How to expose different functionality of a single type to different modules? - swift

I'm working on a small 2-player card game app for iOS. For now, I've separated this app into 3 modules.
UI
Game logic
Networking
I have two pubic protocols in the networking module:
public protocol ConnectionManager {
init(name: String)
var peers: Property<[String]> { get }
func invitePeer(at index: Int)
func respond(accept: Bool)
var invitation: Signal<String, NoError> { get }
var response: Signal<Bool, NoError> { get }
}
public protocol MessageTransmission {
func send(_ data: Data)
var data: Signal<Data, NoError> { get }
}
and there is actually only one concrete implementation which conforms to both two protocols. Lets' say:
class Foo: ConnectionManager, MessageTransmission {
// ... codes omitted
}
The UI module receives a name from the user and uses it to initialize a Foo. Then it displays the nearby players according to the peers property. When a user commits an invitation to start a new game, UI module forwards this request to the ConnectionManager and the ConnectionManager handles those dirty works.
For the game logic module, it only cares about message transmission, but the transmission depends on the previous "invite-respond" step because we need a target to exchange message with. (the target related concepts are encapsulated, so the game logic only knows there is a thing that it can send message to and receive message from.)
My thought is: once a session is established, i.e., once an invitation is responded with true, the UI module initializes a game logic thing (maybe an instance of a type Game) and passes the ConnectionManager (although UI module initializes an instance of type Foo, it stores that instance as of type ConnectionManager) to it. But the problem is, the ConnectionManager has nothing to do with MessageTransmission when looked from the outside even if they're implemented by a single type internally.
I can do a force case at either side, but it looks tricky.
I can combine those two protocols, but then the UI module and the game logic module interacts with a surplus interface (interface that has more features than needed).
Which path should I take? or is there any better way to do this?
ps: The Foo can only be initialized by UI module because it's the only one who knows about the name. And it's also necessary to pass the same instance to the game logic module because there are some internal states (the target related thing) which is modified in the previous interaction with UI module and effects the later interaction with game logic module. I can't think of another way to do this.

As I understood from your explanation you need to pass MessageTransmition implementation to game logic but do not want to pass ConnectionManager.
As soon as instance of MessageTransmission depends on result of invitation (or accepting invite) made by ConnectionManager you need to build object conformed to MessageTransmition from within ConnectionManager and pass to game logic. Yes, that means that you couple these two entities but they will have clean responsibilities in this case.
Consider this kind of protocol:
protocol ConnectionManager {
func respond(accept: Bool) -> Signal<MessageTransmition, Error>
}
respond() method accepts invitation and builds MessageTransmission conforming object on success or returns error if accepting failed or if invitation declined. This object you can pass to game logic.

Related

GKTurnBasedEventListener method not called when using custom interface

According to the documentation, I should implement the GKTurnBasedEventListener protocol's player(_:receivedTurnEventFor:didBecomeActive:) method to receive turn-based event information.
Although it's documented as GKTurnBasedEventListener, Apple now recommends that we implement the GKLocalPlayerListener protocol instead of several separate protocols including GKTurnBasedEventListener.
From the docs:
Adopt the GKLocalPlayerListener protocol to handle a variety of Game Center events instead of the individual GKChallengeListener, GKInviteEventListener, GKSavedGameListener, and GKTurnBasedEventListener protocols.
Then implement the player(_:receivedTurnEventFor:didBecomeActive:) and other GKTurnBasedEventListener protocol methods to handle turn-based events that occur throughout a match.
So, I've implemented GKLocalPlayerListener.
At first, I was using the default Game Center interface -- and player(_:receivedTurnEventFor:didBecomeActive:) was called as expected (when the user started a new match, for example).
However, now that I'm using my own custom interface, the method is no longer called, ever. It's not called on the Simulator, and it's not called on device.
So, here's what I'm doing:
Set up the GKLocalPlayerListener protocol:
class GameCenterMatches: UIViewController, GKLocalPlayerListener {
...
}
Add the player(_:receivedTurnEventFor:didBecomeActive:) method to the class:
func player(_ player: GKPlayer, receivedTurnEventFor match: GKTurnBasedMatch, didBecomeActive: Bool) {
...
}
Immediately after authenticating with Game Center, register the class with the local player (GameCenterAuth.player is GKLocalPlayer.local, and SceneDelegate.gameCenterMatches is GameCenterMatches()):
GameCenterAuth.player.register(SceneDelegate.gameCenterMatches)
As an example of something I believe should trigger player(_:receivedTurnEventFor:didBecomeActive:), here's how I'm creating new matches:
let request = GKMatchRequest()
//Configure the request
GKTurnBasedMatch.find(for: request) { match, error in
...
}
Question: Why isn't player(_:receivedTurnEventFor:didBecomeActive:) being called for my custom interface events, and how can I make it work?

