Update data in Java in multiple processes active on the same time - java

I'm creating a token ring with sensors where every sensor is a process apart. When i start a sensor it communicates with the gateway and gets the list of the actual sensors already on the system .
The problem is that every time i start a new process i want every already existing sensor to get the updated list, so to understand that other sensors have been added and the list is no longer the one they had but a new updated one.(So lets say the processes must always have the same list). I use a server which i call serverSocket which listens for messages. I can make it possible for the server to understand that the list has been changed but what i cant do is how to change the value of the sensorList found on my SensorClient class, to be updated? In the code bellow i show what i'm doing but the sensorList keeps being the old one,not being updated :/ Can anyone please help me? Thank you :)
SensorClient where i start a new process sensor
public class SensorClient {
public static void main(String[] args) throws Exception {
Sensor sensor = new Sensor(type,identificator,portnumber,ipnumber,gatewayAddr,timestamp);
Gson gson = new Gson();
String message = gson.toJson(sensor);
Client c = Client.create();
WebResource r = c.resource("http://localhost:9999/gateway/");
ClientResponse response = r.path("sensors/add").type(MediaType.APPLICATION_JSON).accept(MediaType.APPLICATION_JSON).post(ClientResponse.class, message);
if (response.getStatus() == 200) {
repeat = false;
Type collectionType = new TypeToken<ArrayList<Sensor>>(){}.getType();
ArrayList<Sensor> sensorList = gson.fromJson(response.getEntity(String.class), collectionType);
System.out.println("Starting the sensor ...");
System.out.println("Push exit when you want to delete the sensor!");
int position = 0;
for(int i = 0; i< sensorList.size();i++){ if(sensorList.get(i).getIdentificator().equalsIgnoreCase(sensor.getIdentificator()) ) position = i;
}
sensors.Sensor.simulation(type, identificator);// special thread for sensors simulations
createSensor.getInstance().setPrevNextWhenAdd(position,sensorList);
serverSocket serverSocket = new serverSocket(portnumber,sensorList,position,sensorList.get(position).getNext());
serverSocket.start();
StopSensor stopSensor = new StopSensor(identificator,portnumber,position,sensorList);
stopSensor.start();
oneSensor s = new oneSensor(portnumber,sensorList);
s.start();
} else {
repeat = true;
count +=1;
System.out.println("Error. Wrong data! ");
}
}
while (repeat );
}
}
}
The serverSocket thread
public class serverSocket extends Thread {
public int port,nextPort;
ArrayList<gateway.Sensor> sensorList;
public static int position;
public serverSocket(int port, ArrayList<gateway.Sensor> sensorList,int position,int nextPort) {
this.port = port;
this.nextPort=nextPort;
this.sensorList= sensorList;
this.position=position;}
public void run() {
ServerSocket welcomeSocket;
Socket connectionSocket;
try {
welcomeSocket = new ServerSocket(port);
while (true) {
connectionSocket = welcomeSocket.accept();
receivedMessages thread = new receivedMessages(connectionSocket,sensorList,position,nextPort);
thread.start();
}
} catch (IOException e) {
e.printStackTrace();
System.err.println("Error!!!!!!!!!");
}
}
}
The receivedMessages thread
public class receivedMessages extends Thread {
private BufferedReader inFromClient;
private Socket connectionSocket;
ArrayList<gateway.Sensor> sensorList;
int position,nextPort;
public receivedMessages(Socket socket, ArrayList<gateway.Sensor> sensorList,int position,int nextPort){
connectionSocket = socket;
this.sensorList=sensorList;
this.position=position;
this.nextPort=nextPort;
try {
inFromClient = new BufferedReader( new InputStreamReader(connectionSocket.getInputStream()));
} catch (IOException e) { e.printStackTrace(); }
}
#Override
public void run() {
try {
String message = (inFromClient.readLine().toString());
if (message.startsWith("Next") || message.startsWith("Previous")) {
System.out.println(message);
} else if (message.startsWith("The")) {
System.out.println(message); createSensor.getInstance().setPrevNextWhenDelete(position, sensorList);
} else {// i receive the message that the list has changed
System.out.println(message);
sensorList = createSensor.getInstance().getSensorList();
System.out.println("Updated " + sensorList);}
This class has methods used by gateway to register a sensor when it makes the request
public class createSensor {
private static createSensor instance = null;
private ArrayList<Sensor> sensor = new ArrayList<>();
public int position, prevPosition, nextPosition, prevPort, nextPort;
private createSensor() { }
public static synchronized createSensor getInstance() {
if (instance == null) {
instance = new createSensor();
}
return instance;
}
public synchronized ArrayList insertSensor(String type, String identificator, int port, String id, String gatwayAddr, long timestamp) throws IOException {
sensor.add(new Sensor(type, identificator, port, id, gatwayAddr, timestamp));
return new ArrayList<>(sensor); //
}
}
public synchronized boolean hasMeasurements() {
while (InnerBuffer.getInstance().emptyInnerBuffer())
return false;
return true;
}
public synchronized void setPrevNextWhenDelete(int position,ArrayList<Sensor> sensorList) throws IOException {
//code
}
public synchronized ArrayList<Sensor> getSensorList() {
return new ArrayList<>(sensor);
}
public synchronized int size() {
return sensor.size();
}
public synchronized String returnRecentMeasurement (String id){
String recentMeasurement=null;
for (Sensor sensori : sensor) {
if (sensori.getIdentificator().equalsIgnoreCase(id))
recentMeasurement= InnerBuffer.getInstance().returnRecentMeasurements(id);
else
recentMeasurement = null;}
return recentMeasurement;
}
public synchronized void setPrevNextWhenAdd() throws IOException { //some other code where int position, prevPosition, nextPosition, prevPort, nextPort get their values. }}

