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iphone - Game Center 对接会 GKTurnBasedMatch 有明显滞后(约 1 分钟)

转载 作者:可可西里 更新时间:2023-11-01 04:02:49 26 4
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我正在通过 gamecenter 实现一款多人模式的回合制游戏。我有 2 台设备(1 台 ipad,1 台 iphone)在沙盒模式下进行测试,它们运行良好,但最近它开始在自动配对过程中遇到困难。在我从一个用户发送第一个回合后,另一台设备不会立即识别出该游戏,而是打开自己的新游戏。在它能够立即发现游戏在另一台设备上开始之前,配对就相当简单了。我不记得更改了与配对相关的任何部分(NSCodingGKTurnBasedEventHandlerGKTurnBasedMatchmakerViewControllerDelegate 委托(delegate)方法等)。

现在我从一台设备发送第一回合,需要等待大约 1 分钟,以便另一台设备可以成功连接到该游戏。连接发生后,endTurnWithMatchData 调用没有任何问题,它可以在 1-2 秒内发送和接收数据。但如果用户开始一个新游戏并且不得不等待 1 分钟以便另一个用户可以连接到他的游戏,那么这将不是一个好的用户体验。有没有人在汽车配对过程中遇到明显的滞后?我还没有实现邀请,所以我无法检查。我用 NSKeyedArchiver 存档的匹配数据似乎很大,有 3396 字节,即使对于几乎没有数据的新游戏也是如此。以下是我的代码的相关部分:

GameOptionsViewController:

- (void)turnBasedMatchmakerViewControllerWasCancelled:(GKTurnBasedMatchmakerViewController *)viewController
{
[self dismissViewControllerAnimated:YES completion:nil];
}

- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFailWithError:(NSError *)error
{
[self dismissViewControllerAnimated:YES completion:nil];
}

- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController didFindMatch:(GKTurnBasedMatch *)match
{
[self dismissViewControllerAnimated:NO completion:nil];
self.gcMatch = match;
[self performSegueWithIdentifier:@"GameMultiplayer" sender:self];
}

- (void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if([segue.identifier isEqualToString:@"GameMultiplayer"])
{
GameViewController *GameVC = (GameViewController *)segue.destinationViewController;

[GameVC setGameMode:GAMEMODE_MULTIPLAYER_SAMEDEVICE];

//Multiplayer game it is
if(self.gcMatch != nil)
{
[GameVC setGameMode:GAMEMODE_MULTIPLAYER_GAMECENTER];
GameVC.gcMatchDelegate = self;
GameVC.gcMatch = self.gcMatch;
NSLog(@"Game OVC Segue: Match ID | %@", self.gcMatch.matchID);

}
}
else
{
...
}
}

GameViewController:

//This method is called according to user actions
//It's the only method I use to send data to other participant
-(void) sendCurrentGameDataWithNewTurn:(BOOL) newTurn
{
NSLog(@"Sending game data current participant : %@", gcMatch.currentParticipant.playerID);

//Update match data if it is corrupted anyhow
if (gcMatch.currentParticipant == nil)
{
[GKTurnBasedMatch loadMatchWithID:gcMatch.matchID withCompletionHandler:^(GKTurnBasedMatch *match, NSError *error)
{
if (error != nil)
{
NSLog(@"Error :%@", error);
return ;
}
[self sendCurrentGameDataWithNewTurn:newTurn];
}];
}
else
{
NSData *matchData = [NSKeyedArchiver archivedDataWithRootObject:game];

//Game advances to new player, buttons are disabled
if(newTurn)
{
NSLog(@"SENDING NEW TURN");

NSUInteger currentIndex = [gcMatch.participants
indexOfObject:gcMatch.currentParticipant];

GKTurnBasedParticipant *nextParticipant;
nextParticipant = [gcMatch.participants objectAtIndex:
((currentIndex + 1) % [gcMatch.participants count])];

[gcMatch endTurnWithNextParticipants:[NSArray arrayWithObject:nextParticipant] turnTimeout:GC_TURN_TIMEOUT matchData:matchData completionHandler:^(NSError *error) {
NSLog(@"Sent");
if (error) {
NSLog(@"SNT - %@", error);
}
}];
}
else
{
NSLog(@"ONLY UPDATING DATA");
[gcMatch saveCurrentTurnWithMatchData:matchData completionHandler:^(NSError *error) {
NSLog(@"Sent");
if (error) {
NSLog(@"OUD - %@", error);
}
}];
}
}

-(void) updateGameDataWithGCMatch
{
//Update whole game data
self.game = [NSKeyedUnarchiver unarchiveObjectWithData:self.gcMatch.matchData];

//Update game ui
...
}

-(void) handleTurnEventForMatch:(GKTurnBasedMatch *)match didBecomeActive:(BOOL)didBecomeActive
{
//Check if I got data for the currently active match that options vc forwarded me here, if not do some debug print and return
if(![self.gcMatch.matchID isEqual:match.matchID])
{
//For debugging reasons I skip if i get info for any previous match (other player quit etc)
NSLog(@"GCMatch matchID: %@ match matchID: %@",self.gcMatch.matchID,match.matchID);
return;
}

NSLog(@"Turn event handle");

self.gcMatch = match;

if([match.currentParticipant.playerID isEqualToString: [GKLocalPlayer localPlayer].playerID ])
{
//Disable field buttons
[self setFieldButtonsEnabled:TRUE];
[self turnChangeAnimationFromLeftToRight:FALSE];
}

[self updateGameDataWithGCMatch];
}

最佳答案

关于你的问题:

我自己在 Game Center 上对匹配进行了相当多的锻炼,也经常遇到延迟,这已被证明不是我的网站造成的,而是苹果游戏中心服务器造成的。

至于额外的指导:

据我所知,您目前在设备上进行匹配的方法是:

看看是否有我可以连接的比赛 --> 如果是,请求游戏数据并连接到比赛,否则开始你自己的比赛并广播比赛数据

根据我的经验,更好的做法是从 matchrequestbroadcasts 开始,等到找到第二个玩家,定义服务器设备(例如,通过游戏中心名称的较低校验和),然后在该设备上开始游戏。

关于iphone - Game Center 对接会 GKTurnBasedMatch 有明显滞后(约 1 分钟),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15616593/

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