In the previous article, we laid the foundation of the network component of the game by enabling a user to host or join a game. At the end of the tutorial, we successfully established a connection between two devices running the application separately. In this tutorial, we will take a closer look at how we send data from one socket to another.
Introduction
As we saw in the previous tutorial, the CocoaAsyncSocket library makes working with sockets quite easy. However, there is more to the story than sending a simple string from one device to another, as we did in the previous tutorial. In the first article of this series, I wrote that the TCP protocol can manage a continuous stream of data in two directions. The problem, however, is that it is literally a continuous stream of data. The TCP protocol takes care of sending the data from one end of the connection to the other, but it is up to the receiver to make sense of what is being sent through that connection.
There are several solutions to this problem. The HTTP protocol, which is built on top of the TCP protocol, sends an HTTP header with every request and response. The HTTP header contains information about the request or response, which the receiver can use to make sense of the incoming stream of data. One key component of the HTTP header is the length of the body. If the receiver knows the length of the body of the request or response, it can extract the body from the incoming stream of data.
That’s great, but how does the receiver know how long the header is? Every HTTP header field ends with a CRLF (Carriage Return, Line Feed) and the HTTP header itself also ends with a CRLF. This means that the header of each HTTP request and response ends with two CRLFs. When the receiver reads the incoming data from the read stream, it only has to search for this pattern (two consecutive CRLFs) in the read stream. By doing so, the receiver can identify and extract the header of the HTTP request or response. With the header extracted, extracting the body of the HTTP request or response is pretty straightforward.
The strategy that we will be using differs from how the HTTP protocols operates. Every packet of data that we send through the connection is prefixed with a header that has a fixed length. The header is not as complex as an HTTP header. The header that we will be using contains one piece of information, the length of the body or packet that comes after the header. In other words, the header is nothing more than a number that informs the receiver of the length of the body. With that knowledge, the receiver can successfully extract the body or packet from the incoming stream of data. Even though this is a simple approach, it works surprisingly well as you will see in this tutorial.
1. Packets
It is important to understand that the above strategies are tailored to the TCP protocol and they only work because of how the TCP protocol operates. The TCP protocol does its very best to ensure that every packet reaches its destination in the order that it was sent; thus, the strategies that I have outlined work very well.
Step 1: Creating the Packet Class
Even though we can send any type of data through a TCP connection, it is recommended to provide a custom structure to hold the data we would like to send. We can accomplish this by creating a custom packet class. The advantage of this approach becomes evident once we start using the packet class. The idea is simple, though. The class is an Objective-C class that holds data; the body, if you will. It also includes some extra information about the packet, called the header. The main difference with the HTTP protocol is that the header and body are not strictly separated. The packet class will also need to conform to the NSCoding
protocol, which means that instances of the class can be encoded and decoded. This is key if we want to send instances of the packet class through a TCP connection.
Create a new Objective-C class, make it a subclass of NSObject
, and name it MTPacket
(figure 1). For the game that we are building, the packet class can be fairly simple. The class has three properties, type
, action
, and data
. The type
property is used to identify the purpose of the packet while the action
property contains the intention of the packet. The data
property is used to store the actual contents or load of the packet. This will all become clearer once we start using the packet class in our game.
Take a moment to inspect the interface of the MTPacket
class shown below. As I mentioned, it is essential that instances of the class can be encoded and decoded by conforming to the NSCoding
protocol. To conform to the NSCoding
protocol, we only need to implement two (required) methods, encodeWithCoder:
and initWithCoder:
.
Another important detail is that the type
and action
properties are of type MTPacketType
and MTPacketAction
, respectively. You can find the type definitions at the top of MTPacket.h. If you are not familiar with typedef
and enum
, you can read more about it at Stack Overflow. It will make working with the MTPacket
class a lot easier.
The class’ data
property is of type id
. This means that it can be any Objective-C object. The only requirement is that it conforms to the NSCoding
protocol. Most members of the Foundation framework, such as NSArray
, NSDictionary
, and NSNumber
, conform to the NSCoding
protocol.
To make it easy to initialize instances of the MTPacket
class, we declare a designated initializer that takes the packet’s data, type, and action as arguments.
