Multipeer Connectivity

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Support peer-to-peer connectivity and the discovery of nearby devices using MultipeerConnectivity.

Posts under Multipeer Connectivity tag

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iOS 14 CoreFoundation crash with EXC_BREAKPOINT
Hi, I am facing a strange issue in my app with iOS14 there is a intermittent crash, i am using NetServiceBrowser for MDNS discovery not sure if that is causing the problem crash log has below information: Crashed: com.apple.main-thread 0 CoreFoundation 0x1a906c4c4 CFAssertMismatchedTypeID + 108 1 CoreFoundation 0x1a8f7db0c CFRunLoopSourceRemoveFromRunLoop + 298 2 CFNetwork 0x1a96255b0 CFNetServiceBrowserStopSearch + 460 3 CoreFoundation 0x1a8f81240 CFRUNLOOPISCALLINGOUTTOASOURCE0PERFORMFUNCTION + 24 4 CoreFoundation 0x1a8f81140 CFRunLoopDoSource0 + 204 5 CoreFoundation 0x1a8f80488 CFRunLoopDoSources0 + 256 6 CoreFoundation 0x1a8f7aa40 CFRunLoopRun + 776 7 CoreFoundation 0x1a8f7a200 CFRunLoopRunSpecific + 572 8 GraphicsServices 0x1bf075598 GSEventRunModal + 160 9 UIKitCore 0x1ab840004 -[UIApplication run] + 1052 10 UIKitCore 0x1ab8455d8 UIApplicationMain + 164
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May ’24
Multipeer connectivity not working due to Local network permission in iOS 18
Hello, I have been testing my app in iOS 18 device and while creating a server with TCP, then apple make a request for local network permission automatically. If we don't allow the permission, the connection not working. We are getting the connection timeout error even after allowing again from device setting. Has something changed in the flow for iOS 18 version? Can someone help me to solve this issue?
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Discovering peers from Apple TV app
I have an idea for a game where the Apple TV app acts as the host and discovers nearby iOS apps that can join the game. Each iOS app needs to be able to have the user draw, tap, etc and have all the events be delivered in real time to the Apple TV where the effects will be rendered immediately (imagine a co-op game played in your lounge room where guests user their own devices to control aspects of the UI on the shared Apple TV screen) MPC is discontinued and DeviceDiscoveryUI is limited to only a single iOS device so I’m trying to figure out the best way to do the P2P networking. Reading/watching videos suggests that using GKMatchMaker and friends seems like it might suffer from latency problems (because everything has to go via Game Centre - or does it?) plus I’m not sure how I’d deal with the fact that the owner of the Apple TV is likely to signed into the same game centre id on both the Apple TV and their own devices to which would mean they wouldnt be able to play because the host can’t invite “themselves” on another device (or can it?) Soooo… I’m looking for suggestions on how best to move forward. I’ve read https://developer.apple.com/documentation/technotes/tn3151-choosing-the-right-networking-api which is very useful but there’s no clear suggestion that would work. Using the Network for the real time messaging seems doable but dealing with discovery / invites seems like a massive pain that I’d prefer to use built-in libraries if possible. Any suggestions would be gladly received. Thanks a lot
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Jan ’25
Multipeer connection dropped when there's no WiFi connection
WiFi and Bluetooth are both enabled on Mac and iPhone, neither device is connected to a network Running MultipeerConnectivity on the Mac as Advertiser and iPhone as Browser, the invitation is sent from the phone and accepted by the mac, but the connection is then dropped. This doesn’t happen when the Advertiser is another iOS device. STEPS TO REPRODUCE THE PROBLEM We have created a small sample project that demonstrates the problem. It can be found at: https://github.com/eidria/Multipeer-Progress-Demo.git. It contains both a Mac app and a iOS app. Run the Mac app and start Advertising Run iOS app and start Browsing The iOS app automatically issues an invitation to the browser (Mac) which accepts. Shortly after the connection is dropped.
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241
Jan ’25
DeviceDiscoveryUI notification for iPad says iPhone?
