How to get game center achievements description - objective-c

How to get game center achievements description into NSString?

Apple makes it very nice for you with this simple block method:
- (void) retrieveAchievmentMetadata {
[GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler:
^(NSArray *descriptions, NSError *error) {
if (error != nil)
// process the errors
if (descriptions != nil)
// use the achievement descriptions.
}];
}
You can then extract the NSStrings from the descriptions array.
There is more documentation on this topic here: http://developer.apple.com/library/ios/#DOCUMENTATION/NetworkingInternet/Conceptual/GameKit_Guide/Achievements/Achievements.html
I hope this helps!

Related

Apple Music detect is member

In iOS 9.3 Apple release new APIs. Now developers can see if a user is currently a member of Apple Music. I'm trying to understand how it works.
My code -only first time- asks the user whether to access the music library but I don't understand how to determine in what ways you can detect if user is a member and open Apple Music to join it. These actions in Shazam works really great. How can I do something like that?
Thanks in advance!
[SKCloudServiceController requestAuthorization:^(SKCloudServiceAuthorizationStatus status) {
NSLog(#"status is %ld", (long)status);
SKCloudServiceController *cloudServiceController = [[SKCloudServiceController alloc] init];
[cloudServiceController requestCapabilitiesWithCompletionHandler:^(SKCloudServiceCapability capabilities, NSError * _Nullable error) {
NSLog(#"%lu %#", (unsigned long)capabilities, error);
if (capabilities >= SKCloudServiceCapabilityAddToCloudMusicLibrary || capabilities==SKCloudServiceCapabilityMusicCatalogPlayback) {
NSLog(#"You CAN add to iCloud!");
} else {
NSLog(#"The ability to add Apple Music track is not there. sigh.");
}
}];
}];
You should check for the SKCloudServiceCapabilityMusicCatalogPlayback flag in capabilities. The code in your question checks whether the capabilities variable equals that flag, but you need to use bitwise operators. Here is how you'll do that.
SKCloudServiceController *controller = [SKCloudServiceController new];
[controller requestCapabilitiesWithCompletionHandler:^(SKCloudServiceCapability capabilities, NSError * _Nullable error) {
if (error != nil) {
NSLog(#"Error getting SKCloudServiceController capabilities: %#", error);
} else if (capabilities & SKCloudServiceCapabilityMusicCatalogPlayback) {
// The user has an active subscription
} else {
// The user does *not* have an active subscription
}
}];
You can tell that SKCloudServiceCapabilityMusicCatalogPlayback is a flag and not just a regular constant value because the value uses bitwise operators (the "<<" shown in Apple's documentation).
SKCloudServiceCapabilityMusicCatalogPlayback = 1 << 0
https://developer.apple.com/reference/storekit/skcloudservicecapability/skcloudservicecapabilitymusiccatalogplayback?language=objc

