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GKMatch.chooseBestHostingPlayer(_:) always returns nil player
I'm building a game with a client-server architecture. Using GKMatch.chooseBestHostingPlayer(_:) rarely works. When I started testing it today, it worked once at the very beginning, and since then it always succeeds on one client and returns nil on the other client. I'm testing with a Mac and an iPhone. Sometimes it fails on the Mac, sometimes on the iPhone. On the device that it succeeds on, the provided host can be the device itself or the other one. I created FB9583628 in August 2021, but after the Feedback Assistant team replied that they are not able to reproduce it, the feedback never went forward. import SceneKit import GameKit #if os(macOS) typealias ViewController = NSViewController #else typealias ViewController = UIViewController #endif class GameViewController: ViewController, GKMatchmakerViewControllerDelegate, GKMatchDelegate { var match: GKMatch? var matchStarted = false override func viewDidLoad() { super.viewDidLoad() GKLocalPlayer.local.authenticateHandler = authenticate } private func authenticate(_ viewController: ViewController?, _ error: Error?) { #if os(macOS) if let viewController = viewController { presentAsSheet(viewController) } else if let error = error { print(error) } else { print("authenticated as \(GKLocalPlayer.local.gamePlayerID)") let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())! viewController.matchmakerDelegate = self GKDialogController.shared().present(viewController) } #else if let viewController = viewController { present(viewController, animated: true) } else if let error = error { print(error) } else { print("authenticated as \(GKLocalPlayer.local.gamePlayerID)") let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())! viewController.matchmakerDelegate = self present(viewController, animated: true) } #endif } private func defaultMatchRequest() -> GKMatchRequest { let request = GKMatchRequest() request.minPlayers = 2 request.maxPlayers = 2 request.defaultNumberOfPlayers = 2 request.inviteMessage = "Ciao!" return request } func matchmakerViewControllerWasCancelled(_ viewController: GKMatchmakerViewController) { print("cancelled") } func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFailWithError error: Error) { print(error) } func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFind match: GKMatch) { self.match = match match.delegate = self startMatch() } func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) { print("\(player.gamePlayerID) changed state to \(String(describing: state))") startMatch() } func startMatch() { let match = match! if matchStarted || match.expectedPlayerCount > 0 { return } print("starting match with local player \(GKLocalPlayer.local.gamePlayerID) and remote players \(match.players.map({ $0.gamePlayerID }))") match.chooseBestHostingPlayer { host in print("host is \(String(describing: host?.gamePlayerID))") } } }
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19
1h
Does CLANG_CXX_LANGUAGE_STANDARD affect my Swift app and why is it not set to Compiler Default?
I was just comparing the build settings of two of my apps to try to understand why they behave differently (one of them uses the full screen on iPad, and the other one has small top and bottom black borders, although that's not the issue I want to discuss now). I saw that the option CLANG_CXX_LANGUAGE_STANDARD is set to gnu++0x for the older project, while it's set to gnu++17 for the newer one. The documentation lists different possible values and also a default one: Compiler Default: Tells the compiler to use its default C++ language dialect. This is normally the best choice unless you have specific needs. (Currently equivalent to GNU++98.) If it really is the best choice (normally), why is it not used when creating a new default Xcode project? Or is it better to select a newer compiler version (GNU++98 sounds quite old compared to GNU++17)? Also, does this affect Swift code?
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221
3w
Resolving URL from bookmark data doesn't automatically mount SMB volume on iOS
On macOS, the Finder allows to connect to a server and store the login credentials. When creating a bookmark to a file on a server and resolving it again, the server is mounted automatically (unless I provide the option URL.BookmarkResolutionOptions.withoutMounting). I just tried connecting to my Mac from my iPad via SMB in the Files app and storing a bookmark to a file on the server, but disconnecting the server and trying to resolve the bookmark throws the error (I translated the English text from Italian): Error Domain=NSFileProviderErrorDomain Code=-2001 "No file provider was found with the identifier "com.apple.SMBClientProvider.FileProvider"'" UserInfo={NSLocalizedDescription=No file provider was found with the identifier "com.apple.SMBClientProvider.FileProvider"., NSUnderlyingError=0x302a1a340 {Error Domain=NSFileProviderErrorDomain Code=-2013 "(null) "}} Every time I disconnect and reconnect to the server, selecting the same file returns a different path. The first time I got /private/var/mobile/Library/LiveFiles/com.apple.filesystems.smbclientd/WtFD3Ausername/path/to/file.txt The next time WtFD3A changed to EqHc2g and so on. Is it not possible to automatically mount a server when resolving a bookmark on iOS? The following code allows to reproduce the issue: struct ContentView: View { @State private var isPresentingFilePicker = false @AppStorage("bookmarkData") private var bookmarkData: Data? @State private var url: URL? @State private var stale = false @State private var error: Error? var body: some View { VStack { Button("Open") { isPresentingFilePicker = true } if let url = url { Text(url.path) } else if bookmarkData != nil { Text("couldn't resolve bookmark data") } else { Text("no bookmark data") } if stale { Text("bookmark is stale") } if let error = error { Text("\(error)") .foregroundStyle(.red) } } .padding() .fileImporter(isPresented: $isPresentingFilePicker, allowedContentTypes: [.data]) { result in do { let url = try result.get() if url.startAccessingSecurityScopedResource() { bookmarkData = try url.bookmarkData() } } catch { self.error = error } } .onChange(of: bookmarkData, initial: true) { _, bookmarkData in if let bookmarkData = bookmarkData { do { url = try URL(resolvingBookmarkData: bookmarkData, bookmarkDataIsStale: &stale) } catch { self.error = error } } } } }