Related

Player can't connect to server in Java

I am currently programming an online chess game and wanted to host multiple server on 1 PC. It also works when I play with two players, but if I start a third player, it can't connect to server.
The code for the player:
public Socket socket;
public int PlayerID;
public ReadFromServer rfs;
public WriteToServer wts;
public void connectToServer(){
for (int i = 1;i <=3 ;i++ ) {
try {
socket = new Socket("localhost",(1000+i));
DataInputStream in = new DataInputStream(socket.getInputStream());
DataOutputStream out = new DataOutputStream(socket.getOutputStream());
PlayerID = in.readInt();
System.out.println("You are Player Number:"+PlayerID);
if(PlayerID == 1){
System.out.println("Waiting for Oponent...");
}
rfs = new ReadFromServer(in);
wts = new WriteToServer(out);
Thread rT = new Thread(rfs);
Thread wT = new Thread(wts);
rT.start();
wT.start();
i = 4;
} catch(IOException e) {
System.out.println("ERROR at: connect to Server");
}
}
}
public static void main(String[] args) {
PlayerFrame pf = new PlayerFrame();
pf.connectToServer();
pf.GUI();
}
The Server code:
import java.io.*;
import java.net.*;
import java.net.InetAddress;
public class GameServer {
public int GameNumber = 3;
public ServerSocket ss;
public int numPlayers;
public int maxPlayers;
public Socket socket1;
public Socket socket2;
public ReadFromClient p1read;
public ReadFromClient p2read;
public WriteToClient p1write;
public WriteToClient p2write;
public GameServer[] gs;
public int p1x1,p1x2,p1y1,p1y2,p2x1,p2x2,p2y1,p2y2;
public GameServer(){
gs = new GameServer[GameNumber];
Thread[] server = new Thread[GameNumber];
ServerThread[] thread = new ServerThread[GameNumber];
for (int i = 0;i < gs.length ;i++ ) {
gs[i] = new GameServer((1000+i+1));
thread[i] = new ServerThread(i);
server[i] = new Thread(thread[i]);
server[i].start();
} // end of for
}
public GameServer(int i){
System.out.println("=====Game Server=====");
numPlayers = 0;
maxPlayers = 2;
try {
ss = new ServerSocket(i);
} catch(IOException e) {
System.out.println("ERROR at: Server Construction");
}
}
public void acceptConnections(){
try {
System.out.println("Waiting for connections...");
while (numPlayers < maxPlayers) {
Socket s = ss.accept();
DataInputStream in = new DataInputStream(s.getInputStream());
DataOutputStream out = new DataOutputStream(s.getOutputStream());
numPlayers++;
out.writeInt(numPlayers);
System.out.println("Player Number "+numPlayers+" has connected");
ReadFromClient rfc = new ReadFromClient(numPlayers,in);
WriteToClient wtc = new WriteToClient(numPlayers,out);
if(numPlayers == 1){
socket1 = s;
p1read = rfc;
p1write = wtc;
Thread read1 = new Thread(p1read);
Thread write1 = new Thread(p1write);
read1.start();
write1.start();
}
else{
socket2 = s;
p2read = rfc;
p2write = wtc;
Thread read2 = new Thread(p2read);
Thread write2 = new Thread(p2write);
read2.start();
write2.start();
}
} // end of while
System.out.println("No longer accepting connections");
} catch(IOException e) {
System.out.println("ERROR at: acceptConnections");
}
}
public static void main(String[] args) {
new GameServer();
}
public class ReadFromClient implements Runnable{
public int playerID;
public DataInputStream dataIn;
public ReadFromClient(int pid, DataInputStream in){
playerID = pid;
dataIn = in;
System.out.println("RFC "+playerID+" Runnable created");
}
#Override
public void run(){
try {
while (true) {
if(playerID == 1){
p1x1 = dataIn.readInt();