I have been polishing an app that connects and communicates between a tvOS app I created and a iPadOS app that I also created. Connection works fantastic! However, for some reason when the user selects the button to open the DevicePicker provided by this API and then selects a iPad device the notification that comes across the the iPad reads, "Connect your Apple TV to "AppName" on this iPhone. Is this a bug or am I missing some configuration in maybe Info.plist or a modifier I need to add the DevicePicker for it to communicate the proper device identification? I have everything setup in both app Info.plist files to connect and work fine, but the notification saying iPhone on an iPad is sadly a small detail I would love to change. So...not sure if I found a bug or if I am missing something.
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Jan ’25
The UWB performance of iOS18 is different from that of iOS17
Hello, dear engineer: The UWB Accessory used by my APP has inconsistent code callbacks on iOS17 and iOS18. I have connected multiple UWB Accessory by Accessory Single Configuration Data (UUID: 95e8d9d5-d8ef-4721-9a4e-807375f53328) in the APP. In iOS17.5.1, the unconnected Accessory calls the func session in the NiSessionDelegate (_ session: NISession, didRemove nearbyObjects: [NINearbyObject], "reason: NINearbyObject RemovalReason)," reason is the timeout. iOS18.0.1 does not call didRemove and fails to connect automatically after 10 minutes on the disconnected Accessory. iOS18.2 does not call didRemove. After 10 minutes, when the Accessory is not connected, it automatically connects and starts ranging. Therefore, I would like to ask what is updated in iOS18 UWB? Is there a document for reference, or can you provide the callback performance of each iOS version for UWB? The code is as follows: niConfiguration = try NINearbyAccessoryConfiguration(data: Data(AccessoryUwbConfigData)) uwbSession.run(niConfiguration)
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315
Dec ’24
peer-to-peer networking for iOS, iPadOS, watchOS, tvOS
Our product (rockhawk.ca) uses the Multipeer Connectivity framework for peer-to-peer communication between multiple iOS/iPadOS devices. My understanding is that MC framework communicates via three methods: 1) infrastructure wifi (i.e. multiple iOS/iPadOS devices are connected to the same wifi network), 2) peer-to-peer wifi, or 3) Bluetooth. In my experience, I don't believe I've seen MC use Bluetooth. With wifi turned off on the devices, and Bluetooth turned on, no connection is established. With wifi on and Bluetooth off, MC works and I presume either infrastructure wifi (if available) or peer-to-peer wifi are used. I'm trying to overcome two issues: Over time (since iOS 9.x), the radio transmit strength for MC over peer-to-peer wifi has decreased to the point that range is unacceptable for our use case. We need at least 150 feet range. We would like to extend this support to watchOS and the MC framework is not available. Regarding #1, I'd like to confirm that if infrastructure wifi is available, MC uses it. If infrastructure wifi is not available, MC uses peer-to-peer wifi. If this is true, then we can assure our customers that if infrastructure wifi is available at the venue, then with all devices connected to it, range will be adequate. If infrastructure wifi is not available at the venue, perhaps a mobile wifi router (battery operated) could be set up, devices connected to it, then range would be adequate. We are about to test this. Reasonable? Can we be assured that if infrastructure wifi is available, MC uses it? Regarding #2, given we are targeting minimum watchOS 7.0, would the available networking APIs and frameworks be adequate to implement our own equivalent of the MC framework so our app on iOS/iPadOS and watchOS devices could communicate? How much work? Where would I start? I'm new to implementing networking but experienced in using the MC framework. I'm assuming that I would write the networking code to use infrastructure wifi to achieve acceptable range. Many thanks! Tim
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Nov ’24
Using MPSession sendResource Progress in a SwiftUI ProgressView causes crash
When transferring files in a Multipeer Session, using the Progress instances (returned by either sendResource in the sender or the delegate method session(didStartReceiving:) on the receiver) in a SwiftUI ProgressView will eventually cause a crash (EXC_BAD_ACCESS in swift_retain on com.apple.MCSession.syncQueue) I have created a small sample project that demonstrates the problem. It can be found at: https://github.com/eidria/Multipeer-Progress-Demo.git. A screen shot of the stack trace from a crash (crash.jpg) is in the “Images” folder. STEPS TO REPRODUCE Run the sample on two different hosts connected to the same network (project contains both iOS & macOS targets, bug manifests in any combination). When the second instance comes up, they will automatically find and connect to each other. When the “Send Files” button is enabled, clicking it will cause the sender to repeatedly send the file “Image.HEIC” from the “Images” folder to the receiver, which deletes it upon receipt of a successful transfer (i.e. delegate call back is called with a nil error). Subsequent transfers are triggered when the sender receives notice that the prior send completed successfully. Eventually, after some (usually small) number of files have been transferred, either the sender or receiver will crash in the middle of a transfer, with EXC_BAD_ACCESS in swift_retain on com.apple.MCSession.syncQueue. Commenting out the ProgressView in the file FileTransferView.swift will allow the apps to run in perpetuity.