#import <Foundation/Foundation.h> extern NSString * const MTPacketKeyData; extern NSString * const MTPacketKeyType; extern NSString * const MTPacketKeyAction; typedef enum { MTPacketTypeUnknown = -1 } MTPacketType; typedef enum { MTPacketActionUnknown = -1 } MTPacketAction; @interface MTPacket : NSObject @property (strong, nonatomic) id data; @property (assign, nonatomic) MTPacketType type; @property (assign, nonatomic) MTPacketAction action; #pragma mark - #pragma mark Initialization - (id)initWithData:(id)data type:(MTPacketType)type action:(MTPacketAction)action; @end
The implementation of the MTPacket
class shouldn’t be too difficult if you are familiar with the NSCoding
protocol. As we saw earlier, the NSCoding
protocol defines two methods and both are required. They are automatically invoked when an instance of the class is encoded (encodeWithCoder:
) or decoded (initWithCoder:
). In other words, you never have to invoke these methods yourself. We will see how this works a bit later in this article.
As you can see below, the implementation of the designated initializer, initWithData:type:action:
couldn’t be easier. In the implementation file, it also becomes clear why we declared three string constants in the class’s interface. It is good practice to use constants for the keys you use in the NSCoding
protocol. The primary reason isn’t performance, but typing errors. The keys that you pass when encoding the class’s properties need to be identical to the keys that are used when decoding instances of the class.
#import "MTPacket.h" NSString * const MTPacketKeyData = @"data"; NSString * const MTPacketKeyType = @"type"; NSString * const MTPacketKeyAction = @"action"; @implementation MTPacket #pragma mark - #pragma mark Initialization - (id)initWithData:(id)data type:(MTPacketType)type action:(MTPacketAction)action { self = [super init]; if (self) { self.data = data; self.type = type; self.action = action; } return self; } #pragma mark - #pragma mark NSCoding Protocol - (void)encodeWithCoder:(NSCoder *)coder { [coder encodeObject:self.data forKey:MTPacketKeyData]; [coder encodeInteger:self.type forKey:MTPacketKeyType]; [coder encodeInteger:self.action forKey:MTPacketKeyAction]; } - (id)initWithCoder:(NSCoder *)decoder { self = [super init]; if (self) { [self setData:[decoder decodeObjectForKey:MTPacketKeyData]]; [self setType:[decoder decodeIntegerForKey:MTPacketKeyType]]; [self setAction:[decoder decodeIntegerForKey:MTPacketKeyAction]]; } return self; } @end
Step 2: Sending Data
Before we move on to the next piece of the puzzle, I want to make sure that the MTPacket
class works as expected. What better way to test this than by sending a packet as soon as a connection is established? Once this works, we can start refactoring the network logic by putting it in a dedicated controller.
When a connection is established, the application instance hosting the game is notified of this by the invocation of the socket:didAcceptNewSocket:
delegate method of the GCDAsyncSocketDelegate
protocol. We implemented this method in the previous article. Take a look at its implementation below to refresh your memory. The last line of its implementation should now be clear. We tell the new socket to start reading data and we pass a tag, an integer, as the last parameter. We don’t set a timeout (-1
) because we don’t know when we can expect the first packet to arrive.
What really interests us, however, is the first argument of readDataToLength:withTimeout:tag:
. Why do we pass sizeof(uint64_t)
as the first argument?
- (void)socket:(GCDAsyncSocket *)socket didAcceptNewSocket:(GCDAsyncSocket *)newSocket { NSLog(@"Accepted New Socket from %@:%hu", [newSocket connectedHost], [newSocket connectedPort]); // Socket [self setSocket:newSocket]; // Read Data from Socket [newSocket readDataToLength:sizeof(uint64_t) withTimeout:-1.0 tag:0]; }
The sizeof
function returns the length in bytes of the function’s argument, uint64_t
, which is defined in stdint.h (see below). As I explained earlier, the header that precedes every packet that we send has a fixed length (figure 2), which is very different from the header of an HTTP request or response. In our example, the header has only one purpose, telling the receiver the size of the packet that it precedes. In other words, by telling the socket to read incoming data the size of the header (sizeof(uint64_t)
), we know that we will have read the complete header. By parsing the header once it’s been extracted from the incoming stream of data, the receiver knows the size of the body that follows the header.
typedef unsigned long long uint64_t;
Import the header file of the MTPacket
class and amend the implementation of socket:didAcceptNewSocket:
as shown below (MTHostGameViewController.m). After instructing the new socket to start monitoring the incoming stream of data, we create an instance of the MTPacket
class, populate it with dummy data, and pass the packet to the sendPacket:
method.
