrorLog(#"<%# %#:(%d)> %s self.delegate is nil", self, [[NSString stringWithUTF8String:__FILE__] lastPathComponent], __LINE__, __PRETTY_FUNCTION__);
}
//-----------------------------------------------------------------------------------
}else{
ErrorLog(#"keyZoom_ is nil");
}
}else{
ErrorLog(#"keyY_ is nil");
}
}else{
ErrorLog(#"keyX_ is nil");
}
}else{
ErrorLog(#"paramsDict is nil");
}
}else{
ErrorLog(#"self.downloadingTasksDictionary is nil");
}
//-----------------------------------------------------------------------------------
}else{
ErrorLog(#"responseImage_ is nil");
}
}else{
ErrorLog(#"snWebServiceRequest_.resultJsonModel is nil");
}
}
else {
ErrorLog(#"UNHANDLED snWebServiceRequest_:%#", snWebServiceRequest_.class);
}
}else{
ErrorLog(#"snWebServiceRequest_ is nil");
}
}
}
#end
I haven't done this so I'm not sure, but my guess from reading the documentation is that you should be subclassing GMSTileLayer instead of GMSSyncTileLayer.
GMSSyncTileLayer is designed for cases where you are able to synchronously (ie immediately) return the tile for that location. By returning kGMSTileLayerNoTile, you are specifically indicating that 'there is no tile here', and so it never calls your class again for that location, as you've already responded that there is no tile there. (BTW, your description says you are returning nil, which indicates a transient error, but your code is actually returning kGMSTileLayerNoTile).
The GMSTileLayer class is designed for the asynchronous approach that you're using. If you subclass GMSTileLayer, your requestTileForX:y:zoom:receiver: method should start the background process to fetch the tile. When the tile request succeeds, then it is passed off to the GMSTileReceiver that was provided in that method (you should keep a copy of that receiver along with your request).

Game Center Sandbox mode display multiple leaderboards

I'm preparing to launch my first app and want to have multiple leaderboards inside my game. Currently in sandbox mode I can track and log scores into Game Center successfully. Game Center saves my scores (only if it is higher) and seems to be fully functional.
I know through Itunes Connect we have the ability to set up multiple leaderboards and it seems pretty straight forward. I still want to be able to test multiple leaderboards before publishing my game though. Is there a way to do this in sandbox mode? Currently it seems like my scores are only automatically logged into a default leaderboard. Below is the relevant code I'm using to save/access scores. Thanks!
ABGameKitHelper.m
#pragma mark - Leaderboard
-(void) reportScore:(long long)aScore forLeaderboard:(NSString*)leaderboardId
{
GKScore *score = [[GKScore alloc] initWithCategory:leaderboardId];
score.value = aScore;
[score reportScoreWithCompletionHandler:^(NSError *error) {
if (!error)
{
if(![self hasConnectivity])
{
[self cacheScore:score];
}
if (ABGAMEKITHELPER_LOGGING) NSLog(#"ABGameKitHelper: Reported score (%lli) to %# successfully.", score.value, leaderboardId);
}
else
{
[self cacheScore:score];
if (ABGAMEKITHELPER_LOGGING) NSLog(#"ABGameKitHelper: ERROR -> Reporting score (%lli) to %# failed, caching...", score.value, leaderboardId);
}
}];
}
-(void) showLeaderboard:(NSString*)leaderboardId
{
GKLeaderboardViewController *viewController = [GKLeaderboardViewController new];
viewController.leaderboardDelegate = self;
if (leaderboardId)
{
viewController.category = leaderboardId;
CCLOG(#"Going to category already created");
}
[[self topViewController] presentViewController:viewController animated:YES completion:nil];
}
MainScene.m
- (void)gameCenter {
[[ABGameKitHelper sharedHelper] reportScore:1400 forLeaderboard:#"Score"];
[[ABGameKitHelper sharedHelper] showLeaderboard:#"Score"];
}
I'm not sure if I understand your question properly, but I'll try to answer! Game Center does support multiple leaderboards:
-If you want to send a score to specific leaderboard, you just have to call the function [[ABGameKitHelper sharedHelper] reportScore:X forLeaderboard:LEADERBOARD_ID];, where X represents the score you'd like to send, and LEADERBOARD_ID is the ID of the leaderboard you want to send the score to, as specified in iTunes Connect.
-When you have multiple leaderboards, if you don't want to show just one leaderboard, but a list of them all, you should use the GKGameCenterViewController class instead. However, be careful; this ViewController has been added in iOS 6 only, so you must check which version the device is running. I am also using the ABGameKitHelper, so I've made a function to show this kind of view. Here it goes :
ABGameKitHelper.m
- (void) showGameCenter{
if (![[ABGameKitHelper sharedHelper] hasConnectivity]) return;
//Check if device runs on iOS 5
if([[[UIDevice currentDevice]systemVersion]intValue]==5)
{
//If so, we must use the GKLeaderboardViewController
GKLeaderboardViewController *leaderboard = [[GKLeaderboardViewController alloc] init];
if (leaderboard != nil)
{
leaderboard.leaderboardDelegate = self;
[[self topViewController] presentViewController:leaderboard animated:YES completion:nil];
}
}else if ([[[UIDevice currentDevice]systemVersion]intValue]>=6)
{
//if it runs on iOS 6 or higher, we use GKGameCenterViewController
GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init];
if (gameCenterController != nil)
{
gameCenterController.gameCenterDelegate = self;
gameCenterController.viewState = GKGameCenterViewControllerStateDefault;
[[self topViewController] presentViewController:gameCenterController animated:YES completion:nil];
}
}
}
And don't forget to add :
- (void) gameCenterViewControllerDidFinish:(GKGameCenterViewController *)gameCenterViewController{
[gameCenterViewController dismissViewControllerAnimated:YES completion:nil];
}
Using this function will allow you to show a nice view containing all your leaderboards and achievements.
Hope this helps!

