I am attempting to ascertain a connection between two units utilizing cellular community. The config in each units are okay permitting use cellular knowledge for the app.
I can join and begin the sport with WIFI networ
`// Provoke matchmaking
- (void)initiateMatchmakingWithViewController:(UIViewController*)rustViewController {
dispatch_async(dispatch_get_main_queue(), ^{
if (![GKLocalPlayer localPlayer].isAuthenticated) {
NSLog(@"Participant is just not authenticated.");
return;
}
NSLog(@"Making ready MatchMaker");
GKMatchRequest *request = [[GKMatchRequest alloc] init];
request.minPlayers = 2;
request.maxPlayers = 2;
GKMatchmakerViewController *mmvc = [[GKMatchmakerViewController alloc] initWithMatchRequest:request];
mmvc.matchmakerDelegate = self;
// Use the handed view controller to current the matchmaking UI
[rustViewController presentViewController:mmvc animated:YES completion:nil];
NSLog(@"MatchMaker working....");
// Retailer the rustViewController for later, to revert again to it
originalViewController = rustViewController;
});
}
// GKMatchmakerViewControllerDelegate strategies
- (void)matchmakerViewControllerWasCancelled:(GKMatchmakerViewController *)viewController {
[originalViewController dismissViewControllerAnimated:YES completion:nil];
NSLog(@"Matchmaking was cancelled.");
}
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFailWithError:(NSError *)error {
[originalViewController dismissViewControllerAnimated:YES completion:nil];
NSLog(@"Matchmaking failed with error: %@", error.localizedDescription);
}
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *)match {
[originalViewController dismissViewControllerAnimated:YES completion:nil];
self.currentMatch = match;
match.delegate = self;
NSLog(@"Match discovered.");
// Fetch particulars for every participant within the match
NSMutableArray<NSString *> *playerIDs = [NSMutableArray array];
for (GKPlayer *participant in match.gamers) {
[playerIDs addObject:player.playerID];
}
[GKPlayer loadPlayersForIdentifiers:playerIDs withCompletionHandler:^(NSArray<GKPlayer *> *players, NSError *error) {
if (error) {
NSLog(@"Error retrieving player details: %@", error.localizedDescription);
return;
}
for (GKPlayer *player in players) {
if (![player.playerID isEqualToString:GKLocalPlayer.localPlayer.playerID]) {
[self loadAndStoreAvatarForRemotePlayer:player];
}
}
}];
}`
I can see how each purchasers are in state “connecting” however the log “Match discovered.” it is by no means set.
I can also see this log “[Match] syncPlayers didn’t loadPlayersForLegacyIdentifiers”
GameKit