How to get local player score from Game Center - iphone

How to get score of local player from Leaderboard Game Center? I tried this code, but it returns nothing. Anybody know how to solve it, or is there better way how to get score?
- (NSString*) getScore: (NSString*) leaderboardID
{
__block NSString *score;
GKLeaderboard *leaderboardRequest = [[GKLeaderboard alloc] init];
if (leaderboardRequest != nil)
{
leaderboardRequest.identifier = leaderboardID;
[leaderboardRequest loadScoresWithCompletionHandler: ^(NSArray *scores, NSError *error) {
if (error != nil)
{
NSLog(#"%#", [error localizedDescription]);
}
if (scores != nil)
{
int64_t scoreInt = leaderboardRequest.localPlayerScore.value;
score = [NSString stringWithFormat:#"%lld", scoreInt];
}
}];
}
return score;
}
I think, that method have to wait for completion of [leaderboardRequest loadScoresWithCompletionHandler: ...
Is it possible?

Your code appears to not have any bugs that I can see. I would recommend displaying the standard leaderboard interface to see if your code that reports the scores is actually working correctly. If so, you should see the scores in the leaderboard. The code below works in my game, and I know the score reporting is working properly because it shows in the default game center UI.
GKLeaderboard *leaderboardRequest = [[GKLeaderboard alloc] init];
leaderboardRequest.identifier = kLeaderboardCoinsEarnedID;
[leaderboardRequest loadScoresWithCompletionHandler:^(NSArray *scores, NSError *error) {
if (error) {
NSLog(#"%#", error);
} else if (scores) {
GKScore *localPlayerScore = leaderboardRequest.localPlayerScore;
CCLOG(#"Local player's score: %lld", localPlayerScore.value);
}
}];
If you aren't sure how, the code below should work to show the default leaderboard (iOS7):
GKGameCenterViewController *gameCenterVC = [[GKGameCenterViewController alloc] init];
gameCenterVC.viewState = GKGameCenterViewControllerStateLeaderboards;
gameCenterVC.gameCenterDelegate = self;
[self presentViewController:gameCenterVC animated:YES completion:^{
// Code
}];

You cannot return score outside the block. In this code first "return score" will be executed before the method "loadScoresWithCompletionHandler". Additionally you haven't set initial value for "score", this method will return completely random value.
I suggest you to put your appropriate code inside the block, instead of:
int64_t scoreInt = leaderboardRequest.localPlayerScore.value;
score = [NSString stringWithFormat:#"%lld", scoreInt];

The leaderboard request completes after the return of your method. This means that you are returning a null string.
The method you put the leaderboard request in should be purely for sending the request. The method will be finished executing before the leaderboard request is complete thus your "score = [NSString stringWithFormat:#"%lld", scoreInt];" line is being executed AFTER the return of the "score" which is null until that line is executed.
The solution is to not return the outcome of the completion handler using the method that sends the request. The score is definitely being retrieved correctly, so just do whatever you need to with the score inside of the completion handler. You have no way to know when the completion handler is going to be executed. This, in fact, is the reason why Apple allows you to store the code to be executed in a block! Although, it can be confusing to understand how to work with blocks that will definitely be executed later, or in your situation, sometime after the method is returning.
The best way to handle your situation is to not return anything in this method and just use the "score" variable as you intend to after the block has set score to a non-null value!

Related

endTurnWithNextParticipant deprecation

Thought I fixt my problem with the deprecation, I now found out I haven't. My game is not functioning correctly.
In the new endTurnWithNextParticipant there is also a timeout for the next player (the timeinterval they have to answer on there turn) I have set that on 86400 (seconds in a day)
However the game doesn't send a turn at all anymore, I can set the second to for example 1 then it would send the turn but still later then it used to before the deprecation. even If I set the interval to 0.
I think the problem is that the turn is send to the player that has just send a turn.
this is the code: (the commented line is the what I used but is now deprecated)
[currentMatch endTurnWithNextParticipants:currentMatch.participants turnTimeout:86400 matchData:data completionHandler:^(NSError *error){
//[currentMatch endTurnWithNextParticipant:nextParticipant matchData:data completionHandler:^(NSError *error) {
if (error) {
NSLog(#"%#", error);
statusLabel.text = #"Oops, there was a problem. Try that again.";
} else {
statusLabel.text = #"Your turn is over.";
textInputField.enabled = NO;
}
}];
I hope someone can help me out.
Instead of currentMatch.participants, you may want to try
[[NSArray alloc] initWithObjects:nextParticipant,nil]
That way, the only player that's being sent is nextParticipant, the same way you had it in the deprecated code.

