无法接收游戏中心邀请

时间:2013-04-27 00:21:33

标签: ios cocos2d-iphone game-center invitation

我正在尝试使用cocos2d为IOS开发实时多人游戏,方法是使用http://www.raywenderlich.com/3325/how-to-make-a-simple-multiplayer-game-with-game-center-tutorial-part-22上的教程

一切正常,包括与随机播放器自动匹配,但邀请朋友不起作用,因为其他设备无法接收邀请。

当我点击邀请朋友按钮然后通过使用标准游戏中心界面选择了一位朋友时,它表示等待(永远)并且没有任何反应。我的朋友无法收到游戏中心的邀请(没有通知)。

我可以通过使用附近的朋友功能(在两台设备上启用此功能)邀请朋友,但禁用附近的朋友时不会发出邀请通知。

我花了几个小时在Google上搜索,发现了类似的情况,但没有解决方案。

关于可能答案的一些早期反馈:

  • 我使用两个设备(一个iPhone和一个iPad),没有模拟器
  • iTunes连接上的所有设置都很好,包括多人游戏设置
  • 我验证了两个设备都使用不同的测试帐户连接到沙箱
  • 我已经在两台设备上检查了游戏中心的通知设置
  • 我已经检查了所有代理/防火墙问题,并试用了两台设备的WiFi和Cellular
  • 为两个设备/帐户启用了游戏邀请
  • 我已经检查了捆绑包ID,应用版本ID等......
  • 这两个设备都是IOS 6.x和App目标版本os IOS 5.0
  • 我没有关于游戏中心的其他问题(排行榜,随机配对等......都很好)
  • 我在Apple文档中提到的尽可能认证用户后立即调用了inviteHandler方法。

这是我的游戏中心助手类头文件:

#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

以下是游戏中心助手类的实施

#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

最后这就是我从游戏层调用游戏中心的方式(我尝试了两种不同的选项,但没有一种方法有效)

选项1

[[GCHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:2 viewController: [[[UIApplication sharedApplication] keyWindow] rootViewController] delegate: self];

选项2

AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
        UINavigationController *viewController = [app navController];
        [[GCHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:2 viewController:viewController delegate:self];

任何帮助将不胜感激。提前谢谢......

2 个答案:

答案 0 :(得分:2)

我几个月来一直在处理多人游戏,邀请对我来说是一个真正的问题....和你一样,我用Ray的教程让我开始。我今天意识到Ray的代码中有一个错误,如果两个客户都有GKMatchmakerView,邀请将无效。当您第一次收到邀请时,您需要将其解雇:

        [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;
                                 }];

答案 1 :(得分:0)

好的,似乎它在我们的代码或网络设置中没有任何更改的情况下再次起作用。我打开了Apple支持,错误记录等的门票......似乎其中一些工作......

现在我们知道这是Game Center沙箱中的一个错误。据我所知,游戏中心的sanbox版本并不稳定,Apple的人们对此服务的关注度不够。也无法在互联网上检查系统状态。

我仍在继续与Apple支持人员讨论,以了解其原因,并在完成后分享所有对话。

快乐的编码......