Iphone 使用GameKit连接第三台设备

Iphone 使用GameKit连接第三台设备,iphone,gamekit,gksession,Iphone,Gamekit,Gksession,我现在正在基本上使用GameKit。我能够连接两台设备并在它们之间发送消息 我有3个设备,我们称它们为设备A、B和C 我能够将A连接到B、A连接到C、B连接到C,作为单独的设置 如果我将A连接到B,然后尝试将B连接到C,设备C将显示设备B可用,但设备B继续旋转并说“正在寻找可用的iPod、iPhone…” 在peerPickerController:sessionForConnectionType:中,当我试图将B连接到C时,我试图让设备B重用它在连接到A时使用的相同GKSession。。。因为

我现在正在基本上使用GameKit。我能够连接两台设备并在它们之间发送消息

我有3个设备,我们称它们为设备A、B和C

我能够将A连接到B、A连接到C、B连接到C,作为单独的设置

如果我将A连接到B,然后尝试将B连接到C,设备C将显示设备B可用,但设备B继续旋转并说“正在寻找可用的iPod、iPhone…”

peerPickerController:sessionForConnectionType:
中,当我试图将B连接到C时,我试图让设备B重用它在连接到A时使用的相同
GKSession
。。。因为如果我在设备B上创建新会话,它可以连接到设备C,但会断开与设备a的连接

以下是连接类型的
会话:

 -(GKSession*)peerPickerController:(GKPeerPickerController *)picker sessionForConnectionType:(GKPeerPickerConnectionType)type {

   // session is a synthesized GKSession
        if (session == nil) {
            session = [[GKSession alloc] initWithSessionID:nil  displayName:@"" sessionMode:GKSessionModePeer];
            session.delegate = self;        
        } 


        return session;
    }

我最终采用了服务器/客户端设置,这更易于管理。这样,只有一个服务器PeerID,而不是每个连接都有一个服务器PeerID。我找不到很多好的例子,所以我在这里包含了基本的GameKit服务器/客户端代码

// if the device in an ipad, treat it as a host / server
if ([[[UIDevice currentDevice] model] isEqualToString:@"iPad"]) {
        isHost = YES;
    } else {
        isHost = NO;
    }

// monitor if this device is connected to another device
    isConnected = NO;
}




#pragma mark GameKit Methods

// Called when a change in the connection state is detected
- (void)session:(GKSession *)session peer:(NSString *)peerID didChangeState:(GKPeerConnectionState)state {

    NSLog(@"Session:Peer:%@ Did Change State", peerID);
     Globals *globals = [Globals shareData];

    switch (state) {
        case GKPeerStateConnected:
            NSLog(@"GKPeerStateConnected");

            [globals.localSession setDataReceiveHandler:self withContext:nil];

// if this device is not the host and is not connected yet...
            if (!isHost && !isConnected) {

// update variables, save the Server PeerId and the local Session so we can use them later 
                isConnected = YES;
                serverSession = peerID];
                localSession = session;
            }
            break;

        case GKPeerStateDisconnected:
            NSLog(@"GKPeerStateDisconnected");
            break;

        case GKPeerStateAvailable:
            NSLog(@"GKPeerStateAvailable");
            if (!isHost) {
                NSLog(@"Attempting to Connect...");
// the server is available, try to connect to it
                [session connectToPeer:peerID withTimeout:20];
            }
            break;

        case GKPeerStateConnecting:
            NSLog(@"GKPeerStateConnecting");
            break;

        case GKPeerStateUnavailable:
            NSLog(@"GKPeerStateUnavailable");
            break;
    }

}

// Called if this device receives a request for a connection
// This should only happen on the Server device
-(void)session:(GKSession *)session didReceiveConnectionRequestFromPeer:(NSString *)peerID {
    NSLog(@"Received Connection Request From %@", peerID);

// Accept the connection request from the peer
    [session acceptConnectionFromPeer:peerID error:nil];
}

- (void)receiveData:(NSData *)data fromPeer:(NSString *)peer inSession:(GKSession *)session context:(void *)context {
    NSLog(@"Received Data");   
}

-(void)session:(GKSession *)session didFailWithError:(NSError *)error {
    NSLog(@"Session Failed: %@", error);
}


// Connected to a UIButton
-(IBAction)sendData {
    NSLog(@"Sending Data ...");   
}

// Connected to a UIButton
-(IBAction)beginConnection {

    Globals *globals = [Globals shareData];

// Set this up as a server
    if (isHost) {
        GKSession *session = [[GKSession alloc] initWithSessionID:@"" displayName:@"Server" sessionMode:GKSessionModeServer];
        session.delegate = self;
        session.available = YES;       
        NSLog(@"Setting Server Session Peer:%@",  session.peerID);
        globals.localSession = session;
    } 

// or set it up as a client
else {
        GKSession *session = [[GKSession alloc] initWithSessionID:@"" displayName:nil sessionMode:GKSessionModeClient];
        session.delegate = self;
        session.available = YES;
        NSLog(@"Setting CLIENT Session Peer:%@", session.peerID);
        globals.localSession = session;
    }

}


... Dealloc, etc...

