Problems With Game Center - iphone

Just finished my first iOS game (mostly). Its all ready to go, just need to link in Game Center. This however, is proving to be ...annoying. My App is all registered on iTunes Connect, and all the Game Center code is taken directly from Apple. So why is NONE of this working?
First: authentication always fails;
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
localPlayer.authenticateHandler = ^(UIViewController *loginVC, NSError *error) {
if ([GKLocalPlayer localPlayer].authenticated) {
// authentication successful
}
else if (loginVC) {
// player not logged in yet, present the vc
[self presentViewController:loginVC animated:YES completion:nil];
}
else {
// authentication failed
}
};
With error "The requested operation has been cancelled"
As a corollary, trying to present a game center vc in the future yeilds a "Player is not signed in message"
Second: this
GKScore *score = [[GKScore alloc] init];
if (score) {
score.value = self->selectedScore;
NSArray* scoreArray = [[NSArray alloc]initWithObjects:score, nil];
//score.category = #"High Scores";
UIActivityViewController *avc = [[UIActivityViewController alloc]
initWithActivityItems:scoreArray applicationActivities:nil];
avc.completionHandler = ^(NSString *activityType, BOOL completed) {
if (completed)
[self dismissViewControllerAnimated:YES completion:nil];
};
if (avc)
[self presentViewController:avc animated:YES completion:nil];
}
yeilds a 'NSInvalidArgumentException', reason: '*** -[__NSPlaceholderArray initWithObjects:count:]: attempt to insert nil object from objects[0]'
What am I fundamentally doing wrong? Thanks to anyone who can offer any help.

Try to log out/in in the Game Center application with your test user account.
Check this answer: https://stackoverflow.com/a/4420457/89364

Related

iPhone App Crash with error [UIApplication _cachedSystemAnimationFenceCreatingIfNecessary:]

I have an iPhone App in the app store which is using Touch ID. If Touch ID is enabled, the user is authenticated with it, else user needs to enter his PIN to login to the application.
After IOS 10.1 release, when I checked the crash report, the crash count has increased. From the crash report, it is pointing on [UIApplication _cachedSystemAnimationFenceCreatingIfNecessary:] and when I opened the app in Xcode, it is focussing on [self dismissViewControllerAnimated:YES completion:nil];.
The code I have written is as below:
-(void) showTouchIDAuthentication{
LAContext *myContext = [[LAContext alloc] init];
NSError *authError = nil;
NSString *myLocalizedReasonString = #"Authenticate using your finger to access My Account Menu.";
if ([myContext canEvaluatePolicy:LAPolicyDeviceOwnerAuthenticationWithBiometrics error:&authError]) {
[myContext evaluatePolicy:LAPolicyDeviceOwnerAuthenticationWithBiometrics
localizedReason:myLocalizedReasonString
reply:^(BOOL success, NSError *error) {
if (success) {
NSLog(#"User is authenticated successfully");
[self dismissViewControllerAnimated:YES completion:nil];
} else {
}];
}
}
When I tested in iPhone 6, IOS 10, everything is working fine. Don't know how to simulate the issue.
Can anyone please figure out if I am missing something? Please help me out in resolving this crash issue.
Usually completion handlers are not running on main thread. All UI related stuff must be done on main thread (including dismissing a view controller).
I suggest to add the dismiss line on a main thread block like this:
-(void) showTouchIDAuthentication{
LAContext *myContext = [[LAContext alloc] init];
NSError *authError = nil;
NSString *myLocalizedReasonString = #"Authenticate using your finger to access My Account Menu.";
if ([myContext canEvaluatePolicy:LAPolicyDeviceOwnerAuthenticationWithBiometrics error:&authError]) {
[myContext evaluatePolicy:LAPolicyDeviceOwnerAuthenticationWithBiometrics
localizedReason:myLocalizedReasonString
reply:^(BOOL success, NSError *error) {
if (success) {
NSLog(#"User is authenticated successfully");
[[NSOperationQueue mainQueue] addOperationWithBlock:^ {
[self dismissViewControllerAnimated:YES completion:nil];
}];
} else {
}];
}
}

Leaderboard "No Items"

