Re: Bluetooth crisis ..
Re: Bluetooth crisis ..
- Subject: Re: Bluetooth crisis ..
- From: Lou Zell <email@hidden>
- Date: Sat, 07 May 2011 15:14:14 -0700
On Sat, May 7, 2011 at 2:46 PM, JP May
<email@hidden> wrote:
The two things that totally mystify me:
(1) there is a billion dollars worth of iPhone games being sold per year: after "opening PNGs", "realtime networking" is about the most basic issue in games. How come this isn't the number 1, most talked about issue, in the entirety of the iPhone universe? What do you have if you can't do realtime networking? It just doesn't make sense that you and me are seemingly the only people the issue it has ever come up for? How can the platform exist without dozens of realtime networking solutions laying around everywhere? Shouldn't the "bluetooth problem" be the biggest thing around? I just don't get it.
I'm shocked by this as well, maybe there is a trick that we don't know about yet :)
(2) In fact: there are a few name games I have found where it DOES WORK: you can have realtime networking, even if you "forget to turn of Bluetooth". (Say - "chopper 2" .. many examples exist.)
Maybe they only run the service browser when the menu screen is up, and stop it when gameplay starts?
What's up with that? How did they do it? I don't get the impression that merely writing at a lower level, makes any difference.
I used CFSockets in my sample apps (below), but I think they are only wrappers for BSD sockets. I wonder, would dropping down to the BSD socket API have any effect?
> If I get one I will share it here and on the cocoaasyncsocket list.
For sure, thanks.
Until then, here is the ticket that I filed with Apple with all of my findings regarding the problem:
> What I can tell you now, though, is if you stop the NSNetServiceBrowser you should see much better performance when bluetooth is on. If you only need to find devices when you first launch your app, then this could be enough.
That's a HUGE lead, thanks!!
You're welcome!
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