gamekit
Integrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server.
DeepseekModel
キュレーション済みスキル
品質 優秀 · 90
v1.0.0
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https://deepseekmodel.com/api/download.php?id=dpearson2699-swift-ios-skills-skills-gamekit-skill-md&format=skill
ダウンロード .skill
標準形式。system_prompt と model_config を収録し、任意の Agent で利用可能
.skill ファイルの system_prompt フィールドの実際の内容。
name gamekit description Integrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server. GameKit Use GameKit for Game Center authentication, competition, matchmaking, social surfaces, and saved-game handoffs; keep rendering, board logic, and full SharePlay group-activity design in their owning framework skills. Contents Authentication Access Point Dashboard Leaderboards Achievements Real-Time Multiplayer Turn-Based Multiplayer Common Mistakes Review Checklist References Authentication All GameKit features require the local player to authenticate first. Set the authenticateHandler on GKLocalPlayer.local early in the app lifecycle. GameKit calls the handler multiple times during initialization. import GameKit func authenticatePlayer () { GKLocalPlayer .local.authenticateHandler = { viewController, error in if let viewController { // Present so the player can sign in or create an account. present(viewController, animated: true ) return } if let error { // Player could not sign in. Disable Game Center features. disableGameCenter() return } // Player authenticated. Check restrictions before starting. let player = GKLocalPlayer .local if player.isUnderage { hideExplicitContent() } if player.isMultiplayerGamingRestricted { disableMultiplayer() } if player.isPersonalizedCommunicationRestricted { disableInGameChat() } configureAccessPoint() } } Guard on GKLocalPlayer.local.isAuthenticated before calling any GameKit API. For server-side identity verification, see references/gamekit-patterns.md . Access Point GKAccessPoint displays a Game Center control in a corner of the screen. When tapped, it opens the Game Center dashboard. Configure it after authentication. func configureAccessPoint () { GKAccessPoint .shared.location = .topLeading GKAccessPoint .shared.showHighlights = true GKAccessPoint .shared.isActive = true } Hide the access point during gameplay and show it on menu screens: GKAccessPoint .shared.isActive = false // Hide during active gameplay GKAccessPoint .shared.isActive = true // Show on pause or menu Open the dashboard to a specific state programmatically. Specific leaderboard access-point triggers require iOS 18+. // Open directly to a leaderboard GKAccessPoint .shared.trigger( leaderboardID: "com.mygame.highscores" , playerScope: .global, timeScope: .allTime ) { } // Open directly to achievements GKAccessPoint .shared.trigger(state: .achievements) { } Dashboard Present the Game Center dashboard using GKGameCenterViewController . The presenting object must conform to GKGameCenterControllerDelegate . final class GameViewController : UIViewController , GKGameCenterControllerDelegate { func showDashboard () { let vc = GKGameCenterViewController (state: .dashboard) vc.gameCenterDelegate = self present(vc, animated: true ) } func showLeaderboard ( _ leaderboardID : String ) { let vc = GKGameCenterViewController ( leaderboardID: leaderboardID, playerScope: .global, timeScope: .allTime ) vc.gameCenterDelegate = self present(vc, animated: true ) } func gameCenterViewControllerDidFinish ( _ gameCenterViewController : GKGameCenterViewController ) { gameCenterViewController.dismiss(animated: true ) } } Dashboard states include .dashboard , .leaderboards , .achievements , .challenges , .localPlayerProfile , and .localPlayerFriendsList . Leaderboards Configure leaderboards in App Store Connect before submitting scores. Supports classic (persistent) and recurring (time-limited, auto-resetting) types. Submitting Scores Submit to one or more leaderboards using the class method: func submitScore ( _ score : Int , leaderboardIDs : [ String ]) async throws { try await GKLeaderboard .submitScore( score, context: 0 , player: GKLocalPlayer .local, leaderboardIDs: leaderboardIDs ) } Loading Entries func loadTopScores ( leaderboardID : String , count : Int = 10 ) async throws -> ( GKLeaderboard . Entry ?, [ GKLeaderboard . Entry ]) { let leaderboards = try await GKLeaderboard .loadLeaderboards( IDs: [leaderboardID] ) guard let leaderboard = leaderboards.first else { return ( nil , []) } let (localEntry, entries, _ ) = try await leaderboard.loadEntries( for: .global, timeScope: .allTime, range: 1 ... count ) return (localEntry, entries) } GKLeaderboard.Entry provides player , rank , score , formattedScore , context , and date . For recurring leaderboard timing, leaderboard images, and leaderboard sets, see references/gamekit-patterns.md . Achievements Configure achievements in App Store Connect. Each achievement has a unique identifier, point value, and localized title/description. Reporting Progress Set percentComplete from 0...100 . The property type is Double , but Apple requires an integer value. GameKit only accepts increases. func reportAchievement ( identifier : String , percentComplete : Int ) async throws { let achievement = GKAchievement (identifier: identifier) achievement.percentComplete = Double ( min ( max (percentComplete, 0 ), 100 )) achievement.showsCompletionBanner = true try await GKAchievement .report([achievement]) } // Unlock an achievement completely func unlockAchievement ( _ identifier : String ) async throws { try await reportAchievement(identifier: identifier, percentComplete: 100 ) } Loading Player Achievements func loadPlayerAchievements () async throws -> [ GKAchievement ] { try await GKAchievement .loadAchievements() } If an achievement is not returned, the player has no progress on it yet. Create a new GKAchievement(identifier:) to begin reporting. Use GKAchievement.resetAchievements() to reset all progress during testing. Real-Time Multiplayer Real-time multiplayer connects players in a peer-to-peer network for simultaneous gameplay. Players exchange data directly through GKMatch . Matchmaking with GameKit UI Use GKMatchmakerViewController for the standard matchmaking interface: func presentMatchmaker () { let request = GKMatchRequest () request.minPlayers = 2 request.maxPlayers = 4 request.inviteMessage = "Join my game!" guard let matchmakerVC = GKMatchmakerViewController (matchRequest: request) else { return } matchmakerVC.matchmakerDelegate = self present(matchmakerVC, animated: true ) } Implement GKMatchmakerViewControllerDelegate : extension GameViewController : GKMatchmakerViewControllerDelegate { func matchmakerViewController ( _ viewController : GKMatchmakerViewController , didFind match : GKMatch ) { match.delegate = self viewController.dismiss(animated: true ) startGame(with: match) } func matchmakerViewControllerWasCancelled ( _ viewController : GKMatchmakerViewController ) { viewController.dismiss(animated: true ) } func matchmakerViewController ( _ viewController : GKMatchmakerViewController , didFailWithError error : Error ) { viewController.dismiss(animated: true ) } } Exchanging Data Send and receive game state through GKMatch and GKMatchDelegate : extension GameViewController : GKMatchDelegate { func sendAction ( _ action : GameAction , to match : GKMatch ) throws { let data = try JSONEncoder ().encode(action) try match.sendData(toAllPlayers: data, with: .reliable) } func match ( _ match : GKMatch , didReceive data : Data , fromRemotePlayer player : GKPlayer ) { guard let action = try? JSONDecoder ().decode( GameAction . self , from: data) else { return } handleRemoteAction(action, from: player) } func match ( _ match : GKMatch , player : GKPlayer , didChange state : GKPlayerConnectionState ) { switch state { case .connected: checkIfReadyToStart(match) case .disconnected: handlePlayerDisconnected(player) default : break } } } Data modes: .reliable sends until delivery succeeds or the connection times out; .unreliable sends once and may arrive out of order. Use .reliable for critical state and .unreliable for small, time-sensitive updates. Treat received match data as untrusted input. Register the local player as a listener ( GKLocalPlayer.local.register(self) ) to receive invitations. For programmatic matchmaking and custom match UI, see references/gamekit-patterns.md . Turn-Based Multiplayer Turn-based games store match state on Game Center servers. Players take turns asynchronously and do not need to be online simultaneously. Starting a Match let request = GKMatchRequest () request.minPlayers = 2 request.maxPlayers = 4 let matchmakerVC = GKTurnBasedMatchmakerViewController (matchRequest: request) matchmakerVC.turnBasedMatchmakerDelegate = self present(matchmakerVC, animated: true ) Taking Turns Encode game state into Data , end the turn, and specify the next participants: func endTurn ( match : GKTurnBasedMatch , gameState : GameState ) async throws { let data = try JSONEncoder ().encode(gameState) // Build next participants list: remaining active players let nextParticipants = match.participants.filter { $0 .status != .done && $0 != match.currentParticipant } try await match.endTurn( withNextParticipants: nextParticipants, turnTimeout: GKTurnTimeoutDefault , match: data ) } Ending the Match Set outcomes for all participants, then end the match: func endMatch ( _ match : GKTurnBasedMatch , winnerIndex : Int , data : Data ) async throws { for (index, participant) in match.participants.enumerated() { participant.matchOutcome = (index == winnerIndex) ? .won : .lost } try await match.endMatchInTurn(withMatch: data) } Listening for Turn Events Register as a listener. Prefer GKLocalPlayerListener when one object handles multiple Game Center event categories. GKLocalPlayer .local.register( self ) extension GameViewController : GKLocalPlayerListener { func player ( _ player : GKPlayer , receivedTurnEventFor match : GKTurnBasedMatch , didBecomeActive : Bool ) { // Load match data and update UI loadAndDisplayMatch(match) } func player ( _ player : GKPlayer , matchEnded match : GKTurnBasedMatch ) { showMatchResults(match) } } Match Data Size Check the match object's matchDataMaximumSize before ending a turn. Store larger state externally and keep only compact references in match data. Common Mistakes Not authenticating before using GameKit APIs // DON'T func submitScore () { GKLeaderboard .submitScore( 100 , context: 0 , player: GKLocalPlayer .local, leaderboardIDs: [ "scores" ]) { _ in } } // DO func submitScore () async throws { guard GKLocalPlayer .local.isAuthenticated else { return } try await GKLeaderboard .submitScore( 100 , context: 0 , player: GKLocalPlayer .local, leaderboardIDs: [ "scores" ] ) } Setting authenticateHandler multiple times // DON'T: Set handler on every scene transition override func viewDidAppear ( _ animated : Bool ) { super .viewDidAppear(animated) GKLocalPlayer .local.authenticateHandler = { vc, error in /* ... */ } } // DO: Set the handler once, early in the app lifecycle Ignoring multiplayer restrictions // DON'T func showMultiplayerMenu () { presentMatchmaker() } // DO func showMultiplayerMenu () { guard ! GKLocalPlayer .local.isMultiplayerGamingRestricted else { return } presentMatchmaker() } Not setting match delegate immediately // DON'T: Set delegate in dismiss completion -- misses early messages func matchmakerViewController ( _ vc : GKMatchmakerViewController , didFind match : GKMatch ) { vc.dismiss(animated: true ) { match.delegate = self } } // DO: Set delegate before dismissing func matchmakerViewController ( _ vc : GKMatchmakerViewController , didFind match : GKMatch ) { match.delegate = self vc.dismiss(animated: true ) } Not calling finishMatchmaking for programmatic matches // DON'T let match = try await GKMatchmaker .shared().findMatch(for: request) startGame(with: match) // DO let match = try await GKMatchmaker .shared().findMatch(for: request) GKMatchmaker .shared().finishMatchmaking(for: match) startGame(with: match) Not disconnecting from match // DON'T func returnToMenu () { showMainMenu() } // DO func returnToMenu () { currentMatch ? .disconnect() currentMatch ? .delegate = nil currentMatch = nil showMainMenu() } Review Checklist GKLocalPlayer.local.authenticateHandler set once at app launch isAuthenticated checked before any GameKit API call Player restrictions checked ( isUnderage , isMultiplayerGamingRestricted , isPersonalizedCommunicationRestricted ) Game Center capability added in Xcode signing settings Leaderboards and achievements configured in App Store Connect Access point configured and toggled appropriately during gameplay GKGameCenterControllerDelegate dismisses dashboard in gameCenterViewControllerDidFinish Match delegate set immediately when match is found finishMatchmaking(for:) called for programmatic matches; disconnect() and nil delegate on exit Turn-based match data stays under match.matchDataMaximumSize Turn-based participants have outcomes set before endMatchInTurn Invitation or turn listener registered with GKLocalPlayer.local.register(_:) Data mode chosen appropriately: .reliable for state, .unreliable for frequent updates Error handling for all async GameKit calls References See references/gamekit-patterns.md for identity verification, legacy voice chat, saved games, custom match UI, leaderboard images, challenge handling, and rule-based matchmaking. GameKit documentation GKLocalPlayer GKAccessPoint GKLeaderboard GKAchievement GKMatch GKTurnBasedMatch
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ダウンロードした .skill に含まれるフィールド。
| フィールド | 説明 |
|---|---|
| format | フォーマット識別子(skill/v1) |
| skill_id | スキル固有 ID |
| name | スキル名 |
| version | バージョン |
| description | 説明 |
| category | カテゴリ(配列) |
| trigger_words | トリガーワード |
| tags | タグ |
| source | ソース |
| source_url | ソース URL(本ページ) |
| exported_at | エクスポート日時(ダウンロード毎) |
| system_prompt | システムプロンプト本文 |
| model_config | モデル設定:provider / model / temperature / max_tokens / top_p |
| examples | サンプル |
| install_guide | 各プラットフォームの導入説明(Coze / Dify / Claude / カスタム) |