I'm trying to implement GameCenter to my app.
This is to show me the GameCenter LeaderBoard but it's shows me: No Items.
-(IBAction) ShowLeader{
GKGameCenterViewController* gameCenterController = [[GKGameCenterViewController alloc] init];
gameCenterController.viewState = GKGameCenterViewControllerStateLeaderboards;
gameCenterController.gameCenterDelegate = self;
[self presentViewController:gameCenterController animated:YES completion:nil];
}
The user is authenticate and that's show up when i connect.
when i report score in my GameViewController:
if ([GKLocalPlayer localPlayer].isAuthenticated) {
GKScore* scoreReporter = [[GKScore alloc] initWithLeaderboardIdentifier:#"GameHighScore"];
scoreReporter.value = HighScoreNbr;
scoreReporter.context = 0;
// NSArray *scores = #[scoreReporter];
[GKScore reportScores:#[scoreReporter] withCompletionHandler:^(NSError *error) {
if (error) {
NSLog(#"error: %#", error);
}
printf("no error: ");
}];
}
This shows me no error so i suppose it works.
I already tried with 2 accounts since i saw that on other answer but didn't help.
If you need any more info please comment.
Thanks.
I found out myself after reading and viewing tones of video.
if that can help someone who as the same problem:
you need to had your BundleID from Itunes connect to your xcode5 info playlist.
then it should work.
Hope it helps ;)
This can also happen if gamekit is missing from Required device capabilities in your plist.

issue submitting score to a leaderboard

i have enabled Game Center in my itunes connect for my app.
In my game center, i have created a leaderboard named "Level 1" with its id "level1", integer.
In my game, i try to submit a score like this:
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc]init];
GKScore *scoreReporter = [[[GKScore alloc] initWithCategory:#"level1"] autorelease];
int64_t score1 =scr;
scoreReporter.value = score1;
[scoreReporter reportScoreWithCompletionHandler:^(NSError *error) {
if (error != nil) {
NSLog(#"Submit failed");
}
else {
NSLog(#"Score Submited");
}
}];
[pool release];
but i get a submit failed; i've created the leaderboard about 30-40 mins ago, could it not be enabled yet by apple? if else, i don't know what i'm doing wrong.
Here is my error:
Error: Error Domain=GKErrorDomain Code=6 "The requested operation
could not be completed because local player has not been
authenticated." UserInfo=0x1ed4d4a0 {NSLocalizedDescription=The
requested operation could not be completed because local player has
not been authenticated.}
btw i have internet access on my iphone and am connected on my phone to an apple account
Wasn't authentificated in game center, now it works!
Example from Game Center Programming Guide:
- (void) authenticateLocalPlayer
{
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
[localPlayer authenticateWithCompletionHandler:^(NSError *error) {
if (localPlayer.isAuthenticated)
{
// Player was successfully authenticated.
// Perform additional tasks for the authenticated player.
}
}];
}

Open Twitter Setting from ACAccountStore (iOS 5.1 TWITTER)

