We are not using GKPeerPicker control. We are implementing custom UI. We have done some traditional client-server apps in different languages/platforms.
In Gamekit, I have one in server mode and rest of them are in client mode. I am not using Peer mode. Yet, when ever some new client connects all the already connected clients are implicitly notified of the connection and disconnection of any client. Also when I send data from client using 'sendToAll' it reaches all the clients that are connected to the server.
I mean now I have to maintain the server peerid and rest of the peerids explicitly. Though its a small task in programming, I am just curious about its design. In a traditional client server socket programming, you don't have all this. For example scenarios, when a 2 clients wants to capture a slot, the server processes the first request, fills the slot and rejects the 2nd request.
I don't see much of advantage due to this design. Please point my mistakes and let me know why it is designed this way.