How to store value, received in delegate class, inside external one?

There is a BLEManager class, that is responsible for scanning, connecting, and receiving data from Bluetooth Low Energy (BLE) devices. Looks like that:
class BLEManager: ObservableObject, OtherProtocols {
private var myCentral: CBCentralManager!
#Published var data = 0.0
override init() {
super.init()
myCentral = CBCentralManager(delegate: self, queue: nil)
myCentral.delegate = self
}
// ...some functions that scan, establish connection, etc.
func peripheral(_ peripheral: CBPeripheral, didUpdateValueFor characteristic: CBCharacteristic, error: Error?) {
// here I receive raw value, handle it and get a data to work with
data = 10.0 // imagine it's the data received from BLE device
}
}
Right now the "data to work with" is stored inside this class. I'd like to move this data in such a way, so the current class (BLEManager) is responsible for the BLE logic only, and data is stored together with other user data.
Is it possible in Swift?
P.s. I'm pretty new to Swift. Have experience in JS.
EDITED
In the current case, BLEmanager receives data from one specific peripheral. The data represents a human weight, to be clear. Other than that, there is a struct with human biometric data (age, height, gender). At the end of the day, biometric data + data from the device (weight) are closely related and are used in the same calculations.
RESULT
I was able to implement the Cristik’s approach. The only difference that in my case the subsription happens in a View’s .onAppear() modifier and not on class init, as he described. Had troubles with passing a publisher to the class.
I'd like to move this data in such a way, so the current class (BLEManager) is responsible for the BLE logic only, and data is stored together with other user data
This is a good mindset, as currently your BLEManager breaks the Single Responsibility Principle, i.e. has multiple responsibilities. The ObservedObject part is a SwiftUI specific thing, so it makes sense to be extracted out of that class.
Now, implementation-wise, one first step that you could make, is to transform the data property to a publisher. This will allow clients to connect to the data stream, and allows you to circulate the publisher instead of the BLEManager class, in the rest of your app.
import Combine
class BLEManager: OtherProtocols {
// you can use `Error` instead of `Never` if you also want to
// report errors which make the stream come to an end
var dataPublisher: AnyPublisher<Int, Never> { _dataPublisher.eraseToAnyPublisher() }
private var myCentral: CBCentralManager!
// hiding/encapsulating the true nature of the publisher
private var _dataPublisher = PassthroughSubject<Int, Never>()
// ...
func peripheral(_ peripheral: CBPeripheral, didUpdateValueFor characteristic: CBCharacteristic, error: Error?) {
_dataPublisher.send(10.0) // imagine it's the data received from BLE device
}
This way anyone who's interested in receiving BLE data simply subscribes to that publisher.
Now, on the receiving side, assuming that you also need an ObservableObject for your SwiftUI view, you can write something along of the following:
class ViewModel: ObservableObject {
#Published var data: Int = 0
init(dataPublisher: AnyPublisher<Int, Never>) {
// automatically updates `data` when new values arrive
dataPublisher.assign(to: &$data)
}
}
If you don't use SwiftUI (I assumed you do, due to the ObservableObject conformance), then you can sink to the same publisher in order to receive the data.
Either SwiftUI, or UIKit, once you have a BLEManager instantiated somewhere, you can hide it from the rest of the app, and still provide the means to subscribe to the BLE data, by circulating the publisher. This also helps with the separation of concerns in the rest of the app.
If you plan to connect to a single device, I would keep this very simple, and let BLEManager pass this data to a delegate as it comes in. The delegate would then be responsible for deciding what to do with the data. Swift by Sundell has a nice introduction to delegates if you're not familiar with the pattern.
You'd make a separate object, a "DataManager" or whatever you'd like to call it, and it would be the delegate to the BLEManager (and would own the BLEManager). Whenever new data comes in, call methods like bleManager(_:didReceiveWeight:) or bleManager(_:didReceiveBiometricData:).
This will split up the process of getting data from the device from managing that data and performing computations, which I think is a worthy goal.
If this is a "real" project, and you're just starting, I highly recommend this pattern. It's well understood, there are dozens of blog posts about it going back many years. It's easy to understand and implement. The only pattern that's even easier to implement is to post Notifications, from BLEManager.
On the other hand, if this is more of an exploration, and you want to jump into the deep-end and the future of Swift (and limit yourself to iOS 15), you could also look at AsyncStream to emit new values as they occur into an AsyncSequence. That eventually will likely be the "Swifty" way to do this. But it's a much steeper learning curve, and the tools are not all fully developed yet, and no one really knows how to use it yet (not even Apple; it's just too new). If getting in on the ground floor of technology excites you, it's an area that everyone is exploring right now.
But if you just want this thing to work, or you want to focus on learning Swift right now rather than learning "the future of Swift," I'd use a delegate.

