问题描述
在沙盒环境中,我无法将回合制比赛推进到下一个玩家.
In the sandbox environment, I'm having trouble advancing a turnbased match to the next player.
初始条件:
- 分别在设备A和设备B上的播放器A和播放器B.
- 两者都登录到沙箱
- 两个玩家都可以看到彼此的GC状态消息
- 玩家A创建一场比赛并邀请玩家B
- 玩家A结束转弯
在终点转弯"功能中,我将执行以下操作:
In my "end turn" function I do the following:
NSLog(@"size = %ld", updatedMatchData.length);
//move the current player to the bottom of the list
NSMutableArray *nextPlayers = (NSMutableArray *)theMatch.participants;
NSLog(@"%@", [nextPlayers description]);
GKTurnBasedParticipant *firstGuy = nextPlayers[0];
[nextPlayers removeObjectAtIndex:0];
[nextPlayers addObject:firstGuy];
NSLog(@"------");
NSLog(@"%@", [nextPlayers description]);
//send the match to the servers
//"theMatch" was recorded in turnBasedMatchmakerViewController:didFindMatch
[theMatch endTurnWithNextParticipants:nextPlayers
turnTimeout:GKTurnTimeoutDefault
matchData:updatedMatchData
completionHandler:^(NSError *error)
{
if (error)
{
NSLog(@"WTF?");
}
}];
这将产生以下日志输出:
That produces the following log output:
size = 26926
(
"<GKTurnBasedParticipant 0x174018630 - playerID:G:1084583147 (local player) status:Active matchOutcome:None lastTurnDate:(null) timeoutDate:(null)>",
"<GKTurnBasedParticipant 0x174018ba0 - playerID:G:12962188 status:Invited matchOutcome:None lastTurnDate:(null) timeoutDate:(null)>"
)
------
(
"<GKTurnBasedParticipant 0x174018ba0 - playerID:G:12962188 status:Invited matchOutcome:None lastTurnDate:(null) timeoutDate:(null)>",
"<GKTurnBasedParticipant 0x174018630 - playerID:G:1084583147 (local player) status:Active matchOutcome:None lastTurnDate:(null) timeoutDate:(null)>"
)
但是,玩家B没有收到邀请或回合.玩家B的游戏中心应用未显示任何有效的游戏或回合.玩家A的游戏中心继续显示他 still 尚未完成转牌.每次我重新启动并重新执行测试时,玩家A都会折腾另一个未决回合.
However, player B does not receive an invite or a turn. Player B's game center app shows no active games or turns. Player A's game center continues to show that he still has a turn pending. Each time I restart and re-execute the test, Player A racks up yet another pending turn.
玩家A在转弯结束后立即射击玩家:receivedTurnEventForMatch:didBecomeActive,但didBecomeActive设置为NO.
Player A fires player:receivedTurnEventForMatch:didBecomeActive right after I end the turn, but didBecomeActive is set to NO.
因此,我将超时更改为30秒.玩家A结束转牌后30秒,玩家A触发didBecomeActive(否). PlayerB最终收到邀请提示.玩家B触发didBecomeActive,值为YES.
So then I changed the timeout to 30 seconds. 30 seconds after playerA ends the turn, playerA fires didBecomeActive (no). PlayerB finally receives an invite prompt. Player B fires didBecomeActive, with a value of YES.
为什么玩家A结束回合后我的回合不能立即前进到玩家B?为什么玩家A似乎又要转一圈(然后超时并转交给玩家B)?
Why does my turn not advance immediately to player B after player A ends the turn? Why does player A seem to have another turn (which then times out and passes over to player B)?
推荐答案
最终解决了这个问题.不要尝试编辑匹配对象.不要直接编辑matchData或匹配的任何其他组件.创建副本,对副本执行所有操作,然后重新提交副本.
Finally solved this. Do not attempt to edit the match object. Don't directly edit the matchData, or any other component of the match. Create a copy, do whatever you need to do to the copy and resubmit the copy.
我尝试对玩家进行排序产生了各种不稳定的结果,直到我创建了一个完全独立的参与者数组并对其进行了排序.然后按宣传的方式工作.
My attempt to sort the players produced all sorts of erratic results until I created a completely separate participants array and sorted that. Then it worked as advertised.
这篇关于GameCenter:endTurnWithNext参与者未推进的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!