我正在尝试将一个阵列从一个玩家发送到另一个玩家。
我在标题
中创建了一个结构typedef struct {
Message message;
unsigned int numBytes;
void * bytes;
} MessagePingBackToCaller;
typedef struct {
MessageType messageType;
} Message;
尝试发送:
-(void)sendOpponentRadar{
MessagePingBackToCaller sendMessage;
sendMessage.message.messageType = kMessageTypeRecievedRadarPing;
NSData *pingData = [NSKeyedArchiver archivedDataWithRootObject:[cover gatherAndReturnColumnNumbers]];
sendMessage.bytes = pingData;
NSData *data = [NSData dataWithBytes:&sendMessage length:sizeof(MessagePingBackToCaller)];
[self sendData:data];
}
并收到:
if (message->messageType == kMessageTypeRecievedRadarPing){
MessagePingBackToCaller *messageSent = (MessagePingBackToCaller *)[data bytes];
NSLog(@"Data : %@", messageSent->bytes);
NSMutableArray *array = [NSKeyedUnarchiver unarchiveObjectWithData:messageSent->bytes];
NSLog(@"Results : %@", array);
}
然而没有运气,所以我四处寻找并发现@rwenderlich写了一点帮助:
将NSArray转换为NSData
在struct中,存储unsigned int numBytes和void * bytes
在numBytes中,写入NSData的长度,然后写出NSData的内容
另一方面,读取numBytes以查看接下来要读取的字节数,然后读入该字节数并反转该过程(bytes-> NSData-> NSArray)。
< / LI> 醇>我在1和2上相当不错...我相信,但我在3和4迷路了。有人可以帮我翻译成有意义的代码吗?
谢谢!
答案 0 :(得分:2)
你可以使用NSKeyedArchiver来做这个技巧,不要使用c结构,使它成为一个Objective-c类,使用NSKeyedArchiver从事物中获取数据并发送它,然后只是在另一方面取消归档,这是一个例子一个任意的类
接口
@interface GameState : NSObject
{
//enum for session state
SessionState _currentState;
NSData *_data;
NSString *_message;
NSDate *_timestamp;
}
@property(nonatomic,retain) NSDate *timestamp;
@property(assign) SessionState currentState;
@property(nonatomic,retain) NSData *data;
@property(nonatomic,retain) NSString *message;
- (id)initWithCoder:(NSCoder *)coder;
实施
@implementation GameState
@synthesize message=_message , currentState= _currentState, data=_data;
@synthesize timestamp=_timestamp;
- (id)init
{
self = [super init];
if (self) {
// Initialization code here.
_killPlayback=FALSE;
_lastPacket=FALSE;
_number=0.0;
_pass=FALSE;
_timestamp=NULL;
}
return self;
}
- (void)encodeWithCoder:(NSCoder *)coder
{
[coder encodeObject:_timestamp forKey:@"Timestamp"];
[coder encodeObject:_message forKey:@"Message"];
[coder encodeObject:_data forKey:@"Data"];
[coder encodeInt:_currentState forKey:@"State"];
}
// Decode an object from an archive
- (id)initWithCoder:(NSCoder *)coder
{
self = [super init];
_message = [[coder decodeObjectForKey:@"Message"] retain];
_data = [[coder decodeObjectForKey:@"Data"] retain];
_currentState=(SessionState)[coder decodeIntForKey:@"State"];
_timestamp=[[coder decodeObjectForKey:@"Timestamp"] retain];
return self;
}
@end
现在您可以从对象获取数据,如
-(NSData*)dataFromObject:(id)obj
{
return [NSKeyedArchiver archivedDataWithRootObject:obj];
}
和数据中的对象
-(id)objectFromData:(NSData*)data
{
return [NSKeyedUnarchiver unarchiveObjectWithData:data];
}
,您的工作流程就变成了 在发件人方面
GameState *state=..;
NSData* data=[self dataFromObject:state];
//send the data
并在接收方
GameState *state=[self objectFromData:data];
希望有所帮助
答案 1 :(得分:0)
您也可以尝试以下方法来获取压缩数据(约为原始尺寸的1/5):
-(NSData*)compressedMatchDataFromMatchState:(NSMutableDictionary*)matchState
{
NSError* error = nil;
NSData* compressedMatchData = [NSPropertyListSerialization dataWithPropertyList:matchState format:NSPropertyListBinaryFormat_v1_0 options:0 error:&error];
return compressedMatchData;
}
-(NSMutableDictionary*)matchStateFromCompressedMatchData:(NSData*)compressedMatchData
{
NSError* error = nil;
NSPropertyListFormat plf = NSPropertyListMutableContainersAndLeaves;
NSMutableDictionary* matchState = [NSPropertyListSerialization propertyListWithData:compressedMatchData options:NSPropertyListMutableContainersAndLeaves format:&plf error:&error];
return matchState;
}