iphone-sdk-3.0 singleton cocos2d-iphone nsdata nskeyedarchiver

iphone sdk 3.0 - estado del juego singleton cocos2d, initWithEncoder siempre devuelve null



iphone-sdk-3.0 cocos2d-iphone (2)

¡Justo! Creo que lo descubrí. Además, encontré una bonita macro para guardar el tiempo: http://cocoawithlove.com/2008/11/singletons-appdelegates-and-top-level.html

Y la macro modificada que estoy usando: http://github.com/taberrr/Objective-C-Optimized-Singleton.git (Me gusta "sharedGameState" sobre "sharedInstance")

Espero que esto ayude a alguien más a tratar de hacer lo mismo ... aquí está mi sencillo NSCoder GameState trabajando:

GameState.h:

#import "SynthesizeSingleton.h" #import "cocos2d.h" @interface GameState : NSObject <NSCoding> { NSInteger level, score; Boolean seenInstructions; } @property (readwrite) NSInteger level; @property (readwrite) NSInteger score; @property (readwrite) Boolean seenInstructions; SYNTHESIZE_SINGLETON_FOR_CLASS_HEADER(GameState); +(void)loadState; +(void)saveState; @end

GameState.m:

#import "SynthesizeSingleton.h" #import "GameState.h" #import "Constants.h" @implementation GameState @synthesize level, score, seenInstructions; SYNTHESIZE_SINGLETON_FOR_CLASS(GameState); - (id)init { if((self = [super init])) { self.level = 1; self.score = 0; self.seenInstructions = NO; } return self; } +(void)loadState { @synchronized([GameState class]) { // just in case loadState is called before GameState inits if(!sharedGameState) [GameState sharedGameState]; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *file = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:file]; if(saveFileExists) { // don''t need to set the result to anything here since we''re just getting initwithCoder to be called. // if you try to overwrite sharedGameState here, an assert will be thrown. [NSKeyedUnarchiver unarchiveObjectWithFile:file]; } } } +(void)saveState { @synchronized([GameState class]) { GameState *state = [GameState sharedGameState]; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; [NSKeyedArchiver archiveRootObject:state toFile:saveFile]; } } #pragma mark - #pragma mark NSCoding Protocol Methods -(void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:self.level forKey:@"level"]; [coder encodeInt:self.score forKey:@"score"]; [coder encodeBool:self.seenInstructions forKey:@"seenInstructions"]; } -(id)initWithCoder:(NSCoder *)coder { self = [super init]; if(self != nil) { self.level = [coder decodeIntForKey:@"level"]; self.score = [coder decodeIntForKey:@"score"]; self.seenInstructions = [coder decodeBoolForKey:@"seenInstructions"]; } return self; } @end

Ahorro:

- (void)applicationWillTerminate:(UIApplication *)application { ... [GameState saveState]; ... }

Cargando:

// somewhere in your app, maybe in applicationDidFinishLaunching GameState *state = [GameState sharedGameState]; NSLog(@"sharedGameState: %@", state); [GameState loadState];

Si alguien ve algún problema con esto, POR FAVOR, hable. :)

Sin embargo, parece funcionar bien.

Intento escribir un singleton de prueba de estado de juego en cocos2d, pero por alguna razón al cargar la aplicación, nunca se invoca initWithCoder. Cualquier ayuda sería muy apreciada, gracias.

Aquí está mi singleSta GameState.h:

#import "cocos2d.h" @interface GameState : NSObject <NSCoding> { NSInteger level, score; Boolean seenInstructions; } @property (readwrite) NSInteger level; @property (readwrite) NSInteger score; @property (readwrite) Boolean seenInstructions; +(GameState *) sharedState; +(void) loadState; +(void) saveState; @end

... y GameState.m:

#import "GameState.h" #import "Constants.h" @implementation GameState static GameState *sharedState = nil; @synthesize level, score, seenInstructions; -(void)dealloc { [super dealloc]; } -(id)init { if(!(self = [super init])) return nil; level = 1; score = 0; seenInstructions = NO; return self; } +(void)loadState { @synchronized([GameState class]) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:saveFile]; if(!sharedState) { sharedState = [GameState sharedState]; } if(saveFileExists == YES) { [sharedState release]; sharedState = [[NSKeyedUnarchiver unarchiveObjectWithFile:saveFile] retain]; } // at this point, sharedState is null, saveFileExists is 1 if(sharedState == nil) { // this always occurs CCLOG(@"Couldn''t load game state, so initialized with defaults"); sharedState = [self sharedState]; } } } +(void)saveState { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; [NSKeyedArchiver archiveRootObject:[GameState sharedState] toFile:saveFile]; } +(GameState *)sharedState { @synchronized([GameState class]) { if(!sharedState) { [[GameState alloc] init]; } return sharedState; } return nil; } +(id)alloc { @synchronized([GameState class]) { NSAssert(sharedState == nil, @"Attempted to allocate a second instance of a singleton."); sharedState = [super alloc]; return sharedState; } return nil; } +(id)allocWithZone:(NSZone *)zone { @synchronized([GameState class]) { if(!sharedState) { sharedState = [super allocWithZone:zone]; return sharedState; } } return nil; } ... -(void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:level forKey:@"level"]; [coder encodeInt:score forKey:@"score"]; [coder encodeBool:seenInstructions forKey:@"seenInstructions"]; } -(id)initWithCoder:(NSCoder *)coder { CCLOG(@"initWithCoder called"); self = [super init]; if(self != nil) { CCLOG(@"initWithCoder self exists"); level = [coder decodeIntForKey:@"level"]; score = [coder decodeIntForKey:@"score"]; seenInstructions = [coder decodeBoolForKey:@"seenInstructions"]; } return self; } @end

... Estoy guardando el estado al salir de la aplicación, así:

- (void)applicationWillTerminate:(UIApplication *)application { [GameState saveState]; [[CCDirector sharedDirector] end]; }

... y cargando el estado cuando la aplicación termina de cargarse, así:

- (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ... [GameState loadState]; ... }

Intenté moverme donde también llamo loadState, por ejemplo en mi CCScene principal, pero tampoco parecía funcionar.

Gracias de nuevo por adelantado.


No necesita descargar la macro modificada. El allocWithZone original devuelto nil. Simplemente corrige el original así:

de:

+ (id)allocWithZone:(NSZone *)zone / { / @synchronized(self) / { / if (shared##classname == nil) / { / shared##classname = [super allocWithZone:zone]; / return shared##classname; / } / } / / return nil; / } /

a:

+ (id)allocWithZone:(NSZone *)zone / { / @synchronized(self) / { / if (shared##classname == nil) / { / shared##classname = [super allocWithZone:zone]; / } / } / / return shared##classname; / } /