#import "MTPacket.h"
- (void)socket:(GCDAsyncSocket *)socket didAcceptNewSocket:(GCDAsyncSocket *)newSocket { NSLog(@"Accepted New Socket from %@:%hu", [newSocket connectedHost], [newSocket connectedPort]); // Socket [self setSocket:newSocket]; // Read Data from Socket [newSocket readDataToLength:sizeof(uint64_t) withTimeout:-1.0 tag:0]; // Create Packet NSString *message = @"This is a proof of concept."; MTPacket *packet = [[MTPacket alloc] initWithData:message type:0 action:0]; // Send Packet [self sendPacket:packet]; }
As I wrote earlier, we can only send binary data through a TCP connection. This means that we need to encode the MTPacket
instance we created. Because the MTPacket
class conforms to the NSCoding
protocol, this isn’t a problem. Take a look at the sendPacket:
method shown below. We create a NSMutableData
instance and use it to initialize a keyed archiver. The NSKeyedArchiver
class is a subclass of NSCoder
and has the ability to encode objects conforming to the NSCoding
protocol. With the keyed archiver at our disposal, we encode the packet
.
We then create another NSMutableData
instance, which will be the data object that we will pass to the socket a bit later. The data object, however, does not only hold the encoded MTPacket
instance. It also needs to include the header that precedes the encoded packet. We store the length of the encoded packet in a variable named headerLength
which is of type uint64_t
. We then append the header to the NSMutableData
buffer. Did you spot the &
symbol preceding headerLength
? The appendBytes:length:
method expects a buffer of bytes, not the value of the headerLength
value. Finally, we append the contents of packetData
to the buffer. The buffer is then passed to writeData:withTimeout:tag:
. The CocoaAsyncSocket library takes care of the nitty gritty details of sending the data.
- (void)sendPacket:(MTPacket *)packet { // Encode Packet Data NSMutableData *packetData = [[NSMutableData alloc] init]; NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:packetData]; [archiver encodeObject:packet forKey:@"packet"]; [archiver finishEncoding]; // Initialize Buffer NSMutableData *buffer = [[NSMutableData alloc] init]; // Fill Buffer uint64_t headerLength = [packetData length]; [buffer appendBytes:&headerLength length:sizeof(uint64_t)]; [buffer appendBytes:[packetData bytes] length:[packetData length]]; // Write Buffer [self.socket writeData:buffer withTimeout:-1.0 tag:0]; }
Step 3: Receiving Data
To receive the packet we just sent, we need to modify the MTJoinGameViewController
class. Remember that in the previous article, we implemented the socket:didConnectToHost:port:
delegate method. This method is invoked when a connection is established after the client has joined a game. Take a look at its original implementation below. Just as we did in the MTHostGameViewController
class, we tell the socket to start reading data without a timeout.
- (void)socket:(GCDAsyncSocket *)socket didConnectToHost:(NSString *)host port:(UInt16)port { NSLog(@"Socket Did Connect to Host: %@ Port: %hu", host, port); // Start Reading [socket readDataToLength:sizeof(uint64_t) withTimeout:-1.0 tag:0]; }
When the socket has read the complete header preceding the packet data, it will invoke the socket:didReadData:withTag:
delegate method. The tag that is passed is the same tag in the readDataToLength:withTimeout:tag:
method. As you can see below, the implementation of the socket:didReadData:withTag:
is surprisingly simple. If tag
is equal to 0
, we pass the data
variable to parseHeader:
, which returns the header, that is, the length of the packet that follows the header. We now know the size the encoded packet and we pass that information to readDataToLength:withTimeout:tag:
. The timeout is set to 30
(seconds) and the last parameter, the tag, is set to 1
.
- (void)socket:(GCDAsyncSocket *)socket didReadData:(NSData *)data withTag:(long)tag { if (tag == 0) { uint64_t bodyLength = [self parseHeader:data]; [socket readDataToLength:bodyLength withTimeout:-1.0 tag:1]; } else if (tag == 1) { [self parseBody:data]; [socket readDataToLength:sizeof(uint64_t) withTimeout:30.0 tag:0]; } }
Before we look at the implementation of parseHeader:
, let’s first continue our exploration of socket:didReadData:withTag:
. If tag
is equal to 1
, we know that we have read the complete encoded packet. We parse the packet and repeat the cycle by telling the socket to watch out for the header of the next packet that arrives. It is important that we pass -1
for timeout (no timeout) as we don’t know when the next packet will arrive.
In the parseHeader:
method, the memcpy
function does all the heavy lifting for us. We copy the contents of data
in the variable headerLength
of type uint64_t
. If you are not familiar with the memcpy
function, you can read more about it here.
- (uint64_t)parseHeader:(NSData *)data { uint64_t headerLength = 0; memcpy(&headerLength, [data bytes], sizeof(uint64_t)); return headerLength; }
In parseBody:
, we do the reverse of what we did in the sendPacket:
method in the MTHostGameViewController
class. We create an instance of NSKeyedUnarchiver
, pass the data we read from the read stream, and create an instance of MTPacket
by decoding the data using the keyed unarchiver. To prove that everything works as it should, we log the packet’s data, type, and action to the Xcode console. Don’t forget to import the header file of the MTPacket
class.