Heart Rate data on apple Watch

Can we access the heart rate directly from the apple watch? I know this is a duplicate question, but no one has asked this in like 5 months. I know you can access it from the Health App but I'm not sure how "real-time" that will be.
Heart Rate Raw Data information is now available in Watchkit for watchOS 2.0.
WatchOS 2 includes many enhancements to other existing frameworks such as HealthKit, enabling access to the health sensors that access heart rate and health information in real-time.
You could check this information in the following session which is total 30 minutes presentation.If you do not want to watch entire session, then you directly jump to Healthkit API features which is in between 25-28 min:
WatchKit for watchOS 2.0 Session in WWDC 2015
Here is the source code implementation link
As stated in the HKWorkout Class Reference:
The HKWorkout class is a concrete subclass of the HKSample class.
HealthKit uses workouts to track a wide range of activities. The
workout object not only stores summary information about the activity
(for example, duration, total distance, and total energy burned), it
also acts as a container for other samples. You can associate any
number of samples with a workout. In this way, you can add detailed
information relevant to the workout.
In that given link, the following part of the code defines sample rate of heartRate
NSMutableArray *samples = [NSMutableArray array];
HKQuantity *heartRateForInterval =
[HKQuantity quantityWithUnit:[HKUnit unitFromString:#"count/min"]
doubleValue:95.0];
HKQuantitySample *heartRateForIntervalSample =
[HKQuantitySample quantitySampleWithType:heartRateType
quantity:heartRateForInterval
startDate:intervals[0]
endDate:intervals[1]];
[samples addObject:heartRateForIntervalSample];
As they state there:
You need to fine tune the exact length of your associated samples
based on the type of workout and the needs of your app. Using 5 minute
intervals minimizes the amount of memory needed to store the workout ,
while still providing a general sense of the change in intensity over
the course of a long workout. Using 5 second intervals provides a
much-more detailed view of the workout, but requires considerably more
memory and processing.
After exploring HealthKit and WatchKit Extension, My findings are as follows:
We do not need the WatchKit Extension to get the Heart Rate Data.
You just need to have an iPhone with paired Apple watch (which is obvious)
The Default Apple Watch Heart Rate monitor app updates the HealthKit data immediately only when it is in the foreground.
When the Default Apple Watch Heart Rate monitor app is in the Background, it updates the HealthKit data at the interval of 9-10 mins.
To get the Heart rate data from the HealthKit following query needs to be fired periodically.
func getSamples() {
let heathStore = HKHealthStore()
let heartrate = HKQuantityType.quantityType(forIdentifier: .heartRate)
let sort: [NSSortDescriptor] = [
.init(key: HKSampleSortIdentifierStartDate, ascending: false)
]
let sampleQuery = HKSampleQuery(sampleType: heartrate!, predicate: nil, limit: 1, sortDescriptors: sort, resultsHandler: resultsHandler)
heathStore.execute(sampleQuery)
}
func resultsHandler(query: HKSampleQuery, results: [HKSample]?, error: Error?) {
guard error == nil else {
print("cant read heartRate data", error!)
return
}
guard let sample = results?.first as? HKQuantitySample else { return }
// let heartRateUnit: HKUnit = .init(from: "count/min")
// let doubleValue = sample.quantity.doubleValue(for: heartRateUnit)
print("heart rate is", sample)
}
Please update me if anyone gets more information.
Happy Coding.
Update
I've updated your code to be clear and general, and be aware that you need to get authorization for reading HeathKit data and adding info.plist key Privacy - Health Records Usage Description
There is no direct way to access any sensors on the Apple Watch. You will have to rely on access from HealthKit.
An Apple evangelist said this
It is not possible to create a heart monitor app at this time. The
data isn't guaranteed to be sent to iPhone in real-time, so you won't
be able to determine what's going on in any timely fashion.
See https://devforums.apple.com/message/1098855#1098855
You can get heart rate data by starting a workout and query heart rate data from healthkit.
Ask for premission for reading workout data.
HKHealthStore *healthStore = [[HKHealthStore alloc] init];
HKQuantityType *type = [HKQuantityType quantityTypeForIdentifier:HKQuantityTypeIdentifierHeartRate];
HKQuantityType *type2 = [HKQuantityType quantityTypeForIdentifier:HKQuantityTypeIdentifierDistanceWalkingRunning];
HKQuantityType *type3 = [HKQuantityType quantityTypeForIdentifier:HKQuantityTypeIdentifierActiveEnergyBurned];
[healthStore requestAuthorizationToShareTypes:nil readTypes:[NSSet setWithObjects:type, type2, type3, nil] completion:^(BOOL success, NSError * _Nullable error) {
if (success) {
NSLog(#"health data request success");
}else{
NSLog(#"error %#", error);
}
}];
In AppDelegate on iPhone, respond this this request
-(void)applicationShouldRequestHealthAuthorization:(UIApplication *)application{
[healthStore handleAuthorizationForExtensionWithCompletion:^(BOOL success, NSError * _Nullable error) {
if (success) {
NSLog(#"phone recieved health kit request");
}
}];
}
Then implement Healthkit Delegate:
-(void)workoutSession:(HKWorkoutSession *)workoutSession didFailWithError:(NSError *)error{
NSLog(#"session error %#", error);
}
-(void)workoutSession:(HKWorkoutSession *)workoutSession didChangeToState:(HKWorkoutSessionState)toState fromState:(HKWorkoutSessionState)fromState date:(NSDate *)date{
dispatch_async(dispatch_get_main_queue(), ^{
switch (toState) {
case HKWorkoutSessionStateRunning:
//When workout state is running, we will excute updateHeartbeat
[self updateHeartbeat:date];
NSLog(#"started workout");
break;
default:
break;
}
});
}
Now it's time to write **[self updateHeartbeat:date]**
-(void)updateHeartbeat:(NSDate *)startDate{
//first, create a predicate and set the endDate and option to nil/none
NSPredicate *Predicate = [HKQuery predicateForSamplesWithStartDate:startDate endDate:nil options:HKQueryOptionNone];
//Then we create a sample type which is HKQuantityTypeIdentifierHeartRate
HKSampleType *object = [HKSampleType quantityTypeForIdentifier:HKQuantityTypeIdentifierHeartRate];
//ok, now, create a HKAnchoredObjectQuery with all the mess that we just created.
heartQuery = [[HKAnchoredObjectQuery alloc] initWithType:object predicate:Predicate anchor:0 limit:0 resultsHandler:^(HKAnchoredObjectQuery *query, NSArray<HKSample *> *sampleObjects, NSArray<HKDeletedObject *> *deletedObjects, HKQueryAnchor *newAnchor, NSError *error) {
if (!error && sampleObjects.count > 0) {
HKQuantitySample *sample = (HKQuantitySample *)[sampleObjects objectAtIndex:0];
HKQuantity *quantity = sample.quantity;
NSLog(#"%f", [quantity doubleValueForUnit:[HKUnit unitFromString:#"count/min"]]);
}else{
NSLog(#"query %#", error);
}
}];
//wait, it's not over yet, this is the update handler
[heartQuery setUpdateHandler:^(HKAnchoredObjectQuery *query, NSArray<HKSample *> *SampleArray, NSArray<HKDeletedObject *> *deletedObjects, HKQueryAnchor *Anchor, NSError *error) {
if (!error && SampleArray.count > 0) {
HKQuantitySample *sample = (HKQuantitySample *)[SampleArray objectAtIndex:0];
HKQuantity *quantity = sample.quantity;
NSLog(#"%f", [quantity doubleValueForUnit:[HKUnit unitFromString:#"count/min"]]);
}else{
NSLog(#"query %#", error);
}
}];
//now excute query and wait for the result showing up in the log. Yeah!
[healthStore executeQuery:heartQuery];
}
You also have a turn on Healthkit in capbilities. Leave a comment below if you have any questions.

