Classes/GameCenterManager.m
/* |
File: GameCenterManager.m |
Abstract: Basic introduction to GameCenter |
Version: 1.1 |
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*/ |
#import "GameCenterManager.h" |
#import <GameKit/GameKit.h> |
@implementation GameCenterManager |
@synthesize earnedAchievementCache; |
@synthesize delegate; |
- (id) init |
{ |
self = [super init]; |
if(self!= NULL) |
{ |
earnedAchievementCache= NULL; |
} |
return self; |
} |
- (void) dealloc |
{ |
self.earnedAchievementCache= NULL; |
[super dealloc]; |
} |
// NOTE: GameCenter does not guarantee that callback blocks will be execute on the main thread. |
// As such, your application needs to be very careful in how it handles references to view |
// controllers. If a view controller is referenced in a block that executes on a secondary queue, |
// that view controller may be released (and dealloc'd) outside the main queue. This is true |
// even if the actual block is scheduled on the main thread. In concrete terms, this code |
// snippet is not safe, even though viewController is dispatching to the main queue: |
// |
// [object doSomethingWithCallback: ^() |
// { |
// dispatch_async(dispatch_get_main_queue(), ^(void) |
// { |
// [viewController doSomething]; |
// }); |
// }]; |
// |
// UIKit view controllers should only be accessed on the main thread, so the snippet above may |
// lead to subtle and hard to trace bugs. Many solutions to this problem exist. In this sample, |
// I'm bottlenecking everything through "callDelegateOnMainThread" which calls "callDelegate". |
// Because "callDelegate" is the only method to access the delegate, I can ensure that delegate |
// is not visible in any of my block callbacks. |
- (void) callDelegate: (SEL) selector withArg: (id) arg error: (NSError*) err |
{ |
assert([NSThread isMainThread]); |
if([delegate respondsToSelector: selector]) |
{ |
if(arg != NULL) |
{ |
[delegate performSelector: selector withObject: arg withObject: err]; |
} |
else |
{ |
[delegate performSelector: selector withObject: err]; |
} |
} |
else |
{ |
NSLog(@"Missed Method"); |
} |
} |
- (void) callDelegateOnMainThread: (SEL) selector withArg: (id) arg error: (NSError*) err |
{ |
dispatch_async(dispatch_get_main_queue(), ^(void) |
{ |
[self callDelegate: selector withArg: arg error: err]; |
}); |
} |
+ (BOOL) isGameCenterAvailable |
{ |
// check for presence of GKLocalPlayer API |
Class gcClass = (NSClassFromString(@"GKLocalPlayer")); |
// check if the device is running iOS 4.1 or later |
NSString *reqSysVer = @"4.1"; |
NSString *currSysVer = [[UIDevice currentDevice] systemVersion]; |
BOOL osVersionSupported = ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending); |
return (gcClass && osVersionSupported); |
} |
- (void) authenticateLocalUser |
{ |
if([GKLocalPlayer localPlayer].authenticated == NO) |
{ |
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error) |
{ |
[self callDelegateOnMainThread: @selector(processGameCenterAuth:) withArg: NULL error: error]; |
}]; |
} |
} |
- (void) reloadHighScoresForCategory: (NSString*) category |
{ |
GKLeaderboard* leaderBoard= [[[GKLeaderboard alloc] init] autorelease]; |
leaderBoard.category= category; |
leaderBoard.timeScope= GKLeaderboardTimeScopeAllTime; |
leaderBoard.range= NSMakeRange(1, 1); |
[leaderBoard loadScoresWithCompletionHandler: ^(NSArray *scores, NSError *error) |
{ |
[self callDelegateOnMainThread: @selector(reloadScoresComplete:error:) withArg: leaderBoard error: error]; |
}]; |
} |
- (void) reportScore: (int64_t) score forCategory: (NSString*) category |
{ |
GKScore *scoreReporter = [[[GKScore alloc] initWithCategory:category] autorelease]; |
scoreReporter.value = score; |
[scoreReporter reportScoreWithCompletionHandler: ^(NSError *error) |
{ |
[self callDelegateOnMainThread: @selector(scoreReported:) withArg: NULL error: error]; |
}]; |
} |
- (void) submitAchievement: (NSString*) identifier percentComplete: (double) percentComplete |
{ |
//GameCenter check for duplicate achievements when the achievement is submitted, but if you only want to report |
// new achievements to the user, then you need to check if it's been earned |
// before you submit. Otherwise you'll end up with a race condition between loadAchievementsWithCompletionHandler |
// and reportAchievementWithCompletionHandler. To avoid this, we fetch the current achievement list once, |
// then cache it and keep it updated with any new achievements. |
if(self.earnedAchievementCache == NULL) |
{ |
[GKAchievement loadAchievementsWithCompletionHandler: ^(NSArray *scores, NSError *error) |
{ |
if(error == NULL) |
{ |
NSMutableDictionary* tempCache= [NSMutableDictionary dictionaryWithCapacity: [scores count]]; |
for (GKAchievement* score in scores) |
{ |
[tempCache setObject: score forKey: score.identifier]; |
} |
self.earnedAchievementCache= tempCache; |
[self submitAchievement: identifier percentComplete: percentComplete]; |
} |
else |
{ |
//Something broke loading the achievement list. Error out, and we'll try again the next time achievements submit. |
[self callDelegateOnMainThread: @selector(achievementSubmitted:error:) withArg: NULL error: error]; |
} |
}]; |
} |
else |
{ |
//Search the list for the ID we're using... |
GKAchievement* achievement= [self.earnedAchievementCache objectForKey: identifier]; |
if(achievement != NULL) |
{ |
if((achievement.percentComplete >= 100.0) || (achievement.percentComplete >= percentComplete)) |
{ |
//Achievement has already been earned so we're done. |
achievement= NULL; |
} |
achievement.percentComplete= percentComplete; |
} |
else |
{ |
achievement= [[[GKAchievement alloc] initWithIdentifier: identifier] autorelease]; |
achievement.percentComplete= percentComplete; |
//Add achievement to achievement cache... |
[self.earnedAchievementCache setObject: achievement forKey: achievement.identifier]; |
} |
if(achievement!= NULL) |
{ |
//Submit the Achievement... |
[achievement reportAchievementWithCompletionHandler: ^(NSError *error) |
{ |
[self callDelegateOnMainThread: @selector(achievementSubmitted:error:) withArg: achievement error: error]; |
}]; |
} |
} |
} |
- (void) resetAchievements |
{ |
self.earnedAchievementCache= NULL; |
[GKAchievement resetAchievementsWithCompletionHandler: ^(NSError *error) |
{ |
[self callDelegateOnMainThread: @selector(achievementResetResult:) withArg: NULL error: error]; |
}]; |
} |
- (void) mapPlayerIDtoPlayer: (NSString*) playerID |
{ |
[GKPlayer loadPlayersForIdentifiers: [NSArray arrayWithObject: playerID] withCompletionHandler:^(NSArray *playerArray, NSError *error) |
{ |
GKPlayer* player= NULL; |
for (GKPlayer* tempPlayer in playerArray) |
{ |
if([tempPlayer.playerID isEqualToString: playerID]) |
{ |
player= tempPlayer; |
break; |
} |
} |
[self callDelegateOnMainThread: @selector(mappedPlayerIDToPlayer:error:) withArg: player error: error]; |
}]; |
} |
@end |
Copyright © 2010 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2010-12-10