p1y1 = dataIn.readInt();
p1x2 = dataIn.readInt();
p1y2 = dataIn.readInt();
}
else{
p2x1 = dataIn.readInt();
p2y1 = dataIn.readInt();
p2x2 = dataIn.readInt();
p2y2 = dataIn.readInt();
}
try {
Thread.sleep(25);
} catch(InterruptedException ex) {
System.out.println("ERROR at RFS Run");
}
} // end of while
} catch(IOException e) {
System.out.println("ERROR at: RFS");
}
}
}
public class WriteToClient implements Runnable{
public int playerID;
public DataOutputStream dataout;
public WriteToClient(int pid, DataOutputStream out){
playerID = pid;
dataout = out;
System.out.println("WTC "+playerID+" Runnable created");
}
#Override
public void run(){
try {
while (true) {
if(playerID == 1){
dataout.writeInt(p2x1);
dataout.writeInt(p2y1);
dataout.writeInt(p2x2);
dataout.writeInt(p2y2);
dataout.flush();
}
else{
dataout.writeInt(p1x1);
dataout.writeInt(p1y1);
dataout.writeInt(p1x2);
dataout.writeInt(p1y2);
dataout.flush();
}
try {
Thread.sleep(25);
} catch(InterruptedException ex) {
System.out.println("ERROR at WTC Run");
}
} // end of while
} catch(IOException e) {
System.out.println("ERROR at: WTC run");
}
}
}
public class ServerThread implements Runnable{
public int num;
public ServerThread(int i){
num = i;
}
#Override
public void run(){
gs[num].acceptConnections();
}
}
} // end of class GameServer
I don't get any errors, even though a window doesn't pop up when I run the third player, making.
Have just one ServerSocket and a single loop, and on accepting a client socket start a game running thread using that socket.
ServerSocket serverSocket = ...
ExecutorService executorService = Executors.newFixedThreadPool(4);
while (!executorService .isTerminated()) {
Socket socket = serverSocket.accept();
Runnable gameRun = () -> { ... socket ... };
// like new WorkerThread("...");
executorService .execute(gameRun);
}
executorService .shutdown();
You can do it more neat than here, the thread and passing the socket and such.
The above runs every game conversation in its own thread.
It has one main loop on the server socket, which is crucial; you should not use the same ServerSocket in two threads.
You can easily being overrung by a DoS attack (Denial of Service, by hundreds of requests). Just keep an eye on the count of the number of threads.
On request
I cannot code here an entire client-server dialog. For that you
should look at examples, that probably are way better than what
I can write here. Also my code is not compiled.
Some code snippets.
First I would not exchange binary data, but text. That makes developing and especially debugging easier. Also with chess notation everything is almost done.
Runnable gameRun = new GameRun(socket);
executorService .execute(gameRun);
class GameRun implements Runnable, Autoclosable {
final BufferedReader in;
final PrintWriter out
GameRun(Socket socket) {
in = new BufferedReader(
new InputStreamReader(
socket.getInputStream(),
StandardCharsets.UTF_8));
out = new PrintWriter(
new BufferedWriter(
new OutputStreamWriter(
socket.getOutputStream(),
StandardCharsets.UTF_8)));
}
#Override
public void close() {
in.close();
out.close();
}
#Override
public void run() {
for (;;) {
out.println("Your move/action:");
if (!in.ready()) {
out.println("I am awaiting...");
//continue;
}
String line = in.readLine();
out.println("echo " + line);
if (line == null) {
break;
}
}
}
}
The client should do something similar.

Why does client not receive final server answer in non-blocking client-server app?