How to remove Game Center game with 0 participants

I'm trying to clear all my matches in Game Center, and I'm using the following code to do so:
if ([GKLocalPlayer localPlayer].authenticated == NO) {
[[GKLocalPlayer localPlayer] setAuthenticateHandler:^(UIViewController* viewcontroller, NSError *error) {
[GKTurnBasedMatch loadMatchesWithCompletionHandler: ^(NSArray *matches, NSError *error){
for (GKTurnBasedMatch *match in matches) {
NSLog(#"Match ID:%#", match.matchID);
[match removeWithCompletionHandler:^(NSError *error){
NSLog(#"%#", error);}];
}}];
}];
} else {
NSLog(#"Already authenticated!");
}
And this works for almost all my games, except a few which all have 0 participants. The description of these games is as follows:
GKTurnBasedMatch 0x17eb78b0 - matchID:2e36f8fe-5b07-4fea-9e8f-6997187f2235 bundleID:Mad-Shark-GamesTEST.Letterslide status:GKTurnBasedMatchStatusOpen message:(null) creationDate:2014-03-14 23:44:06 +0000 currentParticipant:(null) participants:(null) matchData.length:0 matchDataMaximumSize:65536 exchanges:(null)
I've seen the post on removing invalid games, but my error is not caused by an invite, and I have no participants to change the state. Unfortunately I can't remember exactly what I did to cause this error, and I've been trying to replicate it but so far no "luck". Can anyone help me figure out what could have caused this and how to clear out these games? Thank you!!
I know it's a long time since you posted the question, but today i came up to a similar situation and my solution was to "force" participantQuitOutOfTurnWithOutcome:, even if i had no participants.
[updatedMatch participantQuitOutOfTurnWithOutcome:GKTurnBasedMatchOutcomeQuit withCompletionHandler:^(NSError *error)
{
if (error)
{}
else
{}
}];

iOS 6 game Center

previously to me upgrading to iOS 6, I had gamecenter working as it should. Now I cannot seem to pass achievements to the gamecenter. The achievement happens, notifies the user with an alert but says "not achieved" in the game center. I have made a sandbox account and the app has not yet been reviewed.
This is how I was previously sending an achievement to game center:
[gameCenterManager submitAchievement:#"shareFacebook" percentComplete:100];
Is this not right anymore? I previously implemented this from the tutorial by mobile.tutsplus.com
Thanks in advance
This is how I'm doing it and seems to work well enough in iOS 6:
- (void) reportAchievementIdentifier: (NSString*) identifier percentComplete: (float) percent
{
GKAchievement *achievement = [[GKAchievement alloc] initWithIdentifier: identifier];
if (achievement)
{
achievement.percentComplete = percent;
[achievement reportAchievementWithCompletionHandler:^(NSError *error)
{
if (error != nil)
{
NSLog(#"Error in reporting achievements: %#", error);
}
}];
}
}
Hope this helps!

How to get gamecenter app friends in Objective C?

How to get list of gamecenter friends who are playing my game in iphone.
Use -[GKLocalPlayer loadFriendsWithCompletionHandler:]. For example (untested code):
[[GKLocalPlayer localPlayer] loadFriendsWithCompletionHandler:
^(NSArray *friends, NSError *error)
{
if (error)
{
// Handle error
}
else
{
// friends is an array of player identifiers of the user's friends
// Now would be a good time to copy or retain it.
}
} ];