#import "MTPacket.h"
- (void)parseBody:(NSData *)data { NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data]; MTPacket *packet = [unarchiver decodeObjectForKey:@"packet"]; [unarchiver finishDecoding]; NSLog(@"Packet Data > %@", packet.data); NSLog(@"Packet Type > %i", packet.type); NSLog(@"Packet Action > %i", packet.action); }
Run two instances of the application. Host a game on one instance and join that game on the other instance. You should see the contents of the packet being logged to the Xcode console.
2013-04-16 10:11:39.738 Four in a Row[1295:c07] Did Connect with Service: domain(local.) type(_fourinarow._tcp.) name(Tiger) port(58243) 2013-04-16 10:11:41.033 Four in a Row[1295:c07] Socket Did Connect to Host: 193.145.15.148 Port: 58243 2013-04-16 10:11:41.042 Four in a Row[1295:c07] Packet Data > This is a proof of concept. 2013-04-16 10:11:41.043 Four in a Row[1295:c07] Packet Type > 0 2013-04-16 10:11:41.044 Four in a Row[1295:c07] Packet Action > 0
2. Refactoring
It isn’t convenient to put the networking logic in the MTHostGameViewController
and MTJoinGameViewController
classes. This will only give us problems down the road. It is more appropriate to use MTHostGameViewController
and MTJoinGameViewController
for establishing the connection and passing the connection – the socket – to a controller that is in charge of the control and flow of the game.
The more complex a problem is, the more solutions a problem has and those solutions are often very specific to the problem. In other words, the solution presented in this article is a viable option, but don’t consider it as the only solution. For one of my projects, Pixelstream, I have also been using Bonjour and the CocoaAsyncSocket library. My approach for that project, however, is very different than the one I present here. In Pixelstream, I need to be able to send packets from various places in the application and I have therefore chosen to use a single object that manages the connection. In combination with completion blocks and a packet queue, this solution works very well for Pixelstream. In this article, however, the setup is less complicated because the problem is fairly simple. Don’t overcomplicate things if you don’t have to.
The strategy that we will use is simple. Both the MTHostGameViewController
and MTJoinGameViewController
classes have a delegate that is notified when a new connection is established. The delegate will be our MTViewController
instance. The latter will create a game controller, an instance of the MTGameController
class, that manages the connection and the flow of the game. The MTGameController
class will be in charge of the connection: sending and receiving packets as well as taking appropriate action based on the contents of the packets. If you were to work on a more complex game, then it would be good to separate network and game logic, but I don’t want to overcomplicate things too much in this example project. In this series, I want to make sure that you understand how the various pieces fit together so that you can adapt this strategy to whatever project you are working on.
Step 1: Creating Delegate Protocols
The delegate protocols that we need to create are not complex. Each protocol has two methods. Even though I am allergic to duplication, I think it is useful to create a separate delegate protocol for each class, the MTHostGameViewController
and MTJoinGameViewController
classes.
The declaration of the delegate protocol for the MTHostGameViewController
class is shown below. If you have created custom protocols before, then you won’t find any surprises.
#import <UIKit/UIKit.h> @class GCDAsyncSocket; @protocol MTHostGameViewControllerDelegate; @interface MTHostGameViewController : UIViewController @property (weak, nonatomic) id delegate; @end @protocol MTHostGameViewControllerDelegate - (void)controller:(MTHostGameViewController *)controller didHostGameOnSocket:(GCDAsyncSocket *)socket; - (void)controllerDidCancelHosting:(MTHostGameViewController *)controller; @end
The delegate protocol declared in the MTJoinGameViewController
class is almost identical. The only differences are the method signatures of the delegate methods.
#import <UIKit/UIKit.h> @class GCDAsyncSocket; @protocol MTJoinGameViewControllerDelegate; @interface MTJoinGameViewController : UITableViewController @property (weak, nonatomic) id delegate; @end @protocol MTJoinGameViewControllerDelegate - (void)controller:(MTJoinGameViewController *)controller didJoinGameOnSocket:(GCDAsyncSocket *)socket; - (void)controllerDidCancelJoining:(MTJoinGameViewController *)controller; @end
We also need to update the hostGame:
and joinGame:
actions in the MTViewController
class. The only change we make is assigning the MTViewController
instance as the delegate of the MTHostGameViewController
and MTJoinGameViewController
instances.
