Swift - Game Center not available
I am trying to implement Game Center in my Swift game. I have a menu controller where the user can press the "SCORES" button, which should go to the Game Center view controller.
This is the code that runs in the vc menu when a button is pressed:
var gcViewController: GKGameCenterViewController = GKGameCenterViewController()
gcViewController.gameCenterDelegate = self
gcViewController.viewState = GKGameCenterViewControllerState.Leaderboards
gcViewController.leaderboardIdentifier = "VHS"
self.presentViewController(gcViewController, animated: true, completion: nil)
I have a code in Game Center vc, but I don't think it has a chance to run. The app stops executing after this code (no breakpoints or errors, just won't let me press anything) and displays a popup message that reads:
Game Center Unavailable
Player is not signed in
The only other answer I get is in Xcode, where the following line is printed in the log:
2014-08-29 14:10:33.157 Valley[2291:304785] 17545849:_UIScreenEdgePanRecognizerEdgeSettings.edgeRegionSize=13.000000
I have no idea what this means or why Game Center is not working. Can anyone please help?
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Assuming you've included Game Center in your app and also added the leaderboard to iTunes Connect, you'll need to authenticate your player before you can show GC. Also, make sure you've created a test user in iTunes Connect that you can use to sign in to Game Center when prompted.
Yours MenuViewController
should authenticate the local player in viewDidLoad like this:
class MenuViewController: UIViewController,
GKGameCenterControllerDelegate
{
var leaderboardIdentifier: String? = nil
var gameCenterEnabled: Bool = false
override func viewDidLoad()
{
super.viewDidLoad()
//Your code that sets up your scene or other set up code
//HERE IS WHERE YOU AUTHENTICATE
authenticateLocalPlayer()
}
func authenticateLocalPlayer()
{
var localPlayer = getLocalPlayer() // see GKLocalPlayerHack.h
localPlayer.authenticateHandler =
{ (viewController : UIViewController!, error : NSError!) -> Void in
if viewController != nil
{
self.presentViewController(viewController, animated:true, completion: nil)
}
else
{
if localPlayer.authenticated
{
self.gameCenterEnabled = true
localPlayer.loadDefaultLeaderboardIdentifierWithCompletionHandler
{ (leaderboardIdentifier, error) -> Void in
if error != nil
{
print("error")
}
else
{
self.leaderboardIdentifier = leaderboardIdentifier
print("\(self.leaderboardIdentifier)") //in your example "VHS" should be returned
}
}
}
else
{
print("not able to authenticate fail")
self.gameCenterEnabled = false
if error
{
print("\(error.description)")
}
else
{
print( "error is nil")
}
}
}
}
}
func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController!)
{
gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
}
}
After successful authentication, you will be able to submit to Game Center.
Pay attention to the line:
var localPlayer = getLocalPlayer() // see GKLocalPlayerHack.h
To get this to work you need a little hack to get GKLocalPlayer to render correctly in Swift.
Create a new class in Objective-C and name the file GKLocalPlayerHack.h / m
In the put header:
// GKLocalPlayerHack.h
// Issue with GameKit and Swift
// https://stackoverflow.com/questions/24045244/game-center-not-authenticating-using-swift
#import <GameKit/GameKit.h>
@interface GKLocalPlayerHack : NSObject
GKLocalPlayer *getLocalPlayer(void);
@end
In put implementation file:
// GKLocalPlayerHack.m
// Issue with GameKit and Swift
// https://stackoverflow.com/questions/24045244/game-center-not-authenticating-using-swift
#import "GKLocalPlayerHack.h"
@implementation GKLocalPlayerHack
GKLocalPlayer *getLocalPlayer(void)
{
return [GKLocalPlayer localPlayer];
}
@end
Be sure to add:
#import "GKLocalPlayerHack.h"
To your bridged header. Accept credit to @marmph for his answer in this question: Game Center is not authenticating with Swift
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You can use this, I am building Easy Game Center for iOS Game Center at github https://github.com/DaRkD0G/Easy-Game-Center-Swift
Message from France, Nativity of Christ
Begin
(1) Add FrameWork GameKit.framework
(2) Create two files:
GKLocalPlayerHack.h
#import <GameKit/GameKit.h>
@interface GKLocalPlayerHack : NSObject
GKLocalPlayer *getLocalPlayer(void);
@end
GKLocalPlayerHack.m
#import "GKLocalPlayerHack.h"
@implementation GKLocalPlayerHack
GKLocalPlayer *getLocalPlayer(void) {
return [GKLocalPlayer localPlayer];
}
@end
(3) In your Swift Bridging Header.h (Objectic-c import)
#import "GKLocalPlayerHack.h"
Further
class GameCenter {
// Game Center
let gameCenterPlayer=GKLocalPlayer.localPlayer()
var canUseGameCenter:Bool = false {
didSet{if canUseGameCenter == true {// load prev. achievments form Game Center
gameCenterLoadAchievements()}
}}
var gameCenterAchievements=[String:GKAchievement]()
/**
builder
*/
init(uiControlNow : UIViewController) {
// Do any additional setup after loading the view.