I am trying to figure out NIO in Java doing some simple client-server project.
The case is I have to concurrent clients in cached thread pool executor, who are communicating with single-threaded server using non-blocking NIO channels.
The problem is that last client cannot receive last server's sent message. It locks in infinite loop waiting for upcoming data.
ClientTask class:
public class ClientTask extends FutureTask<String> {
private Client client;
private List<String> reqList; // requests list (without last and first)
private boolean showRes; // print request results
public ClientTask(Client client, List<String> reqList, boolean showRes) {
super(() -> ClientTask.getLogWhenArrives(client, reqList, showRes));
this.client = client;
this.reqList = reqList;
this.showRes = showRes;
}
public static ClientTask create(Client c, List<String> reqList, boolean showRes) {
return new ClientTask(c, reqList, showRes);
}
private static String getLogWhenArrives(Client client, List<String> reqList, boolean showRes) {
client.connect();
String response = client.send("login " + client.getId());
if (showRes) System.out.println(response);
for (String req : reqList) {
response = client.send(req);
if (showRes) System.out.println(response);
}
String responseLog = client.send("bye and log transfer");
client.close();
return responseLog;
}
}
Client send():
public String send(String req) {
ByteBuffer reqBuffer = ByteBuffer.wrap((req + END).getBytes());
try {
channel.write(reqBuffer);
} catch (IOException e) {
e.printStackTrace();
}
return receive();
}
Client receive()
public String receive() {
StringBuilder result = new StringBuilder();
try {
inBuff.clear();
readLoop:
while (true) { // THIS LOOP WON'T END
int n = channel.read(inBuff);
if (n == -1) {
break;
}
if (n > 0) {
inBuff.flip();
CharBuffer cb = charset.decode(inBuff);
while (cb.hasRemaining()) {
char c = cb.get();
if (c == END.charAt(0)) {
break readLoop;
}
result.append(c);
}
}
}
} catch (IOException e) {
e.printStackTrace();
}
return result.toString();
}
Main:
public class Main {
public static void main(String[] args) throws Exception {
String fileName = System.getProperty("user.home") + "/PassTimeServerOptions.yaml";
Options opts = Tools.createOptionsFromYaml(fileName);
String host = opts.getHost();
int port = opts.getPort();
boolean concur = opts.isConcurMode();
boolean showRes = opts.isShowSendRes();
Map<String, List<String>> clRequests = opts.getClientsMap();
ExecutorService es = Executors.newCachedThreadPool();
List<ClientTask> ctasks = new ArrayList<>();
List<String> clogs = new ArrayList<>();
Server s = new Server(host, port);
s.startServer();
// start clients
clRequests.forEach( (id, reqList) -> {
Client c = new Client(host, port, id);
if (concur) {
ClientTask ctask = ClientTask.create(c, reqList, showRes);
ctasks.add(ctask);
es.execute(ctask);
}
});
if (concur) {
ctasks.forEach( task -> {
try {
String log = task.get();
clogs.add(log);
} catch (InterruptedException | ExecutionException exc) {
System.out.println(exc);
}
});
clogs.forEach( System.out::println);
es.shutdown();
}
s.stopServer();
System.out.println("\n=== Server log ===");
System.out.println(s.getServerLog());
}
}
Server is sending all the info and channels are open and connected.

