I've made connection checker according to this question How to check internet connection in alamofire?
import Foundation
import Alamofire
class Connectivity {
class var isConnectedToInternet:Bool {
return NetworkReachabilityManager()?.isReachable ?? false
}
}
And I'm checking connection before I make request like this
func fetchPhotos() {
if Connectivity.isConnectedToInternet{
newOrPopularChooser(self.page)
.observe(on: MainScheduler.instance)
.subscribe{ (response) in
self.photos.append(contentsOf: response.data)
self.page += 1
if self.page == response.countOfPages {
self.isEndReached = true
}
self.view?.onFetchPhotoSuccess()
} onError: { error in
self.view?.onFetchPhotoFailure(error: error.localizedDescription)
}.disposed(by: disposeBag)
} else {
self.view?.onFetchPhotoFailure(error: "No Internet connection")
}
}
And here is the code of fetch photo success and failure
func onFetchPhotoSuccess() {
self.refreshControl.endRefreshing()
footerView.stopAnimating()
self.isLoadingList = false
self.collectionView.reloadData()
if !(self.presenter?.photos.isEmpty)! {
self.collectionView!.collectionViewLayout.invalidateLayout()
self.collectionView!.layoutSubviews()
self.collectionView.backgroundView = nil
}
}
func onFetchPhotoFailure(error: String) {
print("View receives the response from Presenter with error: \(error)")
let storyboard = UIStoryboard(name: "NoInternetConnectionView", bundle: .main)
let controller = storyboard.instantiateViewController(identifier: "NoInternetConnectionVC")
self.presenter?.photos = []
self.collectionView.reloadData()
collectionView.backgroundView = controller.view
self.refreshControl.endRefreshing()
footerView.stopAnimating()
}
So if I have internet on I see my collection but when I'm turning my internet off and then turning it back and reload my collection view I'm getting empty collectionView. No no internet connection background just empty background like this
Do not do this. Apple has long told us that checking for connectivity before issuing a network request is an anti pattern. This is for many reasons, but the biggest is the fact that the reachability check may be inaccurate or take inordinate time to produce an answer. It's far better to make the network request and handle any failure that may occur.
Related
I'm a student studying iOS development currently working on a simple AI project that utilizes SNAudioStreamAnalyzer to classify an incoming audio stream from the device's microphone. I can start the stream and analyze audio no problem, but I've noticed I can't seem to get my app to stop analyzing and close the audio input stream when I'm done. At the beginning, I initialize the audio engine and create the classification request like so:
private func startAudioEngine() {
do {
// start the stream of audio data
try audioEngine.start()
let snoreClassifier = try? SnoringClassifier2_0().model
let classifySoundRequest = try audioAnalyzer.makeRequest(snoreClassifier)
try streamAnalyzer.add(classifySoundRequest,
withObserver: self.audioAnalyzer)
} catch {
print("Unable to start AVAudioEngine: \(error.localizedDescription)")
}
}
After I'm done classifying my audio stream, I attempt to stop the audio engine and close the stream like so:
private func terminateNight() {
streamAnalyzer.removeAllRequests()
audioEngine.stop()
stopAndSaveNight()
do {
let session = AVAudioSession.sharedInstance()
try session.setActive(false)
} catch {
print("unable to terminate audio session")
}
nightSummary = true
}
However, after I call the terminateNight() function my app will continue using the microphone and classifying the incoming audio. Here's my SNResultsObserving implementation:
class AudioAnalyzer: NSObject, SNResultsObserving {
var prediction: String?
var confidence: Double?
let snoringEventManager: SnoringEventManager
internal init(prediction: String? = nil, confidence: Double? = nil, snoringEventManager: SnoringEventManager) {
self.prediction = prediction
self.confidence = confidence
self.snoringEventManager = snoringEventManager
}
func makeRequest(_ customModel: MLModel? = nil) throws -> SNClassifySoundRequest {
if let model = customModel {
let customRequest = try SNClassifySoundRequest(mlModel: model)
return customRequest
} else {
throw AudioAnalysisErrors.ModelInterpretationError
}
}
func request(_ request: SNRequest, didProduce: SNResult) {
guard let classificationResult = didProduce as? SNClassificationResult else { return }
let topClassification = classificationResult.classifications.first
let timeRange = classificationResult.timeRange
self.prediction = topClassification?.identifier
self.confidence = topClassification?.confidence
if self.prediction! == "snoring" {
self.snoringEventManager.snoringDetected()
} else {
self.snoringEventManager.nonSnoringDetected()
}
}
func request(_ request: SNRequest, didFailWithError: Error) {
print("ended with error \(didFailWithError)")
}
func requestDidComplete(_ request: SNRequest) {
print("request finished")
}
}
It was my understanding that upon calling streamAnalyzer.removeAllRequests() and audioEngine.stop() the app would stop streaming from the microphone and call the requestDidComplete function, but this isn't the behavior I'm getting. Any help is appreciated!