@end

我最终采用了服务器/客户端设置,这更易于管理。这样,只有一个服务器PeerID,而不是每个连接都有一个服务器PeerID。我找不到很多好的例子,所以我在这里包含了基本的GameKit服务器/客户端代码

// if the device in an ipad, treat it as a host / server
if ([[[UIDevice currentDevice] model] isEqualToString:@"iPad"]) {
        isHost = YES;
    } else {
        isHost = NO;
    }

// monitor if this device is connected to another device
    isConnected = NO;
}




#pragma mark GameKit Methods

// Called when a change in the connection state is detected
- (void)session:(GKSession *)session peer:(NSString *)peerID didChangeState:(GKPeerConnectionState)state {

    NSLog(@"Session:Peer:%@ Did Change State", peerID);
     Globals *globals = [Globals shareData];

    switch (state) {
        case GKPeerStateConnected:
            NSLog(@"GKPeerStateConnected");

            [globals.localSession setDataReceiveHandler:self withContext:nil];

// if this device is not the host and is not connected yet...
            if (!isHost && !isConnected) {

// update variables, save the Server PeerId and the local Session so we can use them later 
                isConnected = YES;
                serverSession = peerID];
                localSession = session;
            }
            break;

        case GKPeerStateDisconnected:
            NSLog(@"GKPeerStateDisconnected");
            break;

        case GKPeerStateAvailable:
            NSLog(@"GKPeerStateAvailable");
            if (!isHost) {
                NSLog(@"Attempting to Connect...");
// the server is available, try to connect to it
                [session connectToPeer:peerID withTimeout:20];
            }
            break;

        case GKPeerStateConnecting:
            NSLog(@"GKPeerStateConnecting");
            break;

        case GKPeerStateUnavailable:
            NSLog(@"GKPeerStateUnavailable");
            break;
    }

}

// Called if this device receives a request for a connection
// This should only happen on the Server device
-(void)session:(GKSession *)session didReceiveConnectionRequestFromPeer:(NSString *)peerID {
    NSLog(@"Received Connection Request From %@", peerID);

// Accept the connection request from the peer
    [session acceptConnectionFromPeer:peerID error:nil];
}

- (void)receiveData:(NSData *)data fromPeer:(NSString *)peer inSession:(GKSession *)session context:(void *)context {
    NSLog(@"Received Data");   
}

-(void)session:(GKSession *)session didFailWithError:(NSError *)error {
    NSLog(@"Session Failed: %@", error);
}


// Connected to a UIButton
-(IBAction)sendData {
    NSLog(@"Sending Data ...");   
}

// Connected to a UIButton
-(IBAction)beginConnection {

    Globals *globals = [Globals shareData];

// Set this up as a server
    if (isHost) {
        GKSession *session = [[GKSession alloc] initWithSessionID:@"" displayName:@"Server" sessionMode:GKSessionModeServer];
        session.delegate = self;
        session.available = YES;       
        NSLog(@"Setting Server Session Peer:%@",  session.peerID);
        globals.localSession = session;
    } 

// or set it up as a client
else {
        GKSession *session = [[GKSession alloc] initWithSessionID:@"" displayName:nil sessionMode:GKSessionModeClient];
        session.delegate = self;
        session.available = YES;
        NSLog(@"Setting CLIENT Session Peer:%@", session.peerID);
        globals.localSession = session;
    }

}


... Dealloc, etc...

@end

嗨,克里斯,我想为iOS设备实现客户机-服务器模型。我找不到太多关于这方面的信息,你能给我推荐一些我可以使用的指针或资源吗?@SumitLonkar这是我写的一篇关于这个的帖子()嘿,Chris,我想为iOS设备实现客户机-服务器模型。我找不到太多关于这方面的信息,你能给我推荐一些我可以使用的指针或资源吗?@SumitLonkar这是我写的一篇关于这个()