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247
3w
Getting a file icon on iOS
Some time ago I read somewhere that one can get a file icon on iOS like this: UIDocumentInteractionController(url: url).icons.last!) but this always returns the following image for every file: Today I tried the following, which always returns nil: (try? url.resourceValues(forKeys: [.effectiveIconKey]))?.allValues[.effectiveIconKey] as? UIImage Is there any way to get a file icon on iOS? You can try the above methods in this sample app: struct ContentView: View { @State private var isPresentingFilePicker = false @State private var url: URL? var body: some View { VStack { Button("Open") { isPresentingFilePicker = true } if let url = url { Image(uiImage: UIDocumentInteractionController(url: url).icons.last!) if let image = (try? url.resourceValues(forKeys: [.effectiveIconKey]))?.allValues[.effectiveIconKey] as? UIImage { Image(uiImage: image) } else { Text("none") } } } .padding() .fileImporter(isPresented: $isPresentingFilePicker, allowedContentTypes: [.data]) { result in do { let url = try result.get() if url.startAccessingSecurityScopedResource() { self.url = url } } catch { preconditionFailure(error.localizedDescription) } } } }
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296
4w
NSDictionary.isEqual(to:) with Swift dictionary compiles on macOS but not on iOS
The following code works when compiling for macOS: print(NSMutableDictionary().isEqual(to: NSMutableDictionary())) but produces a compiler error when compiling for iOS: 'NSMutableDictionary' is not convertible to '[AnyHashable : Any]' NSDictionary.isEqual(to:) has the same signature on macOS and iOS. Why does this happen? Can I use NSDictionary.isEqual(_:) instead?
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385
Feb ’25
Feedback Assistant: „This Feedback will no longer be monitored, and incoming messages will not be reviewed.“
Every now and then I get this very frustrating message on Feedback Assistant. For instance, in FB14696726 I reported an issue with the App Store Connect API. 4 weeks later, I got a reply, asking among other things for a „correlation key and Charles log“. I immediately replied saying that I didn‘t know what those are, and they replied After reviewing your feedback, it is unclear what the exact issue is. I pointed out that I had asked a question which was left unanswered, and they replied explaining what the correlation key is. Then I asked again what the Charles log is. They replied The Apple Developer website provides access to a range of videos covering various topics on using and developing with Apple technologies. You can find these videos on our Development Videos page: http://developer.apple.com/videos. I opened the link and searched for „Charles“ but there were no results, so I asked to kindly point me to the video answering my question. They replied 3 months later (today): Following up on our last message, we believe this issue is either resolved or not reproducible with the information provided and will now consider this report closed internally. This Feedback will no longer be monitored, and incoming messages will not be reviewed. This is not the first time I ask for clarification and get back a message basically telling me that „we won‘t answer any questions you may have and won‘t hear anything you still may have to say about this issue“. They didn‘t even ask me to verify if the issue is resolved or not, like they sometimes do. No, they just shut the door in my face. I just wanted to share this frustrating experience. Perhaps an Apple engineer wants to say something about it or a developer has had a similar experience?
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372
Dec ’24
Camera zoom in to 3D point in SceneKit scene
I would like to implement zoom functionality in my SceneKit game: when the user performs the pinch gesture on a point on the screen, the scene zooms in to make that point larger. Until now I simply changed SCNCamera.focalLength, but this simply zooms in to the center of what is currently visible on screen. Is it somehow possible to implement the zoom functionality described above by perhaps interactively rotating the camera at the same time towards the pinched point? Is there a formula for this? I would like to avoid suddenly rotating the camera to face the pinched point when the pinch gesture begins and then zoom in while the pinch is in progress.
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451
Dec ’24
Basic app intent always showing error in Shortcuts app "The action could not run because an internal error occurred."
I have a very basic App Intent extension in my macOS app that does nothing than accepting two parameters, but running it in Shortcuts always produces the error "The action “Compare” could not run because an internal error occurred.". What am I doing wrong? struct CompareIntent: AppIntent { static let title = LocalizedStringResource("intent.compare.title") static let description = IntentDescription("intent.compare.description") static let openAppWhenRun = true @Parameter(title: "intent.compare.parameter.original") var original: String @Parameter(title: "intent.compare.parameter.modified") var modified: String func perform() async throws -> some IntentResult { return .result() } }
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726
Dec ’24
Testing app intents and forcing Shortcuts app to refresh
The Verify the behavior of your intent in Simulator or on-device documentation says that it's sufficient to build and run the app and open the Shortcuts app to test an app intent, but that doesn't seem to be the case. I always needed to at least move the debugged app to the Applications folder before the app intents showed up in Shortcuts, and even then, most of the times I also need to wait a lot or restart the Mac. When updating an existing app intent (for instance by changing its title), building the app, overwriting the existing one in the Applications folder and restarting Shortcuts is not sufficient to make the new title appear in Shortcuts. Is there an efficient way to test app intents in the Shortcuts app? I already created FB15638502 one month ago but got no response.
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325
Dec ’24