我正在通过游戏中心实现具有多人模式的回合制游戏。我有 2 台设备(1 台 ipad,1 台 iphone)在沙盒模式下进行测试,它们运行良好,但最近它开始在自动匹配过程中遇到困难。在我从一个用户发送第一回合后,另一台设备不会立即识别该游戏,而是打开自己的新游戏。在它能够立即发现游戏在另一台设备上开始之前,匹配相当简单。而且我不记得更改任何与匹配相关的部分(NSCoding
、、GKTurnBasedEventHandler
委托GKTurnBasedMatchmakerViewControllerDelegate
方法等)。
现在我从一个设备发送第一个回合,需要等待大约 1 分钟,以便其他设备可以成功连接到该游戏。连接发生后 endTurnWithMatchData 调用没有任何问题,它可以在 1-2 秒内发送和接收数据。但是,如果用户开始一个新游戏并且必须等待 1 分钟以便另一个用户可以连接到他的游戏,这将不是一个好的用户体验。有没有人在自动匹配过程中遇到过明显的滞后?我还没有实施邀请,所以我无法检查它。我用 NSKeyedArchiver 存档的比赛数据看起来很大,3396 字节,即使对于几乎没有数据的新游戏也是如此。这是我的代码的相关部分:
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];
}