我正在尝试将阵列从一个玩家发送到另一个玩家。
我在标题中创建一个结构
typedef struct {
Message message;
unsigned int numBytes;
void * bytes;
} MessagePingBackToCaller;
typedef struct {
MessageType messageType;
} Message;
并尝试发送与此:
-(void)sendOpponentRadar{
MessagePingBackToCaller sendMessage;
sendMessage.message.messageType = kMessageTypeRecievedRadarPing;
NSData *pingData = [NSKeyedArchiver archivedDataWithRootObject:[cover gatherAndReturnColumnNumbers]];
sendMessage.bytes = pingData;
NSData *data = [NSData dataWithBytes:&sendMessage length:sizeof(MessagePingBackToCaller)];
[self sendData:data];
}
并收到此:
if (message->messageType == kMessageTypeRecievedRadarPing){
MessagePingBackToCaller *messageSent = (MessagePingBackToCaller *)[data bytes];
NSLog(@"Data : %@", messageSent->bytes);
NSMutableArray *array = [NSKeyedUnarchiver unarchiveObjectWithData:messageSent->bytes];
NSLog(@"Results : %@", array);
}
但是没有运气,所以我四处张望,发现@rwenderlich写下了一些帮助:
将NSArray转换为NSData
在struct中,存储一个无符号的int numBytes和一个void *字节
以numBytes为单位,写出NSData的长度,然后写出NSData的内容
另一方面,读取numBytes以查看接下来要读取多少字节,然后读取该数量的字节并逆转该过程(bytes-> NSData-> NSArray)。
我在1和2上表现不错...我相信,但是我在3和4上迷路了。有人可以帮我将其翻译成有意义的代码吗?
谢谢!
最佳答案
您可以使用NSKeyedArchiver来完成技巧,不要使用c结构,使其成为Objective-C类,使用NSKeyedArchiver从事物中获取数据并发送该数据,然后在另一端取消存档,这是任意类的示例
接口
@interface GameState : NSObject
{
//enum for session state
SessionState _currentState;
NSData *_data;
NSString *_message;
NSDate *_timestamp;
}
@property(nonatomic,retain) NSDate *timestamp;
@property(assign) SessionState currentState;
@property(nonatomic,retain) NSData *data;
@property(nonatomic,retain) NSString *message;
- (id)initWithCoder:(NSCoder *)coder;
实作
@implementation GameState
@synthesize message=_message , currentState= _currentState, data=_data;
@synthesize timestamp=_timestamp;
- (id)init
{
self = [super init];
if (self) {
// Initialization code here.
_killPlayback=FALSE;
_lastPacket=FALSE;
_number=0.0;
_pass=FALSE;
_timestamp=NULL;
}
return self;
}
- (void)encodeWithCoder:(NSCoder *)coder
{
[coder encodeObject:_timestamp forKey:@"Timestamp"];
[coder encodeObject:_message forKey:@"Message"];
[coder encodeObject:_data forKey:@"Data"];
[coder encodeInt:_currentState forKey:@"State"];
}
// Decode an object from an archive
- (id)initWithCoder:(NSCoder *)coder
{
self = [super init];
_message = [[coder decodeObjectForKey:@"Message"] retain];
_data = [[coder decodeObjectForKey:@"Data"] retain];
_currentState=(SessionState)[coder decodeIntForKey:@"State"];
_timestamp=[[coder decodeObjectForKey:@"Timestamp"] retain];
return self;
}
@end
现在您可以从对象获取数据,例如
-(NSData*)dataFromObject:(id)obj
{
return [NSKeyedArchiver archivedDataWithRootObject:obj];
}
和数据对象
-(id)objectFromData:(NSData*)data
{
return [NSKeyedUnarchiver unarchiveObjectWithData:data];
}
然后您的工作流程就变成了
在发送方
GameState *state=..;
NSData* data=[self dataFromObject:state];
//send the data
在接收端
GameState *state=[self objectFromData:data];
希望能帮助到你
关于objective-c - 使用GameKit以字节为单位发送和接收NSMutableArray,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/9071435/