gksession

Connect 3rd Device using GameKit

别等时光非礼了梦想. 提交于 2020-01-13 07:17:48
问题 I am using GameKit on a basic level right now. I am able to connect two devices and send messages between them. I have 3 devices, we'll call them device A, B and C. I am able to connect A to B, A to C, and B to C, as individual setups. If I connect A to B, then attempt to connect B to C, Device C will show that Device B is available, but device B continues to spin and say "Looking for available iPod, iPhones..." In peerPickerController:sessionForConnectionType: , when I am attempting to

Connect 3rd Device using GameKit

◇◆丶佛笑我妖孽 提交于 2020-01-13 07:17:06
问题 I am using GameKit on a basic level right now. I am able to connect two devices and send messages between them. I have 3 devices, we'll call them device A, B and C. I am able to connect A to B, A to C, and B to C, as individual setups. If I connect A to B, then attempt to connect B to C, Device C will show that Device B is available, but device B continues to spin and say "Looking for available iPod, iPhones..." In peerPickerController:sessionForConnectionType: , when I am attempting to

what slows down GKSession's network throughput?

风流意气都作罢 提交于 2019-12-25 18:22:06
问题 I implemented an app that does real time broadcasting of music from one iphone to another based on Ray Wenderlich's tutorial about GKSession and Matt Ghallagher's tutorial on audio streaming. Everything worked perfectly.. until we've decided to replace the poker game UI with that of our own. The result is that suddenly the networking throughput drops dramatically. Below is a profiler snap shot of the server Here is a snapshot of the client of the original app and here is a snapshot of the

Connection trouble with GKPeerPickerController

醉酒当歌 提交于 2019-12-14 01:39:24
问题 I am working on an iOS game with GKSession and GKPeerPickerController. I am finding that the process of connecting two iOS devices is slow and unreliable, even if they are right next to each other. Let's call my devices "device A" and "device B." Here is what typically happens: On each device, I hit my app's connect button. Each device then shows the "iPads, iPhones, or iPod touches" window. Usually pretty quickly, the two devices each notice that the other exists. I then tell one of the

How do I correctly setup a GKSession (Bluetooth) on iOS 6.1

北城以北 提交于 2019-12-11 03:34:27
问题 I am having an issue with getting a GKSession to work. Below is my code that is executed when a specific button is pressed. GKSession *session; if (connectButtonHasBeenPressed == false) { NSLog(@"connectToBluetoothDevice has been called"); connectButtonHasBeenPressed = true; GKSession *session = [[GKSession alloc] initWithSessionID:@"Unicorn" displayName:nil sessionMode:GKSessionModePeer]; [session setDataReceiveHandler:self withContext:nil]; [session setDelegate:self]; [session setAvailable

How to transfer data between phones over GKSession without using GKPeerPicker

。_饼干妹妹 提交于 2019-12-10 11:35:45
问题 I'm trying to create an app that transfers data between 2+ phones using GKSession. Thing is there are two options: First: using the GKPeerPicker.. However here I get stuck at the point where I have to implement my own WIFI interface.. apple provides no instructions on how to do that: - (void)peerPickerController:(GKPeerPickerController *)picker didSelectConnectionType: (GKPeerPickerConnectionType)type { if (type == GKPeerPickerConnectionTypeOnline) { picker.delegate = nil; [picker dismiss];

what GKSession doesn't connect on every attempt?

丶灬走出姿态 提交于 2019-12-08 11:50:10
问题 In application, invitationDidFail is being called, some time it connects properly, but sometime it doesn't... what can be possible reasons of denying the connection? // Display an alert sheet indicating a failure to connect to the peer. - (void) invitationDidFail:(SessionManager *)session fromPeer:(NSString *)participantID { NSString *str; if (alertView.visible) { // Peer cancelled invitation before it could be accepted/rejected // Close the invitation dialog before opening an error dialog

Connect 3rd Device using GameKit

馋奶兔 提交于 2019-12-04 21:39:35
I am using GameKit on a basic level right now. I am able to connect two devices and send messages between them. I have 3 devices, we'll call them device A, B and C. I am able to connect A to B, A to C, and B to C, as individual setups. If I connect A to B, then attempt to connect B to C, Device C will show that Device B is available, but device B continues to spin and say "Looking for available iPod, iPhones..." In peerPickerController:sessionForConnectionType: , when I am attempting to connect B to C, I am trying to have device B reuse its same GKSession that it is using in its connection to

GKSession peer disconnect causes other peers to appear disconnected

做~自己de王妃 提交于 2019-12-01 08:11:17
My app uses GKSession with GKSessionModePeer. It has to handle peers arbitrarily connecting and disconnecting because this is a long running app and users should be able to go to background and come back later. This works fine most of the time. But sometimes, when a peer disconnects, other devices get notified with didChangeState:GKPeerStateDisconnected not only for the device that really disconnected but also for other devices that are actually still connected. I can reproduce this behavior with the code below and 4 devices (all on iOS 5). When everything goes as expected, when device A quits

GKSession peer disconnect causes other peers to appear disconnected

青春壹個敷衍的年華 提交于 2019-12-01 06:11:05
问题 My app uses GKSession with GKSessionModePeer. It has to handle peers arbitrarily connecting and disconnecting because this is a long running app and users should be able to go to background and come back later. This works fine most of the time. But sometimes, when a peer disconnects, other devices get notified with didChangeState:GKPeerStateDisconnected not only for the device that really disconnected but also for other devices that are actually still connected. I can reproduce this behavior