Is it possible to make UITextView inactive (editable = NO) without hiding the keyboard?

I use a UITextView in a subclass of UIViewController which I've named FacebookPostViewController. So the purpose of the text view is to allow the user to review the content of a prepared post, possibly make changes to it, and then decide if the text from the text view should be posted to Facebook, or not.
I've set the returnKeyType property of the UITextView to UIReturnKeySend, because I want to use it to actually post to Facebook. Canceling is possible via a back button in the NavBar.
So the FacebookPostViewController is delegate of the UITextView, and in the textView:shouldChangeTextInRange:replacementText: delegate method, I check for a newline insertion, and then call my sendTextToFacebook method:
- (void)sendTextToFacebook;
{
// prepare sending
NSMutableDictionary* sendParameters = [NSMutableDictionary dictionaryWithObjectsAndKeys:self.textView.text, #"message", nil];
// request sending to own feed
[[FacebookController sharedFacebookController].facebook requestWithGraphPath:#"me/feed" andParams:sendParameters andHttpMethod:#"POST" andDelegate:self];
}
As you can see, I specify self as the FBRequestDelegate, so I also implement
- (void)request:(FBRequest *)request didFailWithError:(NSError *)error;
- (void)request:(FBRequest *)request didLoad:(id)result;
where I give the user feedback if posting was successfull or not.
However, I've figured that it takes some time until the Facebook server replies, so I want to have the complete UI inactive until one of the two delegate methods is called. Therefore, I've implemented the following method:
- (void)disableUserInterface;
{
self.textView.editable = NO;
self.loginButton.enabled = NO;
self.logoutButton.enabled = NO;
[self.navigationItem setHidesBackButton:YES animated:YES];
[self.spinner startAnimating];
self.spinner.hidden = NO;
}
My problem is that calling self.textView.editable = NO will hide the keyboard, which looks stupid. If I remove that line, the keyboard won't disappear, but the user can change the textView content while the text is sent to Facebook. However, as posting is already initiated. these changes won't actually appear in Facebook.
I thought I could simply implement another UITextViewDelegate method:
- (BOOL)textViewShouldEndEditing:(UITextView *)textView
{
return NO;
}
The UI result is then exactly how I'd like to have it. However, this will lead to a EXC_BAD_ACCESS crash later when I've popped the FacebookPostViewController and then push another view to the UINavigationController. Ther error then is
*** -[UITextView isKindOfClass:]: message sent to deallocated instance 0x20c650
So, has anybody an idea how I can solve my problem to make the UITextView uneditable, but prevent the keyboard from disappearing?!?
Okay, thanks to the comment from David H above, I've figured out a solution. But here are the most important insights:
When I pop my FacebookPostViewController from the UINavigationController, the UITextView is asked automatically by the system to resign being the first responder.
You should never let textViewShouldEndEditing: always return NO, because this will always prevent the keyboard to hide, which will then lead to the crash described above, as soon as the UITextView is deallocated.
The solution is to prevent the keyboard from disappearing only in case we are still waiting for a response from the Facebook server. Here are a couple of lines of codes that I've added, which do exactly this:
#interface FacebookPostViewController ()
// ...
#property (nonatomic, assign, getter = isWaitingForFBResponse) BOOL waitingForFBResponse;
// ...
#end
#implementation FacebookPostViewController
// ...
#synthesize waitingForFBResponse = _waitingForFBResponse;
- (id)init;
{
self = [super init];
if (self) {
// set default values
self.waitingForFBResponse = NO;
// ...
}
return self;
}
#pragma mark -
#pragma mark UITextViewDelegate methods
- (BOOL)textViewShouldEndEditing:(UITextView *)textView
{
if ([self isWaitingForFBResponse]) {
return NO;
} else {
return YES;
}
}
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text {
// Did user press 'return' (Send) key?
if([text isEqualToString:#"\n"]) {
// enter waiting state
self.waitingForFBResponse = YES;
// disable the user interface
[self disableUserInterface];
FacebookController *fbController = [FacebookController sharedFacebookController];
if ([fbController.facebook isSessionValid] == YES) {
// Post to Facebook!
[self sendTextToFacebook];
} else {
// we need to login first
[self loginToFacebook];
// remember that user wants to post to Facebook
self.sendTextAfterFBLogin = YES;
}
// Don't allow textView to insert a LF into the text property
return NO;
}
// allow all other edits
return YES;
}
#pragma mark -
#pragma mark FBRequestDelegate methods
- (void)request:(FBRequest *)request didFailWithError:(NSError *)error;
{
// request failed, so display error status overlay.
[[FeedbackController sharedFeedbackController] displayStatusOverlayWithString:NSLocalizedString(#"StatusMessage_Failure", nil)];
// leave waiting state
self.waitingForFBResponse = NO;
// enable UI again
[self enableUserInterface];
}
- (void)request:(FBRequest *)request didLoad:(id)result;
{
// request succeeded, give user appropriate feedback.
[[FeedbackController sharedFeedbackController] displayStatusOverlayWithString:NSLocalizedString(#"StatusMessage_Sent", nil)];
// leave waiting state
self.waitingForFBResponse = NO;
// pop the view, as the user accomplished his goal.
[self.navigationController popViewControllerAnimated:YES];
}
#end

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