UIManagedDocument - Validating Core Data Entity

I have an app that uses Core Data and it gets its ManagedObjectContext by using UIManagedObject. From reading, I see that I am not suppose to save the context directly - rather I should depend on autosaving of UIManagedObject or use saveToURL:... My issue is that I want to validate the data being stored in my entity. I have constraints on the entity that specify that the min length for the string properties is 1. However, I can create a new object, assign its properties empty strings, and save the file. In the completion handler of saveToURL:... it always has a true success value. I then created my own validator for the name property of my entity. I used sample code from the Core Data Programming Guide -
-(BOOL)validateName:(id *)ioValue error:(__autoreleasing NSError **)outError
{
if (*ioValue == nil)
{
if (outError != NULL)
{
NSString *errorStr = #"nil error";
NSDictionary *userInfoDict = [NSDictionary dictionaryWithObject:errorStr
forKey:NSLocalizedDescriptionKey];
NSError __autoreleasing *error = [[NSError alloc] initWithDomain:#"domain"
code:1
userInfo:userInfoDict];
*outError = error;
}
return NO;
}
else if( [*ioValue length] == 0 )
{
if (outError != NULL) {
NSString *errorStr = #"length error";
NSDictionary *userInfoDict = [NSDictionary dictionaryWithObject:errorStr
forKey:NSLocalizedDescriptionKey];
NSError __autoreleasing *error = [[NSError alloc] initWithDomain:#"domain"
code:1
userInfo:userInfoDict];
*outError = error;
}
return NO;
}
else
{
return YES;
}
}
When this runs, I see that the ioValue has 0 length and that it returns NO, but then my completion handler is never called. Any help would be great.
Is there something I am missing for how to handle saving errors with UIManagedDocument - particularly how to notify the calling code that an error happened while saving its information.
As a rule, you should only call saveToURL to create a brand new file. Let auto-save do the rest.
Also, I'm not sure I follow your question. If you are asking how to know about save failures, the best you can do is register for notifications (since all saves happen on a background thread).
Directly from the documentation:
A UIDocument object has a specific state at any moment in its life cycle. You can check the current state by querying the documentState property. And you can be notified of changes in the state of a document by observing the UIDocumentStateChangedNotification notification.
I guess I need to implement handleError:(NSError *)error userInteractionPermitted:(BOOL)userInteractionPermitted in a subclass of the UIManagedDocument. I found that via this article - http://blog.stevex.net/2011/12/uimanageddocument-autosave-troubleshooting/