From OP's edition:
So I've realized it was a SwiftUI problem. I was calling the startAudioEngine() function in the initializer of the view it was declared on. I thought this would be fine, but since this view was embedded in a parent view when SwiftUI updated the parent it was re-initializing my view and as such calling startAudioEngine() again. The solution was to call this function in on onAppear block so that it activates the audio engine only when the view appears, and not when SwiftUI initializes it.
I don't believe you should expect to receive requestDidComplete due to removing a request. You'd expect to receive that when you call completeAnalysis.
I'm trying to connect two players with each other using GameKit in a very simple game. I want to use GKMatchmaker.shared().findMatch as I don't want to show any GameCenter related view controllers. (to keep it simple)
Problem:
Even though GameKit creates a match after finding two players, an error occurs that prevents either player from sending any message to the others.
Current Situation:
The basic code is as follows (based on the docs described here: https://developer.apple.com/documentation/gamekit/finding_multiple_players_for_a_game)
print("Requesting multiplayer match")
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 2
request.recipientResponseHandler = {(player: GKPlayer, respnse: GKInviteRecipientResponse) -> Void in
print("new player about to join")
print(player.alias)
print(respnse)
}
GKMatchmaker.shared().findMatch(for: request, withCompletionHandler: {
(match: GKMatch?, error: Error?) -> Void in
if error != nil {
// Handle the error that occurred finding a match.
print("error during matchmaking")
print(error as Any)
} else if match != nil {
guard let match = match else { return }
print("connected to \(match.players.count) players")
// load the multiplayer data handler
let handler = MultiMatchHandler()
match.delegate = handler
// load the multiplayer service
let service = MultiMatchService(match: match)
service.sendMessageToAll(text: "Hello from the other side")
// finish the match making
GKMatchmaker.shared().finishMatchmaking(for: match)
// Start the game with the players in the match.
self.view?.presentScene(GameScene.newScene(multiplayer: service))
}
})
The output of that is
Requesting multiplayer match
2022-01-05 01:19:16.554959+0100 Grapefruit[38300:10026027] [Match] cannot set connecting state for players: (
"<GKPlayer: 0x282add280>(alias:... gamePlayerID:... teamPlayerID:... name:... status:(null) friendBiDirectional:0 friendPlayedWith:1 friendPlayedNearby:0 acceptedGameInviteFromThisFriend:0 initiatedGameInviteToThisFriend:0 automatchedTogether:1)"
), as there is no inviteDelegate set yet. The state might directly change to Ready when we set the inviteDelegate later and call sendQueuedStatesAndPackets.
2022-01-05 01:19:16.557002+0100 Grapefruit[38300:10026027] [Match] syncPlayers failed to loadPlayersForLegacyIdentifiers: (
"..."
)
connected to 0 players
sending text Hello from the other side failed
Findings:
minPlayers is set to 2. As the completion handler is called this means that at least one more player was found. But the number of players returned in match.players.count is 0
The matcher shows an error saying that cannot set connecting state for players ... as there is no inviteDelegate set yet. I can't find any info about this invite delegate.
Actual Question:
What is an inviteDelegate? Do I really need to implement such (if yes, then how?)? (I don't think so as the docs state that the match only starts after the invites are accepted).
How can I resolve this issue?
