I'm testing network loss handling in my app on the simulator.
Turning WiFi OFF triggers pathUpdateHandler with .unsatisfied status.
Turning WiFi back to ON triggers pathUpdateHandler with .unsatisfied status again.
I noticed that pathUpdateHandler is triggered right after I enabled WiFi, but before WiFi actually connects to the network. When the laptop is actually connected to the WiFi network - pathUpdateHandler isn't triggered, so my app stays in "offline" mode permanently.
networkMonitor.pathUpdateHandler = { [weak self] path in
guard let self = self else { return }
DispatchQueue.main.async {
if path.status == .satisfied {
self.status = .connected
} else {
print(path.unsatisfiedReason)
self.status = .disconnected
}
}
}
monitor.start(queue: queue)
networkMonitor is retained by my DIContainer
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Hi, I have an app to display a realtime train arrivals. Users usually set their morning and evening stations for commutes and the app knows what info to display.
A couple years ago I've added a widget and now pretty significant amount of my users just swipe right on the home screen to check their commute schedule.
A typical user would check schedule around same time, may be about 1h window in the morning and 1h window in the evening. But even updating once in 3 minutes my be not enough. Update is a single and relatively small HTTP request. I can make it even a few times smaller to optimise for widget.
I'm trying to find a solution so my users can still have a valuable information displayed in the widget, but from the session about new widgets and even after lab advice (was really good btw) - I struggle to find a solution at leas as good as the current one, Im not even trying to improve my users experience.
Do you have any suggestion guys?
PS: Current widget has 3 buttons which are useful, but I understand there is no way to have that.
PPS: It will be really useful for developers who have apps with widgets and in a similar situation as me (eg. widget show real time info or based on user interaction) to know what is EOF for "old" widgets.
Thanks.
It will be great if the download link will be working for iPad and will open Playgrounds app.
I found a workaround - installing 3rd party unzip software for the iPad, and then open folder using Playgrounds app.
I think it will be so much easier if you can open it straight in the Playgrounts app without those manipulations.
Thanks!