loadValuesAsynchronouslyForKeys and multiple values loading

I would like to asynchronously load the duration, time (timestamp the video was created) and locale of an Asset.
All of the sample code shown by Apple for the usage of 'loadValuesAsynchronouslyForKeys:keys' is always shows with only one key. ie:
NSURL *url = aUrl;
AVAsset asset = [[AVURLAsset alloc] initWithURL:url options:nil];
NSArray *keys = [NSArray arrayWithObject:#"duration"];
[asset loadValuesAsynchronouslyForKeys:keys completionHandler:^() {
NSError *error = nil;
AVKeyValueStatus durationStatus = [asset statusOfValueForKey:#"duration" error:&error];
switch (durationSatus) {
case AVKeyValueStatusLoaded:
// Read duration from asset
CMTime assetDurationInCMTime = [asset duration];
break;
case AVKeyValueStatusFailed:
// Report error
break;
case AVKeyValueStatusCancelled:
// Do whatever is appropriate for cancelation
}
}];
Can I assume that if one item's status is 'AVKeyValueStatusLoaded', the other values can be read at the same time in the completion block? ie:
[asset tracks]
[asset commonMetadata];
[asset duration]
No, you can't assume that. One of my methods looks at two keys, playable and duration, and I have found that playable is often available while duration isn't yet. I therefor have moved the loadValuesAsynchronouslyForKeys: code into a separate method shouldSave:. The shouldSave: method I call from a timer in a method called saveWithDuration:. Once saveWithDuration: receives a non-zero duration, it goes ahead and saves stuff. To avoid waiting too long, I use an attempt counter for now -- in the future, I'll refine this (you'll notice that the error instance isn't really used at the moment)
- (void)shouldSave:(NSTimer*)theTimer {
NSString * const TBDuration = #"duration";
NSString * const TBPlayable = #"playable";
__block float theDuration = TBZeroDuration;
__block NSError *error = nil;
NSArray *assetKeys = [NSArray arrayWithObjects:TBDuration, TBPlayable, nil];
[_audioAsset loadValuesAsynchronouslyForKeys:assetKeys completionHandler:^() {
AVKeyValueStatus playableStatus = [_audioAsset statusOfValueForKey:TBPlayable error:&error];
switch (playableStatus) {
case AVKeyValueStatusLoaded:
//go on
break;
default:
return;
}
AVKeyValueStatus durationStatus = [_audioAsset statusOfValueForKey:TBDuration error:&error];
switch (durationStatus) {
case AVKeyValueStatusLoaded:
theDuration = CMTimeGetSeconds(_audioAsset.duration);
break;
default:
return;
}
}];
NSUInteger attempt = [[[theTimer userInfo] objectForKey:TBAttemptKey] integerValue];
attempt++;
[self saveWithDuration:theDuration attempt:attempt error:&error];
}
Technically you can't. The docs for loadValuesAsynchronouslyForKeys:completionHandler: says that
The completion states of the keys you
specify in keys are not necessarily
the same—some may be loaded, and
others may have failed. You must check
the status of each key individually.
In practice, I think this is often a safe assumption -- as you've noted, Apple's StitchedStreamPlayer sample project just looks at the status of the first key.
No you cannot assume so. I usually rely on #"duration" key to create an AVPlayerItem and start playback since loading of #"playable" generally doesn't guarantee that the asset is ready yet. Then I spawn a timer to check periodically whether others keys such as #"tracks" are loaded or not similar to what Elise van Looij has mentioned above.
Also, side note - do remember that the completionHandler in loadValuesAsynchronouslyForKeys is called on an arbitrary background thread. You will have to dispatch it to main thread if you are dealing with UI or AVPlayerLayer.

How can I use NSError in my iPhone App?