here is a working example for you. open on two machines, make sure both are authenticated, press "findMatch()" on both machines (and wait for confirmation), then ping baby ping
i believe the "no inviteDelegate set yet" error doesn't mean the match making necessary failed, and can safely be ignored, as mentioned here
you'll want to implement more of the GKMatchDelegate protocol, but this is a skeleton for demonstration purposes
import SwiftUI
import GameKit
import SpriteKit
class MyGameScene: SKScene, GKMatchDelegate {
override func didMove(to view: SKView) {
self.backgroundColor = .yellow
}
//GKMatchDelegate protocol
func match(_ match: GKMatch, didReceive data: Data, forRecipient recipient: GKPlayer, fromRemotePlayer player: GKPlayer) {
print("\(Self.self) \(#function) -- ping received")
}
}
struct Matchmaker: View {
#State var isAuthenticated:Bool = false
#State var scene = MyGameScene()
#State var match:GKMatch? = nil
var body: some View {
ZStack {
Color.clear
SpriteView(scene: scene)
VStack(alignment: .leading, spacing: 20) {
Text("1) authenticate() \(Image(systemName: isAuthenticated ? "checkmark.icloud" : "xmark.icloud"))")
Button { findMatch() } label: {
Text("2) findMatch() \(Image(systemName: (match != nil) ? "person.fill.checkmark" : "person.fill.xmark"))")
}
Button { ping() } label: {
Text("3) ping()")
}
}
}
.onAppear() {
authenticate()
}
}
func authenticate() {
GKLocalPlayer.local.authenticateHandler = { viewController, error in
if let error = error { print(error) }
isAuthenticated = (error == nil)
}
}
func findMatch() {
guard isAuthenticated else { return }
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 2
request.playerAttributes = 0xFFFFFFFF //mask for "i'll match with anyone"
GKMatchmaker.shared().findMatch (for: request) { match, error in
if let error = error { print(error) }
self.match = match
self.match?.delegate = scene
}
}
func ping() {
let players = match?.players ?? [];
let data = Data()
do {
try match?.send(data, to: players, dataMode: .reliable)
} catch {
print("Sending failed")
}
}
}
There is a function that is triggered after the AccountKit authorization, it calls the Firebase Function to validate the token on Facebook and returns a userId if everything is confirmed, and registers the user if he has not yet been registered.
It works fine when Internet is available, but while offline - Firebase function does not return or throw any errors or at least nil results, and I would like it to return an error such as No internet connection or ANYTHING that could be catched.
Digging web and APIReference brought no results. Does the call of firebase function really not return anything in such cases (offline)?
func checkUserCredentials(phoneNumber: String, FBId: String, Token: String) {
functions.httpsCallable("checkUserCredentials").call(["phone":"\(phoneNumber)", "FBId":"\(FBId)", "Token":"\(Token)"])
{ (result, error) in
if let error = error as NSError?
{
if error.domain == FunctionsErrorDomain
{
let code = FunctionsErrorCode(rawValue: error.code)
let message = error.localizedDescription
}
}
if let userDoc = (result?.data as? [String: Any])?["userID"] as? String
{
DispatchQueue.main.async(execute: { self.performSegue(withIdentifier: "StartTheApp", sender: self) })
}
} }
I recommend checking for a network connection before making any network request. That way you're not dependent on the vagaries of whichever library you're using to talk to the network.
I use Reachability to check for a network connection before performing any requests (which I then perform using Alamofire). Below is a sample function to check for network:
import Reachability
...
func networkIsReachable(shouldShowAlert: Bool) -> Bool {
if let reachability: Reachability = Reachability(), reachability.connection != .none {
return true
}
if shouldShowAlert {
let alertController = UIAlertController(title: "Error", message: "No internet connection.", preferredStyle: .alert)
alertController.addAction(UIAlertAction(title: "Ok", style: .default, handler: nil))
present(alertController, animated: true, completion: nil)
}
return false
}
Since I'm using this function all throughout my codebase, I even moved it into an extension so as not to violate DRY principle.
Updating your code to use this function would look like this:
func checkUserCredentials(phoneNumber: String, FBId: String, Token: String) {
guard let networkIsReachable(shouldShowAlert: true) else {
// network is not reachable, and user has been shown an error message
return
}
// now perform network request
// ...
}
I am using AlamoreFire and checking for network reachability in two of the app's view controllers in the viewDidAppear method of both. But sometimes when the network is found the view controller collection view loads twice.
I am guessing that maybe the Reachability should be put in one place only in the entire app.
What is the best and cleanest way to implement Reachability when you have multiple view controllers to check?
I would like to use the NetworkReachabilityManager from AlamoFire.
Normally with Reachability you'd have some sort of error view on top of the screen, don't worry if the background is trying to load or not.
Create a container view and in viewDidLoad()
if Reachability.isConnectedToNetwork() == true {
self.errorView.isHidden = true
} else {
self.errorView.isHidden = false
}
That solves your problem and helps with UX.
I have my method below. To be more direct to your question though, I would not check for connection in either.
Example: I get all the way to the apps first network call and then turn my wifi on.
Problem: My app fails even though nothing that needed wifi in the App was used.
My Method: I can understand checking for a network connection on the login page, but besides that, I would put it into your network. If a network call fails, check the connection and then relate to the user whether the call failed because of the server or because of the network.
