Reputation: 369
I have a tableview that lists the people connected to a game. When a player is eliminated, I run the following code:
func doRemovePlayer(playerDed: GKPlayer) {
print("\n ** Removing \(playerDed.alias!) from the game! ** \n")
gameLog += "Removing \(playerDed.alias!) from the game!"
let elIndex = (gKPlayerArray.index(of: playerDed))!
scoreArray.remove(at: elIndex)
randomNoArray.remove(at: elIndex)
timeResultsArray.remove(at: elIndex)
answerResultArray.remove(at: elIndex)
playersReadyForNextStage.remove(at: elIndex)
gKPlayerArray.remove(at: elIndex)
noOfPlayers -= 1
print ("New Array counts are: \(scoreArray.count), \(randomNoArray.count), \(timeResultsArray.count), \(answerResultArray.count), \(playersReadyForNextStage.count), \(gKPlayerArray.count), Players: \(noOfPlayers)")
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01, execute: {
self.scoreBoardTable.reloadData()
})
checkIfWinnerOrLoser()
}
As you can see I do a dispatch queue just to avoid any problems (I think). Anyways, as I run this code on 2 simulators and my actual iPhone, the simulators don't have an issue with this code, however the iPhone 3/4 times gives me a FATAL ERROR: INDEX OUT OF RANGE and points to this particular line in the code:
extension GameScreenVC: UITableViewDelegate, UITableViewDataSource {
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return gKPlayerArray.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let scoreCell = tableView.dequeueReusableCell(withIdentifier: "playerCell") as! ScoreBoardTableCell
**scoreCell.nameLabel.text = gKPlayerArray[indexPath.row].alias!** //FATAL ERROR: INDEX OUT OF RANGE
scoreCell.scoreLabel.text = String(scoreArray[indexPath.row])
if indexPath.row == 0 {
scoreCell.layer.borderWidth = 3
scoreCell.layer.borderColor = UIColor.blue.cgColor
} else {
scoreCell.layer.borderWidth = 0
}
scoreCell.statusLabel.layer.cornerRadius = 7
if playersReadyForNextStage[indexPath.row] {
scoreCell.statusLabel.layer.backgroundColor = UIColor.yellow.cgColor
} else {
scoreCell.statusLabel.layer.backgroundColor = UIColor.green.cgColor
}
return scoreCell
}
I am not sure exactly how to tackle this problem. I do "Print" the new values of all the arrays just in case and I do confirm that they are all correct (they were 3 now they are 2). Then when it runs the update for the table it crashes thinking there's a 3rd element in indexPath.row? (I think that's whats happening). Is IndexPath.row like not updated or something? is there a way to update it more properly?
Upvotes: 0
Views: 433
Reputation: 19757
If doRemovePlayer
is called on main thread, you have no reason to dispatch reload later. Try simply this:
func doRemovePlayer(playerDed: GKPlayer) {
print("\n ** Removing \(playerDed.alias!) from the game! ** \n")
gameLog += "Removing \(playerDed.alias!) from the game!"
let elIndex = (gKPlayerArray.index(of: playerDed))!
scoreArray.remove(at: elIndex)
randomNoArray.remove(at: elIndex)
timeResultsArray.remove(at: elIndex)
answerResultArray.remove(at: elIndex)
playersReadyForNextStage.remove(at: elIndex)
gKPlayerArray.remove(at: elIndex)
noOfPlayers -= 1
print ("New Array counts are: \(scoreArray.count), \(randomNoArray.count), \(timeResultsArray.count), \(answerResultArray.count), \(playersReadyForNextStage.count), \(gKPlayerArray.count), Players: \(noOfPlayers)")
// it should be enough to delete the corresponding row
scoreBoardTable.deleteRows(at: [IndexPath(row: elIndex, section: 0)], with: .automatic)
checkIfWinnerOrLoser()
}
Upvotes: 1