I am working on catching errors in my app, and I am looking into using NSError. I am slightly confused about how to use it, and how to populate it.
Could someone provide an example on how I populate then use NSError?
Well, what I usually do is have my methods that could error-out at runtime take a reference to a NSError pointer. If something does indeed go wrong in that method, I can populate the NSError reference with error data and return nil from the method.
Example:
- (id) endWorldHunger:(id)largeAmountsOfMonies error:(NSError**)error {
// begin feeding the world's children...
// it's all going well until....
if (ohNoImOutOfMonies) {
// sad, we can't solve world hunger, but we can let people know what went wrong!
// init dictionary to be used to populate error object
NSMutableDictionary* details = [NSMutableDictionary dictionary];
[details setValue:#"ran out of money" forKey:NSLocalizedDescriptionKey];
// populate the error object with the details
*error = [NSError errorWithDomain:#"world" code:200 userInfo:details];
// we couldn't feed the world's children...return nil..sniffle...sniffle
return nil;
}
// wohoo! We fed the world's children. The world is now in lots of debt. But who cares?
return YES;
}
We can then use the method like this. Don't even bother to inspect the error object unless the method returns nil:
// initialize NSError object
NSError* error = nil;
// try to feed the world
id yayOrNay = [self endWorldHunger:smallAmountsOfMonies error:&error];
if (!yayOrNay) {
// inspect error
NSLog(#"%#", [error localizedDescription]);
}
// otherwise the world has been fed. Wow, your code must rock.
We were able to access the error's localizedDescription because we set a value for NSLocalizedDescriptionKey.
The best place for more information is Apple's documentation. It really is good.
There is also a nice, simple tutorial on Cocoa Is My Girlfriend.
I would like to add some more suggestions based on my most recent implementation. I've looked at some code from Apple and I think my code behaves in much the same way.
The posts above already explain how to create NSError objects and return them, so I won't bother with that part. I'll just try to suggest a good way to integrate errors (codes, messages) in your own app.
I recommend creating 1 header that will be an overview of all the errors of your domain (i.e. app, library, etc..). My current header looks like this:
FSError.h
FOUNDATION_EXPORT NSString *const FSMyAppErrorDomain;
enum {
FSUserNotLoggedInError = 1000,
FSUserLogoutFailedError,
FSProfileParsingFailedError,
FSProfileBadLoginError,
FSFNIDParsingFailedError,
};
FSError.m
#import "FSError.h"
NSString *const FSMyAppErrorDomain = #"com.felis.myapp";
Now when using the above values for errors, Apple will create some basic standard error message for your app. An error could be created like the following:
+ (FSProfileInfo *)profileInfoWithData:(NSData *)data error:(NSError **)error
{
FSProfileInfo *profileInfo = [[FSProfileInfo alloc] init];
if (profileInfo)
{
/* ... lots of parsing code here ... */
if (profileInfo.username == nil)
{
*error = [NSError errorWithDomain:FSMyAppErrorDomain code:FSProfileParsingFailedError userInfo:nil];
return nil;
}
}
return profileInfo;
}
The standard Apple-generated error message (error.localizedDescription) for the above code will look like the following:
Error Domain=com.felis.myapp Code=1002 "The operation couldn’t be completed. (com.felis.myapp error 1002.)"
The above is already quite helpful for a developer, since the message displays the domain where the error occured and the corresponding error code. End users will have no clue what error code 1002 means though, so now we need to implement some nice messages for each code.
For the error messages we have to keep localisation in mind (even if we don't implement localized messages right away). I've used the following approach in my current project:
1) create a strings file that will contain the errors. Strings files are easily localizable. The file could look like the following:
FSError.strings
"1000" = "User not logged in.";
"1001" = "Logout failed.";
"1002" = "Parser failed.";
"1003" = "Incorrect username or password.";
"1004" = "Failed to parse FNID."
2) Add macros to convert integer codes to localized error messages. I've used 2 macros in my Constants+Macros.h file. I always include this file in the prefix header (MyApp-Prefix.pch) for convenience.
Constants+Macros.h
// error handling ...
#define FS_ERROR_KEY(code) [NSString stringWithFormat:#"%d", code]
#define FS_ERROR_LOCALIZED_DESCRIPTION(code) NSLocalizedStringFromTable(FS_ERROR_KEY(code), #"FSError", nil)
3) Now it's easy to show a user friendly error message based on an error code. An example:
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:#"Error"
message:FS_ERROR_LOCALIZED_DESCRIPTION(error.code)
delegate:nil
cancelButtonTitle:#"OK"
otherButtonTitles:nil];
[alert show];
Great answer Alex. One potential issue is the NULL dereference. Apple's reference on Creating and Returning NSError objects
...
[details setValue:#"ran out of money" forKey:NSLocalizedDescriptionKey];
if (error != NULL) {
// populate the error object with the details
*error = [NSError errorWithDomain:#"world" code:200 userInfo:details];
}
// we couldn't feed the world's children...return nil..sniffle...sniffle
return nil;
...
Objective-C
NSError *err = [NSError errorWithDomain:#"some_domain"
code:100
userInfo:#{
NSLocalizedDescriptionKey:#"Something went wrong"
}];
Swift 3
let error = NSError(domain: "some_domain",
code: 100,
userInfo: [NSLocalizedDescriptionKey: "Something went wrong"])
Please refer following tutorial
i hope it will helpful for you but prior you have to read documentation of NSError
This is very interesting link i found recently ErrorHandling
I'll try summarize the great answer by Alex and the jlmendezbonini's point, adding a modification that will make everything ARC compatible (so far it's not since ARC will complain since you should return id, which means "any object", but BOOL is not an object type).
- (BOOL) endWorldHunger:(id)largeAmountsOfMonies error:(NSError**)error {
// begin feeding the world's children...
// it's all going well until....
if (ohNoImOutOfMonies) {
// sad, we can't solve world hunger, but we can let people know what went wrong!
// init dictionary to be used to populate error object
NSMutableDictionary* details = [NSMutableDictionary dictionary];
[details setValue:#"ran out of money" forKey:NSLocalizedDescriptionKey];
// populate the error object with the details
if (error != NULL) {
// populate the error object with the details
*error = [NSError errorWithDomain:#"world" code:200 userInfo:details];
}
// we couldn't feed the world's children...return nil..sniffle...sniffle
return NO;
}
// wohoo! We fed the world's children. The world is now in lots of debt. But who cares?
return YES;
}
Now instead of checking for the return value of our method call, we check whether error is still nil. If it's not we have a problem.
// initialize NSError object
NSError* error = nil;
// try to feed the world
BOOL success = [self endWorldHunger:smallAmountsOfMonies error:&error];
if (!success) {
// inspect error
NSLog(#"%#", [error localizedDescription]);
}
// otherwise the world has been fed. Wow, your code must rock.
Another design pattern that I have seen involves using blocks, which is especially useful when a method is being run asynchronously.
Say we have the following error codes defined:
typedef NS_ENUM(NSInteger, MyErrorCodes) {
MyErrorCodesEmptyString = 500,
MyErrorCodesInvalidURL,
MyErrorCodesUnableToReachHost,
};
You would define your method that can raise an error like so:
- (void)getContentsOfURL:(NSString *)path success:(void(^)(NSString *html))success failure:(void(^)(NSError *error))failure {
if (path.length == 0) {
if (failure) {
failure([NSError errorWithDomain:#"com.example" code:MyErrorCodesEmptyString userInfo:nil]);
}
return;
}
NSString *htmlContents = #"";
// Exercise for the reader: get the contents at that URL or raise another error.
if (success) {
success(htmlContents);
}
}
And then when you call it, you don't need to worry about declaring the NSError object (code completion will do it for you), or checking the returning value. You can just supply two blocks: one that will get called when there is an exception, and one that gets called when it succeeds:
[self getContentsOfURL:#"http://google.com" success:^(NSString *html) {
NSLog(#"Contents: %#", html);
} failure:^(NSError *error) {
NSLog(#"Failed to get contents: %#", error);
if (error.code == MyErrorCodesEmptyString) { // make sure to check the domain too
NSLog(#"You must provide a non-empty string");
}
}];
extension NSError {
static func defaultError() -> NSError {
return NSError(domain: "com.app.error.domain", code: 0, userInfo: [NSLocalizedDescriptionKey: "Something went wrong."])
}
}
which I can use NSError.defaultError() whenever I don't have valid error object.
let error = NSError.defaultError()
print(error.localizedDescription) //Something went wrong.
Well it's a little bit out of question scope but in case you don't have an option for NSError you can always display the Low level error:
NSLog(#"Error = %# ",[NSString stringWithUTF8String:strerror(errno)]);