- (IBAction)hostGame:(id)sender { // Initialize Host Game View Controller MTHostGameViewController *vc = [[MTHostGameViewController alloc] initWithNibName:@"MTHostGameViewController" bundle:[NSBundle mainBundle]]; // Configure Host Game View Controller [vc setDelegate:self]; // Initialize Navigation Controller UINavigationController *nc = [[UINavigationController alloc] initWithRootViewController:vc]; // Present Navigation Controller [self presentViewController:nc animated:YES completion:nil]; }
- (IBAction)joinGame:(id)sender { // Initialize Join Game View Controller MTJoinGameViewController *vc = [[MTJoinGameViewController alloc] initWithStyle:UITableViewStylePlain]; // Configure Join Game View Controller [vc setDelegate:self]; // Initialize Navigation Controller UINavigationController *nc = [[UINavigationController alloc] initWithRootViewController:vc]; // Present Navigation Controller [self presentViewController:nc animated:YES completion:nil]; }
This also means that the MTViewController
class needs to conform to the MTHostGameViewControllerDelegate
and MTJoinGameViewControllerDelegate
delegate protocols and implement the methods of each protocol. We will take a look at the implementation of these delegate methods in a few moments. First, I would like to continue refactoring the MTHostGameViewController
and MTJoinGameViewController
classes.
#import "MTViewController.h" #import "MTHostGameViewController.h" #import "MTJoinGameViewController.h" @interface MTViewController () <MTHostGameViewControllerDelegate, MTJoinGameViewControllerDelegate> @end
Step 2: Refactoring MTHostGameViewController
The first thing that we need to do is update the socket:didAcceptNewSocket:
delegate method of the GCDAsyncSocket
delegate protocol. The method becomes much simpler because the work is moved to the delegate. We also invoke endBroadcast
, a helper method that we will implement in a moment. When a connection is established, we dismiss the host view controller and the game can start.
- (void)socket:(GCDAsyncSocket *)socket didAcceptNewSocket:(GCDAsyncSocket *)newSocket { NSLog(@"Accepted New Socket from %@:%hu", [newSocket connectedHost], [newSocket connectedPort]); // Notify Delegate [self.delegate controller:self didHostGameOnSocket:newSocket]; // End Broadcast [self endBroadcast]; // Dismiss View Controller [self dismissViewControllerAnimated:YES completion:nil]; }
In endBroadcast
, we make sure that we clean everything up. This is also a good moment to update the cancel:
action that we left unfinished in the previous article.
- (void)endBroadcast { if (self.socket) { [self.socket setDelegate:nil delegateQueue:NULL]; [self setSocket:nil]; } if (self.service) { [self.service setDelegate:nil]; [self setService:nil]; } }
In the cancel:
action, we notify the delegate by invoking the second delegate method and we also invoke endBroadcast
as we did earlier.
- (void)cancel:(id)sender { // Cancel Hosting Game [self.delegate controllerDidCancelHosting:self]; // End Broadcast [self endBroadcast]; // Dismiss View Controller [self dismissViewControllerAnimated:YES completion:nil]; }
Before continuing our refactoring spree, it is good practice to clean things up in the view controller’s dealloc
method as shown below.
- (void)dealloc { if (_delegate) { _delegate = nil; } if (_socket) { [_socket setDelegate:nil delegateQueue:NULL]; _socket = nil; } }
Step 3: Refactoring MTJoinGameViewController
Similar to what we did in the socket:didAcceptNewSocket:
method, we need to update the socket:didConnectToHost:port:
method as shown below. We notify the delegate, stop browsing for services, and dismiss the view controller.
- (void)socket:(GCDAsyncSocket *)socket didConnectToHost:(NSString *)host port:(UInt16)port { NSLog(@"Socket Did Connect to Host: %@ Port: %hu", host, port); // Notify Delegate [self.delegate controller:self didJoinGameOnSocket:socket]; // Stop Browsing [self stopBrowsing]; // Dismiss View Controller [self dismissViewControllerAnimated:YES completion:nil]; }
We also update the cancel:
and dealloc
methods as we did in the MTHostGameViewController
class.
- (void)cancel:(id)sender { // Notify Delegate [self.delegate controllerDidCancelJoining:self]; // Stop Browsing Services [self stopBrowsing]; // Dismiss View Controller [self dismissViewControllerAnimated:YES completion:nil]; }
- (void)dealloc { if (_delegate) { _delegate = nil; } if (_socket) { [_socket setDelegate:nil delegateQueue:NULL]; _socket = nil; } }
To make sure that we didn’t break anything, implement the delegate methods of both protocols in the MTViewController
class as shown below and run two instances of the application to test if we didn’t break anything. If all goes well, you should see the appropriate messages being logged to the Xcode console and the modal view controllers should automatically dismiss when a game is joined, that is, when a connection is established.