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Nov ’24
Range of Network / Multipeer
Since Apple Multipeer framework does not really work without crashes, I implemented my own multipeer with the Network.framework. like let tcpOptions = NWProtocolTCP.Options.createDefault() let parameters = NWParameters(tls: NWProtocolTLS.Options(), tcp: tcpOptions) parameters.setDefaultSettings() let browser = NWBrowser( for: .bonjour( type: config.bonjourServiceType, domain: nil ), using: parameters ) and extension NWParameters { func setDefaultSettings() { self.includePeerToPeer = true self.requiredInterfaceType = .wifi self.preferNoProxies = true } } extension NWProtocolTCP.Options { static func createDefault() -> NWProtocolTCP.Options { let tcpOptions = NWProtocolTCP.Options() tcpOptions.enableKeepalive = true tcpOptions.keepaliveIdle = 10 // 10 seconds keepalive interval tcpOptions.noDelay = true // Disable Nagle's algorithm for low latency return tcpOptions } } it works well up to approx. 30 meter outside with free view. What's the max range for the peer to peer via bonjour? And is there a way to get longer distance than 30 meter?
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Sep ’24
Support for P2P Connectivity and Network Requests in the Background
We are currently developing an application that runs in the background and continuously scans for other nearby devices via peer-to-peer networking. Generally, the high-level goals are: Scan for nearby devices while the app is in the background state. We only need to discover devices that are also running our app. Read a small token of data from each peer device found (no need for full-duplex connection) Submit this token to our server via a background network request On Android we have demonstrated this functionality using both Bluetooth LE and WifiDirect service discovery, and background operation is easily achieved with Android services. We are currently trying to expand our application to support cross-platform compatibility between IOS and Android, including IOS<-->IOS and IOS<-->Android discovery (in the background). Is there a way to achieve this desired functionality on IOS?
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Jul ’24
How does Final Cut Camera synchronize videos
I have an application that enables recording video from multiple iPhones through an iPad. It uses Multipeer Connectivity for all the device communication. When the user presses record on the iPad, it sends a command to each device in parallel and they start capturing video. But since network latency varies, I cannot guarantee that the recording start and stop times are consistent among all the iPhones. I need the frames to be exactly in sync. I tried using the system clock on each device for synchronizing the videos. If all the device system clocks were in sync within 3ms (30 frames per second), then it should be okay. But I tested and the clocks vary quite a bit, multiple seconds. So that won't work. I ultimately solved the problem by having a countdown timer on the iPad. The user puts the iPad in view of each phone with the countdown. Then later I use a python script to cut all the videos when the countdown timer goes to 0. But that's more work for the end user and requires manual work on our end. With a little ML text recognition, this could get better. Some people have suggested using a time server and syncing the clocks that way. I still haven't tried this out, and I'm not sure if it's even possible to run a NTP server on an iPad, and whether the NTP resolution will be below 3ms. I tried out Final Cut Camera and it has solved the synchronization problem. Each frame is in sync. The phones don't start and stop at exactly the same time, and they account for this by adding black frames to the front and/or back of videos to account for differences. I've searched online and other people have the same problem. I'd love to know how Apple was able to solve the synchronization issue when recording video from multiple iPhones from an iPad over what I assume is Multipeer Connectivity.