in iOS 5.0 i was opening Twitter setting from my app by
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:#"prefs:root=TWITTER"]];
but , this features is removed in iOS 5.1 , hence i can not able to open twitter setting .
Now i am using
+ (void)makeRequestsWithURL: (NSURL *)url {
// Create an account store object.
ACAccountStore *accountStore = [[ACAccountStore alloc] init];
// Create an account type that ensures Twitter accounts are retrieved.
ACAccountType *accountType = [accountStore accountTypeWithAccountTypeIdentifier:ACAccountTypeIdentifierTwitter];
[self canTweetStatus];
// Request access from the user to use their Twitter accounts.
[accountStore requestAccessToAccountsWithType:accountType withCompletionHandler:^(BOOL granted, NSError *error) {
if(granted) {
// Get the list of Twitter accounts.
NSArray *accountsArray = [accountStore accountsWithAccountType:accountType];
// For the sake of brevity, we'll assume there is only one Twitter account present.
// You would ideally ask the user which account they want to tweet from, if there is more than one Twitter account present.
if ([accountsArray count] > 0) {
// Grab the initial Twitter account to tweet from.
ACAccount *twitterAccount = [accountsArray objectAtIndex:0];
// Create a request, which in this example, posts a tweet to the user's timeline.
// This example uses version 1 of the Twitter API.
// This may need to be changed to whichever version is currently appropriate.
TWRequest *postRequest = [[TWRequest alloc] initWithURL:url parameters:nil requestMethod:TWRequestMethodPOST];
// Set the account used to post the tweet.
[postRequest setAccount:twitterAccount];
// Perform the request created above and create a handler block to handle the response.
[postRequest performRequestWithHandler:^(NSData *responseData, NSHTTPURLResponse *urlResponse, NSError *error) {
NSString *output = [NSString stringWithFormat:#"HTTP response status: %i", [urlResponse statusCode]];
iOS5Twitter *twitter5 = [[iOS5Twitter alloc] init];
[twitter5 performSelectorOnMainThread:#selector(displayText:) withObject:output waitUntilDone:NO];
[twitter5 release]; }];
}
}
}];
}
for making request, i am able to check wether i am loged in or not by the
if ([TWTweetComposeViewController canSendTweet])
but now i want : if i am not loged in it would be show an alert like shown in image and want to move to the twitter setting . is it possible ? or i have to manually go ti twitter setting ?
It is little tricky , i get by the removing the subviews in *TWTWeetComposeViewController*, so it shows only alert when user is not loged in and by the clicking on setting button , we can open Setting page in my app.
+ (void)setAlertForSettingPage :(id)delegate
{
// Set up the built-in twitter composition view controller.
TWTweetComposeViewController *tweetViewController = [[TWTweetComposeViewController alloc] init];
// Create the completion handler block.
[tweetViewController setCompletionHandler:^(TWTweetComposeViewControllerResult result) {
[delegate dismissModalViewControllerAnimated:YES];
}];
// Present the tweet composition view controller modally.
[delegate presentModalViewController:tweetViewController animated:YES];
//tweetViewController.view.hidden = YES;
for (UIView *view in tweetViewController.view.subviews){
[view removeFromSuperview];
}
}
here , deleate is your viewcontroller , if you are using this method inside your viewcontroller just use self instead of delegate.
iOS 6 uses SLComposeViewController instead of TWTweetComposeViewController, so now you have to do this if you want it to work on iOS 6 and iOS 5:
UIViewController *tweetComposer;
if([SLComposeViewController class] != nil)
{
tweetComposer = [SLComposeViewController composeViewControllerForServiceType:SLServiceTypeTwitter];
[(SLComposeViewController *)tweetComposer setCompletionHandler:^(SLComposeViewControllerResult result)
{
// do whatever you want
}];
}
else
{
tweetComposer = [[TWTweetComposeViewController alloc] init];
[(TWTweetComposeViewController *)tweetComposer setCompletionHandler:^(TWTweetComposeViewControllerResult result)
{
// do whatever you want
}];
}
for (UIView *view in [[tweetComposer view] subviews])
[view removeFromSuperview];
[self presentViewController:tweetComposer animated:NO completion:nil];
Building upon Senior's and PJR's answers above, this is what worked for me.
Same as Senior's, except with a dimissViewController in the completion handler. For me this got around the problem that the empty view controller would stick around after I returned to the app from the settings. It would overlay my view controller and make it useless.
Brilliant solution, thanks Senior and PJR.
UIViewController *tweetComposer;
if([SLComposeViewController class] != nil)
{
tweetComposer = [SLComposeViewController composeViewControllerForServiceType:SLServiceTypeTwitter];
[(SLComposeViewController *)tweetComposer setCompletionHandler:^(SLComposeViewControllerResult result)
{
[self dismissViewControllerAnimated:NO completion:nil];
}];
}
else
{
tweetComposer = [[TWTweetComposeViewController alloc] init];
[(TWTweetComposeViewController *)tweetComposer setCompletionHandler:^(TWTweetComposeViewControllerResult result)
{
[self dismissViewControllerAnimated:NO completion:nil];
}];
}
for (UIView *view in [[tweetComposer view] subviews])
[view removeFromSuperview];
[self presentViewController:tweetComposer animated:NO completion:nil];
To remove the post view,
instead using this code:
for (UIView *view in [[tweetComposer view] subviews])
[view removeFromSuperview];
use this:
tweetComposer.view.alpha = 0;
works both for twitter and facebook.

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.