#pragma mark - #pragma mark Host Game View Controller Methods - (void)controller:(MTHostGameViewController *)controller didHostGameOnSocket:(GCDAsyncSocket *)socket { NSLog(@"%s", __PRETTY_FUNCTION__); } - (void)controllerDidCancelHosting:(MTHostGameViewController *)controller { NSLog(@"%s", __PRETTY_FUNCTION__); } #pragma mark - #pragma mark Join Game View Controller Methods - (void)controller:(MTJoinGameViewController *)controller didJoinGameOnSocket:(GCDAsyncSocket *)socket { NSLog(@"%s", __PRETTY_FUNCTION__); } - (void)controllerDidCancelJoining:(MTJoinGameViewController *)controller { NSLog(@"%s", __PRETTY_FUNCTION__); }
3. Implementing the Game Controller
Step 1: Creating the Game Controller Class
The MTViewController
class will not be in charge of handling the connection and the game flow. A custom controller class, MTGameController
will be in charge of this. One of the reasons for creating a separate controller class is that once the game has started, we won’t make a distinction between server and client. It is therefore appropriate to have a controller that is in charge of the connection and the game, but that doesn’t differentiate between the server and the client. Another reason is that the only responsibility of the MTHostGameViewController
and MTJoinGameViewController
classes is finding players on the local network and establishing a connection. They shouldn’t have any other responsibilities.
Create a new NSObject
subclass and name it MTGameController
(figure 3). The interface of the MTGameController
class is pretty straightforward as you can see below. This will change once we start implementing the game logic, but this will do for now. The designated initializer takes one argument, the GCDAsyncSocket
instance that it will be managing.
#import <Foundation/Foundation.h> @class GCDAsyncSocket; @interface MTGameController : NSObject #pragma mark - #pragma mark Initialization - (id)initWithSocket:(GCDAsyncSocket *)socket; @end
Before we implement initWithSocket:
, we need to create a private property for the socket. Create a class extension as shown below and declare a property of type GCDAsyncSocket
named socket
. I have also taken the liberty to import the header file of the MTPacket
class and define TAG_HEAD
and TAG_BODY
to make it easier to work with tags in the GCDAsyncSocketDelegate
delegate methods. Of course, the MTGameController
class needs to conform to the GCDAsyncSocketDelegate
delegate protocol to make everything work.
#import "MTGameController.h" #import "MTPacket.h" #define TAG_HEAD 0 #define TAG_BODY 1 @interface MTGameController () @property (strong, nonatomic) GCDAsyncSocket *socket; @end
The implementation of initWithSocket:
is shown below and shouldn’t be too surprising. We store a reference to the socket in the private property we just created, set the game controller as the socket’s delegate, and tell the socket to start reading incoming data, that is, intercept the first header that arrives.
#pragma mark - #pragma mark Initialization - (id)initWithSocket:(GCDAsyncSocket *)socket { self = [super init]; if (self) { // Socket self.socket = socket; self.socket.delegate = self; // Start Reading Data [self.socket readDataToLength:sizeof(uint64_t) withTimeout:-1.0 tag:TAG_HEAD]; } return self; }
The remainder of the refactoring process isn’t complicated either because we already did most of the work in the MTHostGameViewController
and MTJoinGameViewController
classes. Let’s start by taking a look at the implementation of the GCDAsyncSocketDelegate
delegate protocol. The implementation doesn’t differ from what we saw earlier in the MTHostGameViewController
and MTJoinGameViewController
classes.
- (void)socketDidDisconnect:(GCDAsyncSocket *)socket withError:(NSError *)error { NSLog(@"%s", __PRETTY_FUNCTION__); if (self.socket == socket) { [self.socket setDelegate:nil]; [self setSocket:nil]; } } - (void)socket:(GCDAsyncSocket *)socket didReadData:(NSData *)data withTag:(long)tag { if (tag == 0) { uint64_t bodyLength = [self parseHeader:data]; [socket readDataToLength:bodyLength withTimeout:-1.0 tag:1]; } else if (tag == 1) { [self parseBody:data]; [socket readDataToLength:sizeof(uint64_t) withTimeout:-1.0 tag:0]; } }
The implementation of sendPacket:
, parseHeader:
, and parseBody:
aren’t any different either.
