/* |
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File: PlayerModel.m |
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Abstract: Provide an example of how to successfully submit achievements and store them when network connection is not available |
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Version: 1.0 |
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Copyright (C) 2011 Apple Inc. All Rights Reserved. |
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*/ |
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#import "PlayerModel.h" |
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@implementation PlayerModel |
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@synthesize storedFilename, storedAchievements; |
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- (id)init |
{ |
self = [super init]; |
if (self) { |
writeLock = [[NSLock alloc] init]; |
NSString* path = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]; |
storedFilename = [[NSString alloc] initWithFormat:@"%@/%@.storedAchievements.plist",[GKLocalPlayer localPlayer].playerID,path]; |
} |
return self; |
} |
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- (void)dealloc |
{ |
[writeLock release]; |
[storedFilename release]; |
[storedAchievements release]; |
[super dealloc]; |
} |
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// Try to submit all stored achievements to update any achievements that were not successful. |
- (void)resubmitStoredAchievements |
{ |
if (storedAchievements) { |
for (NSString *key in storedAchievements){ |
GKAchievement * achievement = [storedAchievements objectForKey:key]; |
[storedAchievements removeObjectForKey:key]; |
[self submitAchievement:achievement]; |
} |
[self writeStoredAchievements]; |
} |
} |
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// Load stored achievements and attempt to submit them |
- (void)loadStoredAchievements |
{ |
if (!storedAchievements) { |
NSDictionary * unarchivedObj = [NSKeyedUnarchiver unarchiveObjectWithFile:storedFilename];; |
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if (unarchivedObj) { |
storedAchievements = [[NSMutableDictionary alloc] initWithDictionary:unarchivedObj]; |
[self resubmitStoredAchievements]; |
} else { |
storedAchievements = [[NSMutableDictionary alloc] init]; |
} |
} |
} |
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// store achievements to disk to submit at a later time. |
- (void)writeStoredAchievements |
{ |
[writeLock lock]; |
NSData * archivedAchievements = [NSKeyedArchiver archivedDataWithRootObject:storedAchievements]; |
NSError * error; |
[archivedAchievements writeToFile:storedFilename options:NSDataWritingFileProtectionNone error:&error]; |
if (error) { |
// Error saving file, handle accordingly |
} |
[writeLock unlock]; |
} |
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// Submit an achievement to the server and store if submission fails |
- (void)submitAchievement:(GKAchievement *)achievement |
{ |
if (achievement) { |
// Submit the achievement. |
[achievement reportAchievementWithCompletionHandler: ^(NSError *error){ |
if (error) { |
// Store achievement to be submitted at a later time. |
[self storeAchievement:achievement]; |
} else { |
if ([storedAchievements objectForKey:achievement.identifier]) { |
// Achievement is reported, remove from store. |
[storedAchievements removeObjectForKey:achievement.identifier]; |
} |
[self resubmitStoredAchievements]; |
} |
}]; |
} |
} |
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// Create an entry for an achievement that hasn't been submitted to the server |
- (void)storeAchievement:(GKAchievement *)achievement |
{ |
GKAchievement * currentStorage = [storedAchievements objectForKey:achievement.identifier]; |
if (!currentStorage || (currentStorage && currentStorage.percentComplete < achievement.percentComplete)) { |
[storedAchievements setObject:achievement forKey:achievement.identifier]; |
[self writeStoredAchievements]; |
} |
} |
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// Reset all the achievements for local player |
- (void)resetAchievements |
{ |
[GKAchievement resetAchievementsWithCompletionHandler: ^(NSError *error) |
{ |
if (!error) { |
[storedAchievements release]; |
storedAchievements = [[NSMutableDictionary alloc] init]; |
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// overwrite any previously stored file |
[self writeStoredAchievements]; |
} else { |
// Error clearing achievements. |
} |
}]; |
} |
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@end |