Game Center achievement unlocking multiple times - iphone

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.

Related

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

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.

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.

Never finished [GKAchievement loadAchievementsWithCompletionHandler:]

I use the function [GKAchievement loadAchievementsWithCompletionHandler:] to restore the current player achievements in initialization. But the completionHander was never called.
- (void)loadAchievements
{
[GKAchievement loadAchievementsWithCompletionHandler:^(NSArray *achievements, NSError *error)
{
if (error == nil) // !!-- if a breakpoint is set here, it would never be reached
{
#synchronized(_achievementsDictionary)
{
for (GKAchievement* achievement in achievements)
[_achievementsDictionary setObject:achievement forKey:achievement.identifier];
NSLog(#"achievements loaded");
}
}
else
{
NSLog(#"Error in loading achievements: %#", error);
}
}];
}
However, a similar function, [GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler:] works well:
- (void) retrieveAchievmentMetadata
{
[GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler:
^(NSArray *descriptions, NSError *error) {
if (error != nil)
{
NSLog(#"Error in loading achievement descriptions: %#", error);
}
if (descriptions != nil)
{
#synchronized(_achievementsMetaDataDictionary)
{
for (GKAchievementDescription* desc in descriptions)
{
_achievementsMetaDataDictionary[desc.identifier] = desc;
}
}
NSLog(#"achievement descriptions loaded");
}
}];
}
What might be the problem?
It comes a bit late, but maybe it helps someone else.
The fact is that GKAchievement loadAchievementsWithCompletionHandler: loads all the achievements which the local player made progress on. This means, if there are fresh achievements set up in the regarding iTunes Connect app (without any progress), they won't be loaded. Some progress has to be reported first!
On the other hand GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler: is meant to get all the information about every of the available achievements for the regarding iTunes Connect app. The description provides the identifier of the achievement, too.
For a fresh achievement the flow is the following:
Load the achievement description. (GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler:)
Report some progress for the achievement to Game Center. The GKAchievement can be created based on data in GKAchievementDescription. (GKAchievementDescription reportAchievements:withCompletionHandler:)
From this point on, load the progress of the achievement to set up your app on start. (GKAchievement loadAchievementsWithCompletionHandler:)
Did you check that the returned descriptions NSArray does not have 0 elements?
if( !descriptions.count )
printf( "User has not submitted _any_ progress on _any_ achievements\n" ) ;
else for (GKAchievementDescription* desc in descriptions) ..
Note the descriptions array here only returns the collection of achievements this user has previously submitted progress on, not the array of all achievements ever registered on GameCenter for this app.

Gaming Center iphone-sdk, how to get current player's nickname?

When my app start it should promt user to log into gaming center so that I can retrieve his nickname and then use it later to display his name,
I have the following code which somehow worked once:
- (void) authenticateLocalPlayer
{
GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
[localPlayer authenticateWithCompletionHandler:^(NSError *error) {
if (localPlayer.isAuthenticated)
{
// Perform additional tasks for the authenticated player.
}
}];
}
It showed a alert view with and some buttons, but it doesn't work. Help, maybe there's an easier way to retrieve current player's nickname. Thanks!!
Getting a player's alias requires authentication with Game Center. Once you have authentication, all you have to do is get your GKPlayer instance by doing this:
GKLocalPlayer *lp = [GKLocalPlayer localPlayer];
and then, just make sure authentication occurred and get your alias:
if (lp.authenticated) {
return lp.alias;
//Any other stuff you need to do with this local player's instance goes here.
}

Game Center iPhone - Load Achievement Progress

I have my app give a notification when a Game Center achievement is achieved/reaches 100%, however it shows the notification every times the user completes it, but I only want it to notify the first time in actually completed.
I found this in the Apple docs:
http://developer.apple.com/library/ios/documentation/NetworkingInternet/Conceptual/GameKit_Guide/Achievements/Achievements.html#//apple_ref/doc/uid/TP40008304-CH7-SW11
However didn't quite understand how it help fix my issue.
I only want to call this notification once, when the achievement is first achieved. So only show it if its not already achieved.
Edit
I have this to unlock the achievement:
- (void) reportAchievementIdentifier: (NSString*) identifier percentComplete: (float) percent
{
GKAchievement *achievement = [[[GKAchievement alloc] initWithIdentifier: identifier] autorelease];
if (achievement)
{
achievement.percentComplete = percent;
[achievement reportAchievementWithCompletionHandler:^(NSError *error)
{
if (error != nil)
{
// Retain the achievement object and try again later (not shown).
}
}];
}
}
And unlock with this:
[self reportAchievementIdentifier:identifier percentComplete:percent];
Then show the notification with this line:
[[GKAchievementHandler defaultHandler] notifyAchievementTitle:#"Title" andMessage:#"Message"];
So do I simply need something like this in that code chunk?
if (achievement.completed != TRUE) {
[[GKAchievementHandler defaultHandler] notifyAchievementTitle:#"Title" andMessage:#"Message"];
}
There's a "completed"-property in GKAchievement... Try to make a new GKAchievement and check if it's not completed, then unlock it.