问题描述
我正在尝试从一个玩家向另一个玩家发送一个数组.
I am trying to send an Array from one player to another.
我在标题中创建了一个结构
I create a struct in the header
typedef struct {
Message message;
unsigned int numBytes;
void * bytes;
} MessagePingBackToCaller;
typedef struct {
MessageType messageType;
} Message;
并尝试发送:
-(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];
}
然后接收:
if (message->messageType == kMessageTypeRecievedRadarPing){
MessagePingBackToCaller *messageSent = (MessagePingBackToCaller *)[data bytes];
NSLog(@"Data : %@", messageSent->bytes);
NSMutableArray *array = [NSKeyedUnarchiver unarchiveObjectWithData:messageSent->bytes];
NSLog(@"Results : %@", array);
}
不过运气不好,所以我四处看看,发现@rwenderlich 写的有点帮助:
However no luck, so I went looking around and found that @rwenderlich wrote a little helpful bit:
将 NSArray 转换为 NSData
Convert NSArray to NSData
在struct中,存储一个unsigned int numBytes和一个void * bytes
In struct, store an unsigned int numBytes, and a void * bytes
在numBytes中,写出NSData的长度,然后写出NSData的内容
In numBytes, write the length of the NSData, and then write out the contents of the NSData
另一方面,读取 numBytes 以查看接下来要读取的字节数,然后读取该数量的字节并反转该过程(bytes->NSData->NSArray).
On the other side, read numBytes to see how many bytes to read next, then read in that amount of bytes and reverse the process (bytes->NSData->NSArray).
我在 1 和 2 上做得很好...我相信,但我在 3 和 4 上迷路了.有人可以帮我把它翻译成有意义的代码吗?
Im pretty good on 1 and 2... I believe, but i get lost on 3 and 4. Could someone please help me translate this into meaningful code?
谢谢!
推荐答案
你可以只使用 NSKeyedArchiver 来做这个把戏,不要使用 c 结构,让它成为一个 Objective-c 类,使用 NSKeyedArchiver 从事物中获取数据并发送那个,然后在另一边解压,这是一个任意类的例子
You can just use NSKeyedArchiver to do the trick, dont use the c struct, make it an objective-c class, get data from the thing using NSKeyedArchiver and send that, then just unarchive in the other side, heres an example for an arbitrary class
界面
@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;
实施
@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
现在你可以像这样从对象中获取数据
now you can get data from the object like
-(NSData*)dataFromObject:(id)obj
{
return [NSKeyedArchiver archivedDataWithRootObject:obj];
}
和来自数据的对象
-(id)objectFromData:(NSData*)data
{
return [NSKeyedUnarchiver unarchiveObjectWithData:data];
}
你的工作流程变成在发送方
and your workflow becomeson the sender side
GameState *state=..;
NSData* data=[self dataFromObject:state];
//send the data
在接收方
GameState *state=[self objectFromData:data];
希望能帮到你
这篇关于使用 GameKit 以字节形式发送和接收 NSMutableArray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!