- (void)sendPacket:(MTPacket *)packet { // Encode Packet Data NSMutableData *packetData = [[NSMutableData alloc] init]; NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:packetData]; [archiver encodeObject:packet forKey:@"packet"]; [archiver finishEncoding]; // Initialize Buffer NSMutableData *buffer = [[NSMutableData alloc] init]; // Fill Buffer uint64_t headerLength = [packetData length]; [buffer appendBytes:&headerLength length:sizeof(uint64_t)]; [buffer appendBytes:[packetData bytes] length:[packetData length]]; // Write Buffer [self.socket writeData:buffer withTimeout:-1.0 tag:0]; } - (uint64_t)parseHeader:(NSData *)data { uint64_t headerLength = 0; memcpy(&headerLength, [data bytes], sizeof(uint64_t)); return headerLength; } - (void)parseBody:(NSData *)data { NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data]; MTPacket *packet = [unarchiver decodeObjectForKey:@"packet"]; [unarchiver finishDecoding]; NSLog(@"Packet Data > %@", packet.data); NSLog(@"Packet Type > %i", packet.type); NSLog(@"Packet Action > %i", packet.action); }
The parseBody:
method will play an important role a bit later in the story, but this will do for now. Our goal at this point is to get everything working again after the refactoring process is complete.
Before we move on, it is important to implement the dealloc
method of the MTGameController
class as shown below. Whenever the game controller is deallocated, the instance needs to break the connection by calling disconnect
on the GCDAsyncSocket
instance.
- (void)dealloc { if (_socket) { [_socket setDelegate:nil delegateQueue:NULL]; [_socket disconnect]; _socket = nil; } }
Step 2: Creating Another Delegate Protocol
The MTViewController
class will manage the game controller and interact with it. The MTViewController
will display the game and let the user interact with it. The MTGameController
and MTViewController
instances need to communicate with one another and we will use another delegate protocol for that purpose. The communication is asymmetric in that the view controller knows about the game controller, but the game controller doesn’t know about the view controller. We will expand the protocol as we go, but for now the view controller should only be notified when the connection is lost.
Revisit MTGameController.h and declare the delegate protocol as shown below. In addition, a public property is created for the game controller’s delegate.
#import <Foundation/Foundation.h> @class GCDAsyncSocket; @protocol MTGameControllerDelegate; @interface MTGameController : NSObject @property (weak, nonatomic) id delegate; #pragma mark - #pragma mark Initialization - (id)initWithSocket:(GCDAsyncSocket *)socket; @end @protocol MTGameControllerDelegate - (void)controllerDidDisconnect:(MTGameController *)controller; @end
We can immediately put the delegate protocol to use by notifying the game controller’s delegate in one of the GCDAsyncSocketDelegate
delegate methods, socketDidDisconnect:withError:
to be precise.
- (void)socketDidDisconnect:(GCDAsyncSocket *)socket withError:(NSError *)error { NSLog(@"%s", __PRETTY_FUNCTION__); if (self.socket == socket) { [self.socket setDelegate:nil]; [self setSocket:nil]; } // Notify Delegate [self.delegate controllerDidDisconnect:self]; }
Step 3: Updating the MTViewController
Class
The final piece of the refactoring puzzle is putting the MTGameController
to use. Create a private property in the MTViewController
class, conform the MTViewController
class to the MTGameControllerDelegate
protocol, and import the header file of the MTGameController
class.
#import "MTViewController.h" #import "MTGameController.h" #import "MTHostGameViewController.h" #import "MTJoinGameViewController.h" @interface MTViewController () <MTGameControllerDelegate, MTHostGameViewControllerDelegate, MTJoinGameViewControllerDelegate> @property (strong, nonatomic) MTGameController *gameController; @end
In controller:didHostGameOnSocket:
and controller:didJoinGameOnSocket:
, we invoke startGameWithSocket:
and pass the socket of the new connection.
- (void)controller:(MTHostGameViewController *)controller didHostGameOnSocket:(GCDAsyncSocket *)socket { NSLog(@"%s", __PRETTY_FUNCTION__); // Start Game with Socket [self startGameWithSocket:socket]; }
- (void)controller:(MTJoinGameViewController *)controller didJoinGameOnSocket:(GCDAsyncSocket *)socket { NSLog(@"%s", __PRETTY_FUNCTION__); // Start Game with Socket [self startGameWithSocket:socket]; }
In the startGameWithSocket:
helper method, we instantiate an instance of the MTGameController
class by passing the socket and store a reference of the game controller in the view controller’s gameController
property. The view controller also serves as the game controller’s delegate as we discussed earlier.