What design pattern do I need for a single object which can receive data from different sources?

I'm trying to create some code in Swift that will enable the following functionality. There is a single class (call it the Datastore) that is the main interface into the code - this is what most users of the API will deal with most of the time.
This Datastore class is flexible. You could use it with data from a text file, or from Bluetooth data, or from data coming in over WiFi, etc. I call these providers of data. So, for example, you could have a BTProvider class which will take bluetooth data and send it to the Datastore when it arrives. One Datastore will never need to get data from multiple providers of data.
What design patterns or language tools help me to achieve this?
I thought about using protocols, but it feels backwards - a protocol defines which methods an object can respond to - but in this case, that will be the Datastore object - of which there is only one. In my head I feel like I want a reverse-protocol - something where I can guarantee "this object /calls/ these methods on another object". Then all the providers could implement this, and the Datastore could have a method "setProvider: ProviderOfData" where provider of data is the name of the reverse-protocol.
This would be a lot easier if I could poll the providers from the Datastore (then they could implement a protocol that defines methods like 'getMostRecentData', but due to the nature of it (asynchronous data receiving from WiFi, Bluetooth, etc.) this isn't possible and doesn't feel elegant - though if you have ideas I'm open to them!
This doesn't seem like this is the first time this would've been done, so I'm interested in how it's commonly done so I don't have to reinvent the wheel.
something where I can guarantee "this object /calls/ these methods on another object".
Seems like what you need is the Delegate-Pattern
You can have a DataStore (Swift is camel case) and this class can implement several delegate protocols. Example:
class DataStore {
// logic of the DataStore
}
You said that your app is mostly one class (the DataStore), so I am guessing you someone initialise your providers from it. I would suggest:
// Provider Factory
extension DataStore {
func makeBluetoothProvider() {
let btProvider = BTProvider()
btProvider.delegate = self
}
// creation of other providers, or you can create them all at once.
}
Not the important part, the DataStore is the delegate of your providers, that way, when they retrieve data, they can call the DataStore. I would have a protocol like this:
protocol ProviderDelegate: class {
func provider(_ provider: Provider, didFinishReceiving data: Data)
}
extension DataStore: ProviderDelegate {
func provider(_ provider: Provider, didFinishReceiving data: Data) {
// read data and do something with it...display it, save it, etc.
}
}
Provider would be a general class for all the providers, probably with network requests or similar basic data. One example would be:
class Provider {
var delegate: ProviderDelegate
var data: Data
}
class BTProvider: Provider {
// logic only for bluetooth provider
}
Depending on how differently your providers behave, you can have a delegate protocol for each and an extension of DataStore implementing each of this protocols. That only if the behaviours are too different from each other, which I don't think.
UPDATE ADDRESSING COMMENT: Protocol can provide code
A protocol can provide code, let me show you an example:
protocol Provider {
weak var delegate: ProviderDelegate { get set }
func fetchData(with url: URL)
func processData(data: Data)
}
extension Provider {
func processData(data: Data) {
// do some processing that all providers have to do equally
// probably also call delegate to tell DataStore it is ready
}
}
Your provider class would implement the method and can choose to implement a new processData or just use the default one. If it implements it, there is no need to call for override, you would just no longer have access to the protocol method. You provider can look like this:
class BTProvider: Provider {
weak var delegate: Provider?
func fetchData(with url: URL) {
// do some logic to fetch data for this provider
processData(data: whateverWasFetched)
}
}

