I am a little bit confused about how to decode an SKSpriteNode.
I have the following SKSpriteNode class:
class Person : SKSpriteNode
{
var gender : Gender
var age : Age
var positionX : CGFloat!
var positionY : CGFloat!
let frontTexture : SKTexture
let backTexture : SKTexture
required convenience init?(coder aDecoder: NSCoder)
{
print("INITIALIZED WITH DECODER????")
guard let myPerson = aDecoder.decodeObject(forKey: "person") as? Person
else { return nil }
self.init(coder: aDecoder)
}
func encodeWithCoder(coder: NSCoder)
{
coder.encode(self, forKey: "person")
}
init(gender: Gender, age: Age, positionX: CGFloat, positionY: CGFloat, sceneSize: CGSize)
{
self.gender = gender
self.age = age
self.backTexture = SKTexture(imageNamed: "person_back")
self.frontTexture = SKTexture(imageNamed: "person_front")
var currentTexture = self.frontTexture
super.init(texture: currentTexture, color: .clear, size: frontTexture.size())
// Position of the person in the scene
self.position = updatePosition(positionX: positionX, positionY: positionY, sceneSize: sceneSize)
}
In a MultipeerConnection subclass, I use this to send encoded data (data seems to be archived correctly):
func sendData(dictionaryWithData dictionary: Dictionary<string, any="">, toPeer targetPeers: [MCPeerID])
{
let dataToSend = NSKeyedArchiver.archivedData(withRootObject: dictionary)
do
{
try session.send(dataToSend, toPeers: targetPeers, with: MCSessionSendDataMode.reliable)
}
catch
{
print("ERROR")
}
}
with data made as follows (crowd is an array [Person]):
func makeMessageCrowd() -> Dictionary<string, any="">
{
var messageToSend = Dictionary<string, any="">()
messageToSend["move"] = "start"
messageToSend["action"] = appDelegate.persons
return messageToSend
}
I use the following to receive the data:
func session(_ session: MCSession,
didReceive data: Data,
fromPeer peerID: MCPeerID)
{
let message = NSKeyedUnarchiver.unarchiveObject(with: data) as! Dictionary<string, any="">
if let moveType = message["move"] as? String
{
switch(moveType)
{
case "start":
appDelegate.persons = message["action"] as! [Person]
default:
print("default")
}
}
}
Right now, it starts initializing object Person with the convenience initializer, and then crashes here:
let message = NSKeyedUnarchiver.unarchiveObject(with: data) as! Dictionary<string, any="">
saying that it found a nil value. However, data seems to have 15000 bytes, so it was passed well.
If instead of a convenience initializer, I use this:
required init?(coder aDecoder: NSCoder)
{
//fatalError("NSCoding not supported")
self.gender = Gender.male
self.age = Age.young
self.frontTexture = SKTexture(imageNamed: "person_front")
self.backTexture = SKTexture(imageNamed: "person_back")
self.positionX = 0
self.positionY = 0
super.init(coder: aDecoder)
}
I do not have a crash, however the array [Person] on the peer device is created using the default values initialized as above, and not as passed.
The culprit is definitely this as it returns nil in the first case:
guard let myPerson = aDecoder.decodeObject(forKey: "person") as? Person
else { return nil }
How do I do encode and decode a custom class properly?
Thanks a lot!