8

我正在尝试使用自定义 UI(没有 GKMatchMakerViewController)来实现实时多人游戏。我正在使用 startBrowsingForNearbyPlayersWithReachableHandler: ^(NSString *playerID, BOOL reachable) 来查找本地玩家,然后使用 GKMatchmaker 单例(我已经启动)发起匹配请求。

这就是我遇到麻烦的地方。当我发送请求时,完成处理程序几乎立即触发,没有错误,并且它返回的匹配项的预期玩家计数为零。同时,对方玩家肯定没有回应请求

相关代码:

- (void) findMatch {
  GKMatchRequest *request = [[GKMatchRequest alloc] init];
  request.minPlayers = NUM_PLAYERS_PER_MATCH; //2
  request.maxPlayers = NUM_PLAYERS_PER_MATCH; //2
  if (nil != self.playersToInvite) {
    // we always successfully get in this if-statement
    request.playersToInvite = self.playersToInvite;
    request.inviteeResponseHandler = ^(NSString *playerID, GKInviteeResponse response) {
      [self.delegate updateUIForPlayer: playerID accepted: (response == GKInviteeResponseAccepted)];
  };
}
request.inviteMessage = @"Let's Play!";

[self.matchmaker findMatchForRequest:request withCompletionHandler:^(GKMatch *match, NSError *error) {
  if (error) {
    // Print the error
    NSLog(@"%@", error.localizedDescription);
  } else 
    if (match != nil) {
      self.currentMatch = match;
      self.currentMatch.delegate = self;

      // All players are connected
      if (match.expectedPlayerCount == 0) {
        // start match
        [self startMatch];
      }
        [self stopLookingForPlayers];
      }
  }];
}

我从上一个问题(iOS Gamecenter Programmatic Matchmaking)中知道我需要包含以下内容:

- (void)matchForInvite:(GKInvite *)invite completionHandler:(void (^)(GKMatch *match, NSError *error))completionHandler

在上面的代码中,但我不知道应该包含在哪里。我已经尝试过 GKMatchRequest 的受邀者响应处理程序和媒人 finMatchForRequest:withCompletionHandler 都无济于事。发生的行为是匹配器立即返回匹配(甚至在被邀请者被邀请之前),并且即使在被邀请者点击匹配邀请之后,也永远不会调用 matchRequest 的受邀者响应处理程序。

有人可以就此提供建议吗?谢谢你。

...吉姆

4

1 回答 1

16

我今晚刚刚在我的游戏中使用了这个。您需要进行更多协商才能设置通信通道。返回给邀请者的初始比赛正在等待被邀请者响应......这是我只有两个玩家的过程。以下是我的通信启动正在执行的所有步骤。显然,这里没有包含真正的错误处理:

首先,验证您的播放器

二、认证后立即设置inviteHandler。像这样的东西:

[GKMatchmaker sharedMatchmaker].inviteHandler = ^(GKInvite* acceptedInvite, NSArray *playersToInvite)
{
    if(acceptedInvite != nil)
    {
        // Get a match for the invite we obtained...
        [[GKMatchmaker sharedMatchmaker] matchForInvite:acceptedInvite completionHandler:^(GKMatch *match, NSError *error)
        {
            if(match != nil)
            {
                [self disconnectMatch];
                // Record the new match...
                self.MM_gameCenterCurrentMatch = match;
                self.MM_gameCenterCurrentMatch.delegate = self;
             }
            else if(error != nil)
            {
                NSLog(@"ERROR: From matchForInvite: %@", [error description]);
            }
            else 
            {
                NSLog(@"ERROR: Unexpected return from matchForInvite...");
            }
         }];
    }
};

第三,获取您的好友 playerIds 列表(不是别名)。

第四,设置你的 GKMatchRequest 像这样......我只邀请一个朋友:

// Initialize the match request - Just targeting iOS 6 for now...
GKMatchRequest* request = [[GKMatchRequest alloc] init];
request.minPlayers = 2;
request.maxPlayers = 2;
request.playersToInvite = [NSArray arrayWithObject:player.playerID];
request.inviteMessage = @"Let's play!";
// This gets called when somebody accepts
request.inviteeResponseHandler = ^(NSString *playerID, GKInviteeResponse response)
{
    if (response == GKInviteeResponseAccepted)
    {
        //NSLog(@"DEBUG: Player Accepted: %@", playerID);
        // Tell the infrastructure we are don matching and will start using the match
        [[GKMatchmaker sharedMatchmaker] finishMatchmakingForMatch:self.MM_gameCenterCurrentMatch];
     }
};

五、使用请求调用 findMatchForRequest:withCompletionHandler: 类似这样的...

