Game Center Matchmaking GKTurnBasedMatch has significant lag (~1 min) - iphone

I'm implementing a turn-based game with multiplayer mode through gamecenter. I have 2 devices (1 ipad, 1 iphone) to test in sandbox mode which were working fine but lately it has started to struggle in auto matchmaking process. After I send the first turn from one user, the other device doesn't immediately recognize that game but opens up its own fresh game. Before it was able to immediately spot the game started in the other device and matchmaking was fairly straightforward. And I don't remember changing any parts relevant to matchmaking (NSCoding, GKTurnBasedEventHandler, GKTurnBasedMatchmakerViewControllerDelegate delegate methods etc).
Now I send the first turn from one device and need to wait around 1 min so the other device can successfully connect to that game. After connection occurs endTurnWithMatchData calls work without any problems, it can send and receive data within 1-2 secs. But it won't be a good UX if users start a fresh game and had to wait 1 min so another user can connect to his game. Has anyone been experiencing significant lag in auto matchmaking process? I didn't implement invitations yet, so I cannot check it. The matchdata I archive with NSKeyedArchiver seemed quite big, 3396 bytes, even for a fresh game with almost no data. And here are relevant parts of my code:
GameOptionsViewController:
- (void)turnBasedMatchmakerViewControllerWasCancelled:(GKTurnBasedMatchmakerViewController *)viewController
{
[self dismissViewControllerAnimated:YES completion:nil];
}
- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFailWithError:(NSError *)error
{
[self dismissViewControllerAnimated:YES completion:nil];
}
- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFindMatch:(GKTurnBasedMatch *)match
{
[self dismissViewControllerAnimated:NO completion:nil];
self.gcMatch = match;
[self performSegueWithIdentifier:#"GameMultiplayer" sender:self];
}
- (void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if([segue.identifier isEqualToString:#"GameMultiplayer"])
{
GameViewController *GameVC = (GameViewController *)segue.destinationViewController;
[GameVC setGameMode:GAMEMODE_MULTIPLAYER_SAMEDEVICE];
//Multiplayer game it is
if(self.gcMatch != nil)
{
[GameVC setGameMode:GAMEMODE_MULTIPLAYER_GAMECENTER];
GameVC.gcMatchDelegate = self;
GameVC.gcMatch = self.gcMatch;
NSLog(#"Game OVC Segue: Match ID | %#", self.gcMatch.matchID);
}
}
else
{
...
}
}
GameViewController:
//This method is called according to user actions
//It's the only method I use to send data to other participant
-(void) sendCurrentGameDataWithNewTurn:(BOOL) newTurn
{
NSLog(#"Sending game data current participant : %#", gcMatch.currentParticipant.playerID);
//Update match data if it is corrupted anyhow
if (gcMatch.currentParticipant == nil)
{
[GKTurnBasedMatch loadMatchWithID:gcMatch.matchID withCompletionHandler:^(GKTurnBasedMatch *match, NSError *error)
{
if (error != nil)
{
NSLog(#"Error :%#", error);
return ;
}
[self sendCurrentGameDataWithNewTurn:newTurn];
}];
}
else
{
NSData *matchData = [NSKeyedArchiver archivedDataWithRootObject:game];
//Game advances to new player, buttons are disabled
if(newTurn)
{
NSLog(#"SENDING NEW TURN");
NSUInteger currentIndex = [gcMatch.participants
indexOfObject:gcMatch.currentParticipant];
GKTurnBasedParticipant *nextParticipant;
nextParticipant = [gcMatch.participants objectAtIndex:
((currentIndex + 1) % [gcMatch.participants count])];
[gcMatch endTurnWithNextParticipants:[NSArray arrayWithObject:nextParticipant] turnTimeout:GC_TURN_TIMEOUT matchData:matchData completionHandler:^(NSError *error) {
NSLog(#"Sent");
if (error) {
NSLog(#"SNT - %#", error);
}
}];
}
else
{
NSLog(#"ONLY UPDATING DATA");
[gcMatch saveCurrentTurnWithMatchData:matchData completionHandler:^(NSError *error) {
NSLog(#"Sent");
if (error) {
NSLog(#"OUD - %#", error);
}
}];
}
}
}
-(void) updateGameDataWithGCMatch
{
//Update whole game data
self.game = [NSKeyedUnarchiver unarchiveObjectWithData:self.gcMatch.matchData];
//Update game ui
...
}
-(void) handleTurnEventForMatch:(GKTurnBasedMatch *)match didBecomeActive:(BOOL)didBecomeActive
{
//Check if I got data for the currently active match that options vc forwarded me here, if not do some debug print and return
if(![self.gcMatch.matchID isEqual:match.matchID])
{
//For debugging reasons I skip if i get info for any previous match (other player quit etc)
NSLog(#"GCMatch matchID: %# match matchID: %#",self.gcMatch.matchID,match.matchID);
return;
}
NSLog(#"Turn event handle");
self.gcMatch = match;
if([match.currentParticipant.playerID isEqualToString: [GKLocalPlayer localPlayer].playerID ])
{
//Disable field buttons
[self setFieldButtonsEnabled:TRUE];
[self turnChangeAnimationFromLeftToRight:FALSE];
}
[self updateGameDataWithGCMatch];
}

