使用GameKit发送和接收NSMutableArray作为字节

时间:2012-01-30 21:59:54

标签: objective-c ios xcode gamekit

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:

  1. 将NSArray转换为NSData

  2. 在struct中,存储unsigned int numBytes和void * bytes

  3. 在numBytes中,写入NSData的长度,然后写出NSData的内容

  4. 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>

    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!

2 个答案:

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;
 }