self.gameCenterPlayer.authenticateHandler={(var gameCenterVC:UIViewController!, var gameCenterError:NSError!) -> Void in
if gameCenterVC != nil {
//showAuthenticationDialogWhenReasonable: is an example method name. Create your own method that displays an authentication view when appropriate for your app.
//showAuthenticationDialogWhenReasonable(gameCenterVC!)
uiControlNow.presentViewController(gameCenterVC, animated: true, completion: { () -> Void in
// no idea
})
}
else if self.self.gameCenterPlayer.authenticated == true {
self.self.canUseGameCenter = true
} else {
self.canUseGameCenter = false
}
if gameCenterError != nil
{ println("Game Center error: \(gameCenterError)")}
}
}
/**
Load prev achievement granted to the player
*/
func gameCenterLoadAchievements(){
// load all prev. achievements for GameCenter for the user to progress can be added
var allAchievements=[GKAchievement]()
GKAchievement.loadAchievementsWithCompletionHandler({ (allAchievements, error:NSError!) -> Void in
if error != nil{
println("Game Center: could not load achievements, error: \(error)")
} else {
for anAchievement in allAchievements {
if let oneAchievement = anAchievement as? GKAchievement {
self.gameCenterAchievements[oneAchievement.identifier]=oneAchievement}
}
}
})
}
/**
Add progress to an achievement
:param: Progress achievement Double
:param: ID Achievement
*/
func gameCenterAddProgressToAnAchievement(progress:Double,achievementID:String) {
if canUseGameCenter == true { // only update progress if user opt-in to use Game Center
// lookup if prev progress is logged for this achievement = achievement is already know (and loaded) form Game Center for this user
var lookupAchievement:GKAchievement? = gameCenterAchievements[achievementID]
if let achievement = lookupAchievement {
// found the achievement with the given achievementID, check if it already 100% done
if achievement.percentComplete != 100 {
// set new progress
achievement.percentComplete = progress
if progress == 100.0 {achievement.showsCompletionBanner=true} // show banner only if achievement is fully granted (progress is 100%)
// try to report the progress to the Game Center
GKAchievement.reportAchievements([achievement], withCompletionHandler: {(var error:NSError!) -> Void in
if error != nil {
println("Couldn't save achievement (\(achievementID)) progress to \(progress) %")
}
})
}
else {// achievemnt already granted, nothing to do
println("DEBUG: Achievement (\(achievementID)) already granted")}
} else { // never added progress for this achievement, create achievement now, recall to add progress
println("No achievement with ID (\(achievementID)) was found, no progress for this one was recoreded yet. Create achievement now.")
gameCenterAchievements[achievementID] = GKAchievement(identifier: achievementID)
// recursive recall this func now that the achievement exist
gameCenterAddProgressToAnAchievement(progress, achievementID: achievementID)
}
}
}
/**
Remove One Achievements
:param: ID Achievement
*/
func resetAchievements(achievementID:String) {
var lookupAchievement:GKAchievement? = gameCenterAchievements[achievementID]
if let achievement = lookupAchievement {
GKAchievement.resetAchievementsWithCompletionHandler({ (var error:NSError!) -> Void in
if error != nil {
ToolKit.log("Couldn't Reset achievement (\(achievementID))")
} else {
ToolKit.log("Reset achievement (\(achievementID))")
}
})
} else {
println("No achievement with ID (\(achievementID)) was found, no progress for this one was recoreded yet. Create achievement now.")
gameCenterAchievements[achievementID] = GKAchievement(identifier: achievementID)
// recursive recall this func now that the achievement exist
self.resetAchievements(achievementID)
}
}
}
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