As for your question:
I myself tempered with matchmaking over Game Center quite a bit and also experienced lags quite frequently, which have been proven to not have been caused by my site but by apples game center servers.
As for additional guidance:
As far as I can see your current approach to matchmaking on a device is:
look if there is a match I can connect to --> If YES request gamedata and connect to the match ELSE start your own match and broadcast the matchdata
From my experience it is better practice to start with matchrequestbroadcasts, wait until you find a second player, define the server device (e.g. by lower checksum of game-center names) and then start the game on that device.

Related

GameCenter Operation cancelled if account never used with game center

I am using GameCenter on my app. I have these lines
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
[localPlayer authenticateWithCompletionHandler:^(NSError *error) {
if (localPlayer.isAuthenticated)
{
}
the problem is that the localPlayer.isAuthenticated flag is always TRUE bur error variable comes with code 2 = "operation was cancelled" (???).
I have sign out from device's game center and from the store but this flag is always true and I do not see the game center sign in that my app should show when it starts. I don't see either the "welcome" banner that always show when a game that uses game center starts.
How do I force a sign out of game center to make the sign in window to show again?
I am compiling for iOS 4.3.
thanks
What I have discovered now is that this happens if you never signed in on device's game center. Once you login there, and say you want to use your username on game center, the app works. The worst part is this: suppose someone downloads the game but does not have the game center set yet. So, the game will never work for them? My game is supposed to work exclusively with game center on. So, for me this is an issue.
For me its working great. Just changed code from
if([GKLocalPlayer localPlayer].authenticated)
To
if([GKLocalPlayer localPlayer].authenticated == NO)
//Other codes
if([GKLocalPlayer localPlayer].authenticated == NO)
{
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error)
{
[self processGameCenterAuth: error];
}];
}
- (void) processGameCenterAuth: (NSError*) error
{
if(error == NULL)
{
[mGameCenterManager reloadHighScoresForCategory: self.currentLeaderBoard];
}
else
{
// NSLog(#"%#\n\n",[NSString stringWithFormat: #"Reason: %#", [error localizedDescription]]);
AppController *app = (AppController*)[UIApplication sharedApplication].delegate;
if(!app.isgameCenterStarted)
{
UIAlertView* alert= [[[UIAlertView alloc] initWithTitle:#"Game Center Unavailable" message: #"Player is not signed in"
delegate: NULL cancelButtonTitle: #"OK" otherButtonTitles: NULL] autorelease];
[alert show];
}
else
{
[[NSNotificationCenter defaultCenter] postNotificationName:#"GameCenterUnAvailable" object:nil];
}
}
}

