/* |
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File:GKAuthenticationAppDelegate.m |
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Abstract: Provide an example of how to successfully authenticate with GameKit |
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NOTE: This code will not run properly until Game Center is enabled in iTunes Connect. |
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Version: 1.0 |
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Disclaimer: IMPORTANT: This Apple software is supplied to you by |
Apple Inc. ("Apple") in consideration of your agreement to the |
following terms, and your use, installation, modification or |
redistribution of this Apple software constitutes acceptance of these |
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install, modify or redistribute this Apple software. |
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In consideration of your agreement to abide by the following terms, and |
subject to these terms, Apple grants you a personal, non-exclusive |
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Software, with or without modifications, in source and/or binary forms; |
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text and disclaimers in all such redistributions of the Apple Software. |
Neither the name, trademarks, service marks or logos of Apple Inc. |
may be used to endorse or promote products derived from the Apple |
Software without specific prior written permission from Apple. Except |
as expressly stated in this notice, no other rights or licenses, express |
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any patent rights that may be infringed by your derivative works or by |
other works in which the Apple Software may be incorporated. |
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The Apple Software is provided by Apple on an "AS IS" basis. APPLE |
MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION |
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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL |
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Copyright (C) 2011 Apple Inc. All Rights Reserved. |
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*/ |
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#include <sys/types.h> |
#include <sys/sysctl.h> |
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#import "GKAuthenticationAppDelegate.h" |
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@implementation GKAuthenticationAppDelegate |
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@synthesize window; |
@synthesize mainViewController; |
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#pragma mark - |
#pragma mark Game Center Support |
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@synthesize currentPlayerID, |
gameCenterAuthenticationComplete; |
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#pragma mark - |
#pragma mark Game Center Support |
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// Check for the availability of Game Center API. |
BOOL isGameCenterAPIAvailable() |
{ |
// Check for presence of GKLocalPlayer API. |
Class gcClass = (NSClassFromString(@"GKLocalPlayer")); |
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// The device must be running running iOS 4.1 or later. |
NSString *reqSysVer = @"4.1"; |
NSString *currSysVer = [[UIDevice currentDevice] systemVersion]; |
BOOL osVersionSupported = ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending); |
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return (gcClass && osVersionSupported); |
} |
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#pragma mark - |
#pragma mark Application lifecycle |
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions |
{ |
// Override point for customization after application launch. |
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// Add the main view controller's view to the window and display. |
[self.window addSubview:mainViewController.view]; |
[self.window makeKeyAndVisible]; |
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self.gameCenterAuthenticationComplete = NO; |
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if (!isGameCenterAPIAvailable()) { |
// Game Center is not available. |
self.gameCenterAuthenticationComplete = NO; |
} else { |
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GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer]; |
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/* |
The authenticateWithCompletionHandler method is like all completion handler methods and runs a block |
of code after completing its task. The difference with this method is that it does not release the |
completion handler after calling it. Whenever your application returns to the foreground after |
running in the background, Game Kit re-authenticates the user and calls the retained completion |
handler. This means the authenticateWithCompletionHandler: method only needs to be called once each |
time your application is launched. This is the reason the sample authenticates in the application |
delegate's application:didFinishLaunchingWithOptions: method instead of in the view controller's |
viewDidLoad method. |
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Remember this call returns immediately, before the user is authenticated. This is because it uses |
Grand Central Dispatch to call the block asynchronously once authentication completes. |
*/ |
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error) { |
// If there is an error, do not assume local player is not authenticated. |
if (localPlayer.isAuthenticated) { |
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// Enable Game Center Functionality |
self.gameCenterAuthenticationComplete = YES; |
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if (! self.currentPlayerID || ! [self.currentPlayerID isEqualToString:localPlayer.playerID]) { |
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// Current playerID has changed. Create/Load a game state around the new user. |
self.currentPlayerID = localPlayer.playerID; |
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// Load game instance for new current player, if none exists create a new. |
} |
} else { |
// No user is logged into Game Center, run without Game Center support or user interface. |
self.gameCenterAuthenticationComplete = NO; |
} |
}]; |
} |
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// The user is not authenticated until the Completion Handler block is called. |
return YES; |
} |
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- (void)applicationDidEnterBackground:(UIApplication *)application |
{ |
/* |
Invalidate Game Center GKAuthentication and save game state, so the game doesn't start until the GKAuthentication |
Completion Handler is run. This prevents a new user from using the old users game state. |
*/ |
self.gameCenterAuthenticationComplete = NO; |
} |
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/* |
- (void)applicationWillEnterForeground:(UIApplication *)application |
{ |
// Do not call authenticateWithCompletionHandler again here.Once you have set the CompletionHandler in the |
// original call in application:didFinishLaunchingWithOptions, it will dispatch the block next time the |
// application enters foreground. |
} |
*/ |
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#pragma mark - |
#pragma mark Memory management |
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- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application |
{ |
/* |
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later. |
*/ |
} |
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- (void)dealloc |
{ |
[currentPlayerID release]; |
[mainViewController release]; |
[window release]; |
[super dealloc]; |
} |
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@end |