好的,这涉及多人教程的这一部分中的大量网络编码。
基本上,我正在尝试按照上面链接的教程使用 GameKit 实现多人游戏。我输入了所有必要的网络编码并且或多或少地理解了它,但是我在方法调用的某个地方遇到了障碍。基本上,我的设置是一台设备充当主机,其余设备充当客户端。我有两个单独UIViewcontroller
的 s 分别用于建立连接的主机和客户端。
现在的问题是,连接已建立,但只有主机识别连接,而不是客户端。问题在这里:
- (void)sendPacketToAllClients:(Packet *)packet
{
[_players enumerateKeysAndObjectsUsingBlock:^(id key, Player *obj, BOOL *stop)
{
obj.receivedResponse = [_session.peerID isEqualToString:obj.peerID];
}];
GKSendDataMode dataMode = GKSendDataReliable;
NSData *data = [packet data];
NSError *error;
if (![_session sendDataToAllPeers:data withDataMode:dataMode error:&error])
{
NSLog(@"Error sending data to clients: %@", error);
}
}
这是在 中实现的GameMultiplayer
,实际游戏将在其中实现。这个方法应该做的是向每个客户端发送数据包,说主机收到了连接请求并且能够与它们连接。[_session sendDataToAllPeers:data withDataMode:dataMode error:&error]
调用后(if
语句中的方法),应该触发这个方法:
- (void)receiveData:(NSData *)data fromPeer:(NSString *)peerID inSession:(GKSession *)session context:(void *)context
{
#ifdef DEBUG
NSLog(@"Game: receive data from peer: %@, data: %@, length: %d", peerID, data, [data length]);
#endif
Packet *packet = [Packet packetWithData:data];
if (packet == nil)
{
NSLog(@"Invalid packet: %@", data);
return;
}
Player *player = [self playerWithPeerID:peerID];
if (player != nil)
{
player.receivedResponse = YES; // this is the new bit
}
if (self.isServer)
[self serverReceivedPacket:packet fromPlayer:player];
else
[self clientReceivedPacket:packet];
}
这个方法在我上面链接的教程的下一部分(在这里),应该接收主机发送给所有客户端的数据包,并在这个网络链中实现下一个方法。但是,该方法永远不会被调用。没有触发调试断点,我在控制台中什么也没有。
我知道我是否需要提供更多的源材料,但是已经实现了很多网络编码,所以我想把它限制在人们需要看到的范围内。此外,[_session setDataReceiveHandler:self withContext:nil]
and_session.delegate = self
是用另一种方法编写的,称为 in GameMultiplayer
,所以这不是问题。有谁知道我需要修复什么?
编辑:根据要求,这里是 GKSession 的初始化位置:
@property (nonatomic, strong, readonly) GKSession *session; //This is done in the header file
@synthesize session = _session; //This is done in the main file
- (void)startAcceptingConnectionsForSessionID:(NSString *)sessionID
{
if (_serverState == ServerStateIdle)
{
_serverState = ServerStateAcceptingConnections;
_connectedClients = [NSMutableArray arrayWithCapacity:self.maxClients];
_session = [[GKSession alloc] initWithSessionID:sessionID displayName:nil sessionMode:GKSessionModeServer];
_session.delegate = self;
_session.available = YES;
}
}
会话在 中初始化MatchmakingServer
,在主机视图控制器中使用。然后会话被传递到应用程序的主视图控制器,然后初始化GameMultiplayer
并将 GKSession 发送给它。这是主机视图控制器将其发送到主视图控制器的位置:
- (IBAction)startAction:(id)sender
{
if (_matchmakingServer != nil && [_matchmakingServer connectedClientCount] > 0)
{
NSString *name = [self.nameTextField.text stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]];
if ([name length] == 0)
name = _matchmakingServer.session.displayName;
[_matchmakingServer stopAcceptingConnections];
[self.delegate hostViewController:self startGameWithSession:_matchmakingServer.session playerName:name clients:_matchmakingServer.connectedClients];
}
}
然后主视图控制器在此处处理该方法调用:
- (void)hostViewController:(MatchmakerHost *)controller startGameWithSession:(GKSession *)session playerName:(NSString *)name clients:(NSArray *)clients
{
[self dismissViewControllerAnimated:NO completion:^
{
[self startGameWithBlock:^(GameMultiplayer *aGame)
{
[aGame startServerGameWithSession:session playerName:name clients:clients];
}];
}];
}
最后,这是该方法调用的实现位置GameMultiplayer
:
- (void)startServerGameWithSession:(GKSession *)session playerName:(NSString *)name clients:(NSArray *)clients
{
_clients = clients;
const char* className = class_getName([[_clients objectAtIndex:0] class]);
NSLog(@"yourObject is a: %s", className);
self.isServer = YES;
_session = session;
_session.available = NO;
_session.delegate = self;
[_session setDataReceiveHandler:self withContext:nil];
_state = GameStateWaitingForSignIn;
[self.delegate gameWaitingForClientsReady:self];
// Create the Player object for the server.
Player *player = [[Player alloc] init];
player.name = name;
player.peerID = _session.peerID;
player.position = PlayerPositionBottom;
[_players setObject:player forKey:player.peerID];
// Add a Player object for each client.
int index = 0;
for (NSString *peerID in clients)
{
Player *player = [[Player alloc] init];
player.peerID = peerID;
[_players setObject:player forKey:player.peerID];
if (index == 0)
player.position = ([clients count] == 1) ? PlayerPositionTop : PlayerPositionLeft;
else if (index == 1)
player.position = PlayerPositionTop;
else
player.position = PlayerPositionRight;
index++;
}
NSLog(@"Players:");
Packet *packet = [Packet packetWithType:PacketTypeSignInRequest];
[self sendPacketToAllClients:packet];
// for (int i = 0; i < [_players count]; i++) {
// NSLog([NSString stringWithFormat:@"%@", [clients objectAtIndex:i]]);
// }
}