This is what I use for Reachability:
import Foundation
/// This class is designed to check if the network is connected.
open class Reachability {
/// This function will hit two urls that should never be totally down to see if the device is connected
/// If either url connects, this returns true
///
/// - Parameter resultHandler: returns the result of the connection existing as a Bool in a resultHandler
class func isConnectedToNetwork(_ resultHandler: #escaping (_ isTrue: Bool) -> Void) {
let urlA = URL(string: "https://google.com/")
let urlB = URL(string: "https://baidu.com/")
Reachability.fetchURL(urlA!) { isTrue in
if isTrue {
print("NETWORK STATUS: \(isTrue)")
resultHandler(isTrue)
} else {
Reachability.fetchURL(urlB!, resultHandler: resultHandler)
}
}
}
/// Hits a URL in order to see if the device can connect to it
///
/// - Parameters:
/// - url: the url to request
/// - resultHandler: returns whether the url was successfully retrieved or not
class func fetchURL(_ url:URL, resultHandler: #escaping (_ isTrue: Bool) -> Void) {
var request = URLRequest(url: url)
request.httpMethod = "HEAD"
request.cachePolicy = URLRequest.CachePolicy.reloadIgnoringLocalAndRemoteCacheData
request.timeoutInterval = 10.0
let session = URLSession(configuration: .default)
let dataTask = session.dataTask(with: request) { data, response, error in
if let httpResponse = response as? HTTPURLResponse {
if httpResponse.statusCode == 200 {
resultHandler(true)
} else {
resultHandler(false)
}
} else {
resultHandler(false)
}
}
dataTask.resume()
}
}
Then anywhere in code you can call it like so:
Reachability.isConnectedToNetwork() { isConnected in
if isConnected {
//Do something when connected
} else {
//Do something when not connected
}
}
What I am trying to accomplish is posting a notification through NSNotificationCenter's default center. This is being done within a closure block after making a network call using Alamofire. The problem I am having is that a class that should be responding to a posted notification isn't receiving such notification.
My ViewController simply creates a First object that get's things moving:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let first = First()
}
}
My First class creates and instance of a Second class and adds itself as an observer to my NSNotificationCenter. This is the class that can't seem to get the notification when the notification is posted.
class First : NSObject {
let second = Second()
override init(){
super.init()
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(First.gotDownloadNotification(_:)), name: "test", object: nil)
second.sendRequest()
}
// NOT REACHING THIS CODE
func gotDownloadNotification(notification: NSNotification){
print("Successfully received download notification from Second")
}
}
My Second class is what makes the network call through my NetworkService class and posts a notification in a closure once the request is successful and complete.
class Second : NSObject {
func sendRequest(){
let networkService = NetworkService()
networkService.downloadFile() { statusCode in
if let statusCode = statusCode {
print("Successfully got a status code")
// Post notification
NSNotificationCenter.defaultCenter().postNotificationName("test", object: nil)
}
}
}
}
Finally, my NetworkService class is what makes a network call using Alamofire and returns the status code from the response through a closure.
class NetworkService : NSObject {
func downloadFile(completionHandler: (Int?) -> ()){
Alamofire.download(.GET, "https://www.google.com") { temporaryURL, response in
let fileManager = NSFileManager.defaultManager()
let directoryURL = fileManager.URLsForDirectory(.DocumentDirectory, inDomains: .UserDomainMask)[0]
let pathComponent = response.suggestedFilename
return directoryURL.URLByAppendingPathComponent(pathComponent!)
}
.response { (request, response, _, error) in
if let error = error {
print("File download failed with error: \(error.localizedDescription)")
completionHandler(nil)
} else if let response = response{
print("File downloaded successfully")
// Pass status code through completionHandler to Second
completionHandler(response.statusCode)
}
}
}
}
The output after execution is:
File downloaded successfully
Successfully got a status code
From this output I know the download was successful and Second got the status code from the closure and posted a notification right after.
I believe that I have tried resolving most other suggestions on Stack Overflow related to not receiving notifications such as objects not being instantiated before notification is posted or syntax of either adding an observer or posting a notification.
Does anyone have any idea why the posted notification is not being received in the First class?
Since there is a direct relationship between First and Second the protocol/delegate pattern is the better way to notify. Even better with this pattern and you don't have to take care of unregistering the observer. NSNotificationCenter is supposed to be used only if there is no relationship between sender and receiver.
And basically the thread doesn't matter either.
protocol SecondDelegate {
func gotDownloadNotification()
}
class Second : NSObject {
var delegate : SecondDelegate?
init(delegate : SecondDelegate?) {
self.delegate = delegate
}
func sendRequest(){
let networkService = NetworkService()
networkService.downloadFile() { statusCode in
if let statusCode = statusCode {
print("Successfully got a status code")
// Post notification
self.delegate?.gotDownloadNotification()
}
}
}
}
class First : NSObject, SecondDelegate {
let second : Second
override init(){
super.init()
second = Second(delegate:self)
second.sendRequest()
}
func gotDownloadNotification(){
print("Successfully received download notification from Second")
}
}