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Jul ’24
Nearby Interaction (UWB) Background problem
Hi, We try to geolocate with UWB signal an app in background with NXP UWB Kit. We use Nearby Interaction method in background Apple documentation indicate to use this class: NINearbyAccessoryConfiguration but we have this error when we try to create the session: NIERROR_ACCESSORY_PEER_DEVICE_UNAVAILABLE_FAILURE_REASON any body can help us to use successfully this functionnality ?
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May ’24
Nearby Interaction between Apple Watches
I understand that the Nearby Interaction framework is available on watchOS 8+, and I want to make a watch app that displays distance estimation between multiple watches (not iPhones) using UWB through Nearby Interactions. I see in the documentation that an iPhone can discover multiple device "discovery tokens" and create NISessions with them using the Multipeer Connectivity framework, but it looks like the Multipeer Connectivity framework is not available on watchOS? So, how might I make an independent watch app that can discover multiple nearby watches and setup NISessions with them? Thanks!
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829
Apr ’24
Why Does the Multipeer Connectivity Framework Documentation Mention Bluetooth if It's No Longer Supported?
Since the Multipeer Connectivity framework no longer supports Bluetooth. (https://developer.apple.com/forums/thread/749346) Why does its official documentation still mention "In iOS, the framework uses infrastructure Wi-Fi networks, peer-to-peer Wi-Fi, and Bluetooth personal area networks for the underlying transport." ?(https://developer.apple.com/documentation/multipeerconnectivity) What is the purpose of using Bluetooth personal area networks for the underlying transport?
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Apr ’24
Multipeer Connectivity Framework Capabilities and Permission Requirements
Hello, In this inquiry(https://developer.apple.com/forums/thread/747860), I came across this conclusion. “Apple disabled TCP/IP networking over Bluetooth completely. Apple’s peer-to-peer networking APIs now run exclusively over Wi-Fi." I have three questions I would like to ask. The Multipeer Connectivity Framework supports Wi-Fi networks, peer-to-peer Wi-Fi, and Bluetooth personal area networks. Since the framework abstracts away the underlying protocols, we cannot specify which protocol to choose. Can this framework still establish a pure Bluetooth connection now? (Not just using Bluetooth for the discovery phase). Given that the framework supports Bluetooth protocols, why does it not require Bluetooth permissions but only local network permissions? Does the Bluetooth protocol supported by the framework have the capability to discover traditional Bluetooth devices and services that the Core Bluetooth framework can discover?
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1k
Apr ’24
Using CoreML in VisionOS with Multipeer Connectivity
I've been recently working on a VisionOS app which uses CoreMl to identify specific body parts and display a window with information of the identified body part, since the use of Vision Pro's cameras is blocked, I'm using an iPhone to perform image classification, and then send the label to the headset using Multipeer Connectivity, I'd like to display a volume once the user selects a body part, could my iPhone return enough spatial information for me to be able to fully take advantage of Vision Pro's mixed reality capabilities?
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Mar ’24
Issues with Multipeer Connectivity on iPadOS 17.4
Hello! We have an app that runs on two iPads, in two different modes, that communicate with one another using Apple's Multipeer Connectivity APIs. Last week, after upgrading to iPadOS 17.4 we have had MANY customer reports of erratic connectivity, only on iPadOS 17.4. The iPads connect for 30 seconds to a minute, disconnect, reconnect for a short time again, and repeat. Most of our customers are school districts who likely employee an MDM and we are working on verification of that in order to reproduce the issue in-house. Were there changes to the MPC framework in iPadOS 17.4 that could be causing sessions to be dropped? Are you aware of any interaction with device management software that could cause this?
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1.1k
Mar ’24
MultipeerConnectivity iOS 17 Connection Issue
The connection using MultipeerConnectivity between iPhones and iPads with iOS 17 or higher installed is not functioning. This issue was not observed on iOS 16 or earlier versions. Currently, when advertising from an iPhone, the iPad can detect the device, but the event handling to accept invitations on the iPhone is not being triggered correctly. Consequently, not responding to invitations is preventing the connection. While the Wi-Fi feature is enabled, previously, it was possible to establish connections without being connected to a specific Wi-Fi network. However, presently, connection seems to occur only when the iPad and iPhone are on the same network. Moreover, irregular connections are occurring between iPhones, yet there is no connection whatsoever between iPads and iPhones.
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May ’24