Does a read only BehaviorSubject interface exist in RX and if not, is it a bad idea to make one?

Implementations of rx provide BehaviorSubject<T> and Variable<T> as mechanisms for modeling properties that change over time (a useful replacement for C# INotifyPropertyChanged).
Generally these are exposed as Observable<T> but it would be more useful to expose properties as something like:
class ObservableValue<T> : Observable<T>{
var currentValue:T { get }
}
This can be created along these lines in swift:
class ObservableValue<Element> : ObservableType {
typealias E = Element
private let subject:BehaviorSubject<E>
var currentValue:E {
get {
return try! subject.value()
}
}
init(subject:BehaviorSubject<E>) {
self.subject = subject
}
func subscribe<O: ObserverType where O.E == E>(observer: O) -> Disposable {
return self.subject.subscribe(observer)
}
}
Does this already exist? and if not is it because it's against the aims of Rx?
The only way around it is to expose a separate currentValue or write consumers that assume the concrete implementation behind the exposed Observable is a BehaviourSubject or somewhere in the chain a replay() has occured e.g. the following snippet doesn't make it explicit that as soon as I subscribe I will get a value:
class MyViewModel {
// 'I will notify you of changes perhaps including my current value'
myProperty:Observable<String>
}
so code has to be written as if its 'asynchronous' with an underlying assumption it will act in an almost synchronous manner rather than:
class MyViewModel {
// 'I have a current value and will notify you of changes going forward'
myProperty:ObservableValue<String>
}
Having thought it over and discussed it a bit more presumably the reason it doesn't (and perhaps shouldn't exist) is that it's an introduction of imperatively accessed state.
Other mechanisms of maintaining state (such as scan) do so within the confines of chained observables rather than as 'dead-end' direct calls such as 'give me the value right now'.
Perhaps it would have it's place in a hybrid reactive/imperative approach but it may just hinder full embracement of the reactive style.
It's analogous to using promises or tasks in half of the code then reverting to synchronous blocking code in other parts.
In most cases what people do is create a standard view model that exposes properties via INotifyPropertyChanged. This allows UI elements to bind to them and receive property change events and keep the UI in sync.
Then if you want an IObservable for said property you take advantage of standard Rx operators that turn events into IObservable. You can google this to find lots of different implementations. You would generally create and consume these observables from something that is observing the view model rather than expose them on the view model directly.