Login in iPhone App via GameKit

I want to login to my app via GameCenter Login API.
Is it possible ?
Is Apple game Center login API public?
If you're using iOS 6, see the documentation for GKLocalPlayer. You'll see that you assign a block to the 'authenticateHandler' property of localPlayer. When you assign it, if the player isn't already logged into Game Center, one of the arguments to the block (UIViewController *viewController) gets filled in with the address of a view controller that will present the regular Apple Game Center login screen. After you get that address you do presentViewController:viewController and the user sees the normal Apple login screen. When the user finishes interacting with it you get a call back to 'gameCenterViewControllerDidFinish'. The block you provide runs more than once, which makes the process pretty hard to follow, but it works. For what it's worth I'll post below a method I'm using that seems to work. It assumes either iOS5 or iOS6. It isn't be good for anything earlier than 5. OS6 is method that returns YES on iOS6 and NO otherwise. This wasn't written for public consumption so please excuse all the debugging stuff and the unexplained stuff in it.
-(void) authenticateLocalPlayer {
ANNOUNCE
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
_lastError = nil;
//iOS 6
if ( [self os6] ) {
localPlayer.authenticateHandler = ^(UIViewController *loginVC, NSError *error) {
NSLog(#"in authenticateHandler 1");
[self setLastError:error];
//... resume application responses
[[CCDirector sharedDirector] resume]; //if not paused does nothing
if ( [GKLocalPlayer localPlayer].authenticated) {
NSLog(#"in authenticateHandler 2 - local player is authenticated");
} else if (loginVC) {
NSLog(#"in authenticateHandler 3 - local player is not authenticated, will present VC");
//... pause applications responses
[[CCDirector sharedDirector] pause];
[self presentViewController:loginVC];
} else {
NSLog(#"in authenticateHandler 4 - local player is NOT authenticated, no VC returned");
}
NSLog(#"authenticateHandler error: %#", error.localizedDescription);
};
//iOS 5
} else {
if ( [GKLocalPlayer localPlayer].authenticated == NO ) {
//no completion handler because we're relying on NSNotificationCenter
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:nil];
NSLog(#"local player authentication requested");
} else {
NSLog(#"local player was already authenticated");
}
}
}
You can do that surely. there is no gamecenter API for direct use. you can show the gamecenter authentication screen and after authentication, you can proceed.

Why isn't GameCenter waiting long enough to fill all the player slots?