- (void)startGameWithSocket:(GCDAsyncSocket *)socket { // Initialize Game Controller self.gameController = [[MTGameController alloc] initWithSocket:socket]; // Configure Game Controller [self.gameController setDelegate:self]; }
In the controllerDidDisconnect:
delegate method of the MTGameControllerDelegate
protocol we invoke the endGame
helper method in which we clean the game controller up.
- (void)controllerDidDisconnect:(MTGameController *)controller { NSLog(@"%s", __PRETTY_FUNCTION__); // End Game [self endGame]; }
- (void)endGame { // Clean Up [self.gameController setDelegate:nil]; [self setGameController:nil]; }
To make sure that everything works, we should test our setup. Let’s open the XIB file of the MTViewController
and add another button in the top left titled Disconnect (figure 4). The user can tap this button when she wants to end or leave the game. We show this button only when a connection has been established. When a connection is active, we hide the buttons to host and join a game. Make the necessary changes in MTViewcontroller.xib (figure 4), create an outlet for each button in MTViewController.h, and connect the outlets in MTViewcontroller.xib.
#import <UIKit/UIKit.h> @interface MTViewController : UIViewController @property (weak, nonatomic) IBOutlet UIButton *hostButton; @property (weak, nonatomic) IBOutlet UIButton *joinButton; @property (weak, nonatomic) IBOutlet UIButton *disconnectButton; @end
Finally, create an action named disconnect:
in MTViewController.m and connect it with the button title Disconnect.
- (IBAction)disconnect:(id)sender { [self endGame]; }
In the setupGameWithSocket:
method, we hide hostButton
and joinButton
, and we show disconnectButton
. In the endGame
method, we do the exact opposite to make sure that the user can host or join a game. We also need to hide the disconnectButton
in the view controller’s viewDidLoad
method.
- (void)startGameWithSocket:(GCDAsyncSocket *)socket { // Initialize Game Controller self.gameController = [[MTGameController alloc] initWithSocket:socket]; // Configure Game Controller [self.gameController setDelegate:self]; // Hide/Show Buttons [self.hostButton setHidden:YES]; [self.joinButton setHidden:YES]; [self.disconnectButton setHidden:NO]; }
- (void)endGame { // Clean Up [self.gameController setDelegate:nil]; [self setGameController:nil]; // Hide/Show Buttons [self.hostButton setHidden:NO]; [self.joinButton setHidden:NO]; [self.disconnectButton setHidden:YES]; }
- (void)viewDidLoad { [super viewDidLoad]; // Hide Disconnect Button [self.disconnectButton setHidden:YES]; }
To test if everything still works, we need to send a test packet as we did a bit earlier in this article. Declare a method named testConnection
in MTGameController.h and implement it as shown below.
- (void)testConnection;
- (void)testConnection { // Create Packet NSString *message = @"This is a proof of concept."; MTPacket *packet = [[MTPacket alloc] initWithData:message type:0 action:0]; // Send Packet [self sendPacket:packet]; }
The view controller should invoke this method whenever a new connection has been established. A good place to do this is in the controller:didHostGameOnSocket:
delegate method after the game controller has been initialized.
- (void)controller:(MTHostGameViewController *)controller didHostGameOnSocket:(GCDAsyncSocket *)socket { NSLog(@"%s", __PRETTY_FUNCTION__); // Start Game with Socket [self startGameWithSocket:socket]; // Test Connection [self.gameController testConnection]; }
Run the application once more to verify that everything is still working after the refactoring process.
4. Cleaning Up
It is now time to clean up the MTHostGameViewController
and MTJoinGameViewController
classes by getting rid of any code that no longer belongs in these classes. For the MTHostGameViewController
class, this means removing the sendPacket:
method and for the MTJoinGameViewController
class, this means removing the socket:didReadData:withTag:
method of the CocoaAsyncSocketDelegate
delegate protocol as well as the code>parseHeader: and parseBody:
helper methods.
Summary
I can imagine that this article has left you a bit dazed or overwhelmed. There was a lot to take in and process. However, I want to emphasize that the complexity of this article was primarily due to how the application itself is structured and not so much how to work with Bonjour and the CocoaAsyncSocket library. It is often a real challenge to architect an application in such a way that you minimize dependencies and keep the application lean, performant, and modular. This is the main reason why we refactored our initial implementation of the network logic.
We now have a view controller that takes care of displaying the game to the user (MTViewController
) and a controller (MTGameController
) that handles the game and connection logic. As I mentioned earlier, it is possible to separate connection and game logic by creating a separate class for each of them, but for this simple application that isn’t necessary.
Conclusion
We’ve made significant progress with our game project, but there is one ingredient missing…the game! In the next installment of this series, we will create the game and leverage the foundation that we’ve created so far.