Typhoon loading storyboard programmatically appears to perform asynchronous instantiation without blocking

I am developing an iOS application and am trying to integrate Typhoon into the testing. I am currently trying to mock out a dependency in a view controller that comes from the storyboard, so with in my assembly:
public dynamic var systemComponents: SystemComponents!
public dynamic func storyboard() -> AnyObject {
return TyphoonDefinition.withClass(TyphoonStoryboard.self) {
(definition) in
definition.useInitializer("storyboardWithName:factory:bundle:") {
(initializer) in
initializer.injectParameterWith("Main")
initializer.injectParameterWith(self)
initializer.injectParameterWith(NSBundle.mainBundle())
}
}
}
I want to create a CameraModeViewController (the class I am unit testing) with its dependency upon a system-camera-functions-providing protocol mocked out. The dependency is dynamic var cameraProvider: CameraAPIProvider?. I think I correctly created a replacement collaborating assembly to replace systemComponents; MockSystemComponents is a subclass of SystemComponents that overrides functions. This is where I inject the mock:
let assembly = ApplicationAssembly().activateWithCollaboratingAssemblies([
MockSystemComponents(camera: true)
])
let storyboard = assembly.storyboard()
subject = storyboard.instantiateViewControllerWithIdentifier("Camera-Mode") as! CameraModeViewController
The next line of code in the tests is let _ = subject.view, which I learned is a trick to call viewDidLoad and get all the storyboard-linked IBOutlets, one of which is required for this test.
However, I am getting very mysterious result: sometimes but not always, all the tests fail because in the viewDidLoad I make a call to the dependency (cameraProvider), and I get an "unrecognized message sent to class" error. The error seems to indicate that at the time the message is sent (which is a correct instance method in protocol CameraAPIProvider) the field is currently a CLASS and not an instance: it interprets the message as +[MockSystemCamera cameraStreamLayer] as reported in the error message.
~~~BUT~~~
Here's the kicker: if I add a breakpoint between the calls to assembly.storyboard() and subject.view, the tests always pass. Everything is set up correctly, and the message is correctly sent to an instance without this "class method" bogus interpretation. Therefore, I have to wonder if Typhoon does some kind of asynchronous procedure in the injection that I have to wait for? Possibly only when dealing with storyboard-delivered view controllers? And if so, is there any way to make sure it blocks?
After digging around in Typhoon's source for a while, I get the impression that in the TyphoonDefinition(Instance Builder) initializeInstanceWithArgs:factory: method there is an __block id instance that is temporarily a Class type, and then is replaced with an instance of that type; and possibly this can be called asynchronously without blocking, so the injected member is left as a Class type?
UPDATE: Adding the code for MockSystemComponents(camera:). Note that SystemComponents inherits from TyphoonAssembly.
#objc
public class MockSystemComponents: SystemComponents {
var cameraAvailable: NSNumber
init(camera: NSNumber) {
self.cameraAvailable = camera
super.init()
}
public override func systemCameraProvider() -> AnyObject {
return TyphoonDefinition.withClass(MockSystemCamera.self) {
(definition) in
definition.useInitializer("initWithAvailable:") {
(initializer) in
initializer.injectParameterWith(self.cameraAvailable)
}
}
}
}
UPDATE #2: I tried replacing the constructor injection in the MockSystemComponents.systemCameraProvider() with a property injection. Different issue, but I suspect it's equivalent in cause: now, the property that is injected (declared optional) is still nil some of the time when I go to unwrap it (but not always -- probably about 4/5 of test runs fail, about the same as before).
UPDATE #3: have tried using the following code block, using factory construction according to this answer (note that setting factory directly didn't work as that OP did, but I think I correctly used the feature added in response to Jasper's issue). The results are the same as when using property injection like Update #2 above), so no dice there.
This issue was in fact arising even before the call to the instantiation. In fact, the problem was assemblies aren't generally intended to be stateful. There are a few ways to get around this, but the one I used -- having a member variable and an initializer method -- is NOT recommended. The problem with doing this is that in the activateWithCollaboratingAssemblies method, all the instance methods of the assembly are enumerated for definitions, and initializers will actually get called on the collaborating assembly. Consequently, even if you create your assembly with an initializer, it may get called again with a bogus value.
Note that the reason there appeared to be async behavior is actually that there is nondeterministic order in which definitions are assembled (property of storing them in an NSDictionary). This means that if activateWithCollaboratingAssemblies happens to enumerate methods which depend on state first, they'll work fine; but if the initializer is enumerated first, and the state is destroyed, definitions that are created after will be borked.