So I'm working with multiplayer for the first time and I'm confused about the whole minplayer/maxplayer options. When I set minplayer=2 and maxplayer=4 and test the code, it connects 2 players just fine, but jumps directly into the game scene without waiting for players 3-4. How do I keep the code from progressing to the main game scene before all the slots are filled? The code works fine if I set minPlayers=maxPlayers. I know match.expectedPlayerCount==0 is supposed to fire once minPlayers is satisfied, but it isn't waiting at all for additional players to join. What am I missing here?
GKMatchRequest * matchRequest = [[[GKMatchRequest alloc] init] autorelease];
matchRequest.minPlayers = 2;
matchRequest.maxPlayers = 4;
gameCenterManager.matchController = [[GKMatchmakerViewController alloc] initWithMatchRequest:matchRequest];
gameCenterManager.matchController.matchmakerDelegate = self;
AppDelegate * delegate = (AppDelegate *) [UIApplication sharedApplication].delegate;
[delegate.viewController presentViewController:gameCenterManager.matchController animated:YES completion:nil];
Find Match Code
-(void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *)match
{
TXGameCenterManager *gameCenterManager = [TXGameCenterManager sharedTXGameCenterManager];
gameCenterManager.multiplayerMatch = match;
// The delegate of the match is HelloWorldLayer
gameCenterManager.multiplayerMatch.delegate = self;
AppDelegate * delegate = (AppDelegate *) [UIApplication sharedApplication].delegate;
[delegate.viewController dismissModalViewControllerAnimated:NO];
if( match.expectedPlayerCount==0 )
{
// Launching the game without waiting for connection change messages
NSLog(#"Begin game without waiting for match connection change messages");
// Determine the host, local or remote
NSArray * playerIds = match.playerIDs;
NSLog(#"Number of players: %d", [playerIds count]);
NSLog(#"ID of player: %#", [playerIds lastObject]);
NSLog(#"I got the player ids");
[GKPlayer loadPlayersForIdentifiers:playerIds withCompletionHandler:^(NSArray *players, NSError * error)
{
//bunch of code that gets player aliases and set host player
//start match
[self schedule: #selector(StartMultiplayerGame) interval:5.];
}
ChangeState code
-(void)match:(GKMatch *)match player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state
{
NSArray * playerIds = [NSArray arrayWithObject:playerID];
switch (state)
{
case GKPlayerStateConnected:
// handle a new player connection.
NSLog(#"Player connected!");
[GKPlayer loadPlayersForIdentifiers:playerIds withCompletionHandler:^(NSArray *players, NSError * error)
{
//bunch of code that gets player aliases and set host player
if (match.expectedPlayerCount==0)
{
//start match
[self schedule: #selector(StartMultiplayerGame) interval:5.];
}
}];
break;
case GKPlayerStateDisconnected:
// a player just disconnected.
NSLog(#"Player disconnected!");
break;
}
-(void)StartMultiplayerGame
{
[[CCDirector sharedDirector] replaceScene:[HelloWorldLayer node]];
}
if (match.expectedPlayerCount==0)
{
//start match
[self schedule: #selector(StartMultiplayerGame) interval:5.];
}
You said it yourself, if minPlayers players have joined (which is 2 in your case) then expectedPlayerCount is 0. So as soon as 2 players have joined, you're starting the game. This is not Game Center's fault.
You could wait for a longer amount of time once expectedPlayerCount is 0 to allow other players to join.
Your code also does not consider that a second player might join, then leave again. So in that case you would be starting the game with just one player.

Game Center achievement unlocking multiple times

I set up an achievement for passing the first level of my game and it works but when i replay the level and pass it it shows the notification banner again, how can i prevent this from happening?
Use this method to submit the achievement:
-(void) reportAchievementWithID:(NSString*) achievementID {
[GKAchievement loadAchievementsWithCompletionHandler:^(NSArray *achievements, NSError *error) {
if(error) NSLog(#"error reporting ach");
for (GKAchievement *ach in achievements) {
if([ach.identifier isEqualToString:achievementID]) { //already submitted
return ;
}
}
GKAchievement *achievementToSend = [[GKAchievement alloc] initWithIdentifier:achievementID];
achievementToSend.percentComplete = 100;
achievementToSend.showsCompletionBanner = YES;
[achievementToSend reportAchievementWithCompletionHandler:NULL];
}];
}
Save that the user has passed the level to NSUserDefaults, then when the user passes the level check NSUserDefaults for your key, if it is there then don't do the achievement code for Game Center.

GameCenter integration Complications?

I called the code below to add Game center user banner pop up at the top of the screen, but it says Game is not recognized by Game Center:
I added this to my addDidFinishLaunching:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error){
if (error ==nil) {
NSLog(#"Success");
} else {
NSLog(#"Fail");
}
}];
For viewing leader boards, what code do I need to add to properly call it?
-(void)viewscores:(SPEvent*)event{
CODE HERE
}
You could try it like that :
GKLeaderboardViewController *leaderboardVC = [[[GKLeaderboardViewController alloc]init]autorelease];
if (leaderboardVC !=nil) {
leaderboardVC.leaderboardDelegate = self;
[self presentViewController:leaderboardVC];
}
I hope it helps :-)