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when the app launches. However, the result comes from [self checkGameCenterAvailability] is not correct. Because of the asyn call in localPlayer.authenticateHandler.
I think this will make following code in init method not really useful. Because if GameCenterManager is init when app starts, gameCenterAvailable will always be NO. The essential syncGameCenter call is not called.
if (gameCenterAvailable) {
// Set GameCenter as available
[self setIsGameCenterAvailable:YES];
if (![[NSUserDefaults standardUserDefaults] boolForKey:[@"scoresSynced" stringByAppendingString:[self localPlayerId]]]
|| ![[NSUserDefaults standardUserDefaults] boolForKey:[@"achievementsSynced" stringByAppendingString:[self localPlayerId]]])
[self syncGameCenter];
else
[self reportSavedScoresAndAchievements];
}
I've put a temporary fix as following, everything works fine.
Fixed some issues on Mac OS X 10.10. Fixes#31. Fixes#14. The
interface has also been updated for Yosemite. However, there are still
problems with initialization as reported in issue #30.
I've the same issue with latest commit gameCenterAvailable will always be NO and I always see in a log: "scoresSynced not setup" and "achievementsSynced not setup". Why is that? However, after a second I see standard GC banner and afterward method: [[GameCenterManager sharedManager] saveAndReportScore:
works well and my scores sent to GC.
I first try to call
when the app launches. However, the result comes from
[self checkGameCenterAvailability]
is not correct. Because of the asyn call inlocalPlayer.authenticateHandler
.I think this will make following code in init method not really useful. Because if GameCenterManager is init when app starts, gameCenterAvailable will always be NO. The essential
syncGameCenter
call is not called.I've put a temporary fix as following, everything works fine.
I think checkGameCenterAvailability might be refactor to use completionHandler ?
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