Classes/PlayerModel.m

/*
 
 File: PlayerModel.m
 
 Abstract: Provide an example of how to successfully submit achievements and store them when network connection is not available
 
 Version: 1.0
 
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 */
 
#import "PlayerModel.h"
 
@implementation PlayerModel
 
@synthesize storedFilename, storedAchievements;
 
- (id)init
{
    self = [super init];
    if (self) {
        writeLock = [[NSLock alloc] init]; 
        NSString* path = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
        storedFilename = [[NSString alloc] initWithFormat:@"%@/%@.storedAchievements.plist",[GKLocalPlayer localPlayer].playerID,path];
    }
    return self;
}
 
- (void)dealloc
{
    [writeLock release];
    [storedFilename release];   
    [storedAchievements release];
    [super dealloc];
}
 
 
// Try to submit all stored achievements to update any achievements that were not successful. 
- (void)resubmitStoredAchievements
{
    if (storedAchievements) {
        for (NSString *key in storedAchievements){
            GKAchievement * achievement = [storedAchievements objectForKey:key];
            [storedAchievements removeObjectForKey:key];
            [self submitAchievement:achievement];
        } 
        [self writeStoredAchievements];
    }
}
 
// Load stored achievements and attempt to submit them
- (void)loadStoredAchievements
{
    if (!storedAchievements) {
        NSDictionary *  unarchivedObj = [NSKeyedUnarchiver unarchiveObjectWithFile:storedFilename];;
        
        if (unarchivedObj) {
            storedAchievements = [[NSMutableDictionary alloc] initWithDictionary:unarchivedObj];
            [self resubmitStoredAchievements];
        } else {
            storedAchievements = [[NSMutableDictionary alloc] init];
        }
    }    
}
 
// store achievements to disk to submit at a later time.
- (void)writeStoredAchievements
{
    [writeLock lock];
    NSData * archivedAchievements = [NSKeyedArchiver archivedDataWithRootObject:storedAchievements];
    NSError * error;
    [archivedAchievements writeToFile:storedFilename options:NSDataWritingFileProtectionNone error:&error];
    if (error) {
        //  Error saving file, handle accordingly
    }
    [writeLock unlock];
}
 
// Submit an achievement to the server and store if submission fails
- (void)submitAchievement:(GKAchievement *)achievement 
{
    if (achievement) {
        // Submit the achievement. 
        [achievement reportAchievementWithCompletionHandler: ^(NSError *error){
            if (error) {
                // Store achievement to be submitted at a later time. 
                [self storeAchievement:achievement];
            } else {
                if ([storedAchievements objectForKey:achievement.identifier]) {
                    // Achievement is reported, remove from store. 
                    [storedAchievements removeObjectForKey:achievement.identifier];
                } 
                [self resubmitStoredAchievements];
            }
        }];
    }
}
 
// Create an entry for an achievement that hasn't been submitted to the server 
- (void)storeAchievement:(GKAchievement *)achievement 
{
    GKAchievement * currentStorage = [storedAchievements objectForKey:achievement.identifier];
    if (!currentStorage || (currentStorage && currentStorage.percentComplete < achievement.percentComplete)) {
        [storedAchievements setObject:achievement forKey:achievement.identifier];
        [self writeStoredAchievements];
    }
}
 
// Reset all the achievements for local player 
- (void)resetAchievements
{
    [GKAchievement resetAchievementsWithCompletionHandler: ^(NSError *error) 
     {
        if (!error) {
             [storedAchievements release];
            storedAchievements = [[NSMutableDictionary alloc] init];
             
            // overwrite any previously stored file
             [self writeStoredAchievements];              
        } else {
            // Error clearing achievements. 
         }
     }];
}
 
@end