    [[GKMatchmaker sharedMatchmaker] findMatchForRequest:request withCompletionHandler:^(GKMatch* match, NSError *error) {
    if (error)
    {
        NSLog(@"ERROR: Error makeMatch: %@", [error description] );
        [self disconnectMatch];
    }
    else if (match != nil)
    {
        // Record the new match and set me up as the delegate...
        self.MM_gameCenterCurrentMatch = match;
        self.MM_gameCenterCurrentMatch.delegate = self;
        // There will be no players until the players accept...
    }
}];

第六,这会将请求发送给其他玩家,如果他们接受来自第二步的“inviteHandler”,则会被调用。

第七,第二步的“inviteHandler”得到GKInvite的匹配!

第八,第四步中的“inviteeResponseHandler”被调用,从而完成了比赛!

第九,从 GKMatchDelegate 创建一个 didChangeState 来处理比赛的结束。像这样的东西:

- (void)match:(GKMatch *)match player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state{
switch (state)
{
    case GKPlayerStateConnected:
        // Handle a new player connection.
        break;
    case GKPlayerStateDisconnected:
        // A player just disconnected.
        break;
}
if (!self.matchStarted && match.expectedPlayerCount == 0)
{
    self.matchStarted = YES;
    // Handle initial match negotiation.
    if (self.iAmHost && !self.sentInitialResponse)
    {
        self.sentInitialResponse = true;
        // Send a hello log entry
        [self sendMessage: [NSString stringWithFormat:@"Message from friend, 'Hello, thanks for accepting, you have connected with %@'", self.MM_gameCenterLocalPlayer.alias] toPlayersInMatch: [NSArray arrayWithObject:playerID]];
    }
}}

第十,这是我的sendMessage:

- (void) sendMessage:(NSString*)action toPlayersInMatch:(NSArray*) playerIds{   
NSError* err = nil;
if (![self.MM_gameCenterCurrentMatch sendData:[action dataUsingEncoding:NSUTF8StringEncoding] toPlayers:playerIds withDataMode:GKMatchSendDataReliable error:&err])
{
    if (err != nil)
    {
        NSLog(@"ERROR: Could not send action to players (%@): %@ (%d) - '%@'" ,[playersInMatch componentsJoinedByString:@","],[err localizedDescription],[err code], action);
    }
    else
    {
        NSLog(@"ERROR: Could not send action to players (%@): null error - '%@'",[playersInMatch componentsJoinedByString:@","], action);
    }
}
else
{
    NSLog(@"DEBUG: Message sent to players (%@) - '%@'",[playersInMatch componentsJoinedByString:@","], action);
}}

第十一,从 GKMatchDelegate 创建一个 didReceiveData,如下所示:

- (void)match:(GKMatch *)match didReceiveData:(NSData *)data fromPlayer:(NSString *)playerID{
NSString* actionString = [[[NSString alloc] initWithData:data encoding:NSUTF8StringEncoding] autorelease];
// Send the initial response after we got the initial send from the
// invitee...
if (!self.iAmHost &&!self.sentInitialResponse)
{
    self.sentInitialResponse = true;
    // Send a hello log entry
    [self sendMessage: [NSString stringWithFormat:@"Message from friend, 'Hello, thanks for inviting, you have connected with %@'", self.MM_gameCenterLocalPlayer.alias] toPlayersInMatch: [NSArray arrayWithObject:playerID]];
}
// Execute the action we were sent...
NSLog(actionString);}

第十二……嗯,现在你已经建立并运行了沟通渠道……做任何你想做的事……

于 2013-04-11T02:51:11.693 回答