I am attempting to implement a GKGameModel
in my application. In it, it holds variables to a few things, but for the purposes of my question I'm interested in the following two variables:
import GameplayKit
final class GameModel: NSObject, GKGameModel {
var players: [GKGameModelPlayer]?
var activePlayer: GKGameModelPlayer?
}
I do something like this to initialise the game with 3 players (not exact)
let game = GameModel.init()
game.players = [Player(),Player(),Player()] // Create 3 players
guard let firstPlayer = game.players.first else {
return
}
game.activePlayer = firstPlayer
A player class is defined as:
class Player : NSObject, GKGameModelPlayer {
var playerId: Int // GKGameModelPlayer protocol variable
let name: String
var cash: Int = 0
}
In my project I have Realm Entities and the models seperated. So there will be a PlayerEntity
and a Player
class.
I'm wanting to use RealmSwift
to save and load the GKGameModelPlayer
data, and more specifically the ability to store/re-store the active player.
I think the key here is the playerId
variable; but I am not sure.
But what I'm not sure about is retrieving this information and then re-mapping it into a valid GKGameModelPlayer
format
My current idea/theory is that I need to map my model to an entity class and vice-versa.
Ie:
// [REALM] Player entity
class PlayerEntity: Object {
@objc dynamic var id = UUID().uuidString
@objc dynamic var playerId: Int = 0
@objc dynamic var name: String = ""
@objc dynamic var cash: Int = 0
override static func primaryKey() -> String {
return "id"
}
}
And then I extend this class to do some "mapping":
extension PlayerEntity {
// Map model -> entity
convenience init(model: Player) {
self.init()
self.playerId = model.playerId
self.name = model.name
self.cash = model.cash
}
}
extension Player {
// Map entity -> model
convenience init(entity: PlayerEntity) {
let playerId = entity.playerId
let name = entity.name
let cash = entity.cash
self.init(id: playerId, name: name, cash: cash)
}
}
Right now, the playerId
is always zero (0) because I'm not really sure how to set it.
I can save a player to realm.
The issue comes from when I try to restore the player, and I want to restore the activePlayer variable in the GameModel
Therefore, my question is:
How would I go about saving and restoring the activePlayer
variable so that it continues to comply to GKGameModelPlayer
?
I appreciate any assistance on this.
With thanks
While you could use those extensions, sometimes simpler is better. Here's a rough example:
class PlayerEntity: Object {
@objc dynamic var playerId: Int = 0
@objc dynamic var name: String = ""
@objc dynamic var cash: Int = 0
convenience init(withPlayer: PlayerClass) {
self.init()
self.playerId = withPlayer.playerId
self.name = withPlayer.name
self.cash = withPlayer.cash
}
func getPlayer() -> Player {
let p = Player()
p.playerId = self.playerId
p.name = self.name
p.cash = self.cash
return p
}
override static func primaryKey() -> String {
return "playerId"
}
}
to load all the players into an array... this will do it
let playerResults = realm.objects(PlayerEntity.self)
for player in playerResults {
let aPlayer = player.getPlayer()
self.playerArray.append(aPlayer)
}
Notice the removal of
@objc dynamic var id = UUID().uuidString
because it's not really being used to identify the object as a primary key.
The primary key is really
var playerId: Int // GKGameModelPlayer protocol variable
which is fine to use as long as it's unique.