Game Center inviting friends programmatically

I'm facing difficulty inviting a friend to the match.
GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = 2;
request.maxPlayers = 2;
request.playersToInvite = [NSArray arrayWithObjects: #"G:1102359306",nil ];
// GKMatchmakerViewController *mv = [[GKMatchmakerViewController alloc] initWithMatchRequest:request];
// [self presentModalViewController:mv animated:YES];
[[GKMatchmaker sharedMatchmaker] findMatchForRequest:request withCompletionHandler:^(GKMatch *match, NSError *error) {
if (error) {
NSLog([error description]);
}
else if (match != nil) {NSLog(#"good match");
//self.chatMatch = match;
//self.chatMatch.delegate = self;
//[self chatReady];
}
else {
NSLog(#"other error");
}
}];
The problem is I never receive the invitation notification on second device logged to the account - G:1102359306.
When I use GKMatchmakerViewController (uncomment above 2 lines) and comment GKMatchmaker block I have automatically checked the good friend - G:1102359306 and when I invites him the notification with accept/decline is shown, that's how I know it's correct.
Do you see anything wrong with the code above? I want to use my own UI to handle the multiplayer mode. The strange problem is I also don't see in console any logs good match/other error, and the [error description] is only printed when I call the above code twice - it says that the previous req was canceled.
You cannot programmatically invite a specific set of players to a match. The findMatchForRequest:withCompletionHandler: documentation says this:
The match request’s playersToInvite property is ignored; to invite a specific set of players to the match, you must display a matchmaker view controller.
There is no public API that does what you want.