TCP Multiple Clients Room

I'm making code for a Server that has multiple clients that joins in it. Here's what the server's looks like.
public class Server {
private final ServerSocket serverSocket;
private static final int PORT = 9000;
private WaitingRoom wroom = new WaitingRoom();
public Server(ServerSocket serverSocket) {
this.serverSocket = serverSocket;
}
public void startServer() throws InterruptedException,Exception{
try {
int count = 0;
while (!serverSocket.isClosed()) {
Socket socket = serverSocket.accept();
System.out.println("A new client has connected!");
ClientHandler clientHandler = new ClientHandler(new Player(count),socket);
Thread thread = new Thread(clientHandler);
thread.start();
count++;
System.out.println(clientHandler.getPlayer().getNickname());
wroom.join(clientHandler.getPlayer());
}
} catch (IOException e) {
closeServerSocket();
}
}
public void closeServerSocket() {
try {
if(serverSocket != null)
serverSocket.close();
}catch (IOException e){
e.printStackTrace();
}
}
public static void main(String[] args) throws IOException,InterruptedException,Exception{
ServerSocket serverSocket = new ServerSocket(PORT);
Server server = new Server(serverSocket);
server.startServer();
}
}
I've a class named ClientHandler that manages these clients in a thread for each, and i pass it also in the Player class because i will use it for things like: Send msg, Receive msg. That's the ClientHandler class:
public class ClientHandler implements Runnable {
public static ArrayList<ClientHandler> clientHandlers = new ArrayList<>();
private Player player;
private String nickname;
private Socket socket;
private BufferedReader bufferedReader;
private BufferedWriter bufferedWriter;
public ClientHandler(Player player,Socket socket) throws InterruptedException,Exception{
try {
this.socket = socket;
this.bufferedReader = new BufferedReader(new InputStreamReader(socket.getInputStream()));
this.bufferedWriter= new BufferedWriter(new OutputStreamWriter(socket.getOutputStream()));
nickname = this.bufferedReader.readLine();
player.init(nickname, this);
clientHandlers.add(this);
broadcastMessage("SERVER: " + nickname + " è entrato");
} catch (IOException e) {
closeEverything(socket, bufferedReader, bufferedWriter);
}
}
public Player getPlayer(){
return player;
}
public BufferedWriter getBufferedWriter(){
return bufferedWriter;
}
public BufferedReader getBufferedReader(){
return bufferedReader;
}
#Override
public void run() {
String messageFromClient;
while (socket.isConnected()) {
/* try {
// messageFromClient = bufferedReader.readLine();
} catch (IOException e) {
closeEverything(socket, bufferedReader, bufferedWriter);
break;
} */
}
}
public void broadcastMessage(String messageToSend) {
for (ClientHandler clientHandler : clientHandlers) {
try {
if (!clientHandler.nickname.equals(nickname)) {
clientHandler.bufferedWriter.write(messageToSend);
clientHandler.bufferedWriter.newLine();
clientHandler.bufferedWriter.flush();
}
} catch (IOException e) {
closeEverything(socket, bufferedReader, bufferedWriter);
}
}
}
private void writeToClient(String text) throws IOException{
bufferedWriter.write(text);
bufferedWriter.newLine();
bufferedWriter.flush();
}
public void removeClientHandler() {
clientHandlers.remove(this);
broadcastMessage("SERVER: " + nickname + " è uscito");
}
public void closeEverything(Socket socket, BufferedReader bufferedReader, BufferedWriter bufferedWriter) {
removeClientHandler();
try {
if (bufferedReader != null) {
bufferedReader.close();
}
if (bufferedWriter != null) {
bufferedWriter.close();
}
if (socket != null) {
socket.close();
}
} catch (IOException e) {
e.printStackTrace();
}
}
}
Now, the problem is: if I want to create a class named "WaitingRoom" for let players to waint until the wait's done. Where and how could I instantiate it? Before the linked code, i was instantiating it in the ClientHandler, but it worked only for a client a time. Here's what i wrote for the WaitingRoom class:
public class WaitingRoom {
private final int MAXPLAYERS = 2;
private ArrayList<Player> players = new ArrayList<Player>();
public ArrayList<Player> getPlayers(){
return players;
}
public void join(Player player) throws IOException,InterruptedException,Exception{
while(!addPlayer(player)){
player.sendMsg("waiting for join");
TimeUnit.SECONDS.sleep(1);
}
waitStart(player);
}
public boolean addPlayer(Player player){
if (players.size() >= MAXPLAYERS) return false;
players.add(player);
return true;
}
public boolean removePlayer(int idPlayer){
for(Player player : players){
if(player.getId() == idPlayer){
players.remove(player);
return true;
}
}
return false;
}
public void waitStart(Player player) throws IOException,InterruptedException,Exception{
if(players.size() < MAXPLAYERS)
player.sendMsg("sei entrato nella stanza d'attesa");
while(players.size() < MAXPLAYERS){
player.sendMsg("(" + players.size() + "/2) in attesa di giocatori...");
TimeUnit.SECONDS.sleep(1);
}
player.sendMsg("Inizio Gioco");
Player[] players2 = new Player[MAXPLAYERS];
for(int i=0;i<MAXPLAYERS;i++){
players2[0] = new Player(players.get(i).getId()).init(players.get(i).getNickname(),players.get(i).getClientHandler());
}
new Gioco(players2);
cleanRoom();
}
public void cleanRoom(){
players.clear();
}}
it's a really basic concept for waiting room and I only need a place where user must to wait before a gameloop. For example i don't really need multiple wainting rooms, one is ok for me, maybe.

JAVA: Serialization works good on Local Machine but when I do this in LAN it does not output correct

I want to send an object having OS Name to a server. This OS Name output should be of PC sending object but it displays OS Name of PC running server..
Here is my code :
//Client : it can send data i.e. object to server
class Client
{
private Socket socket = null;
private ObjectOutputStream outputStream = null;
public Client(String con){
System.out.println("conn value: "+con);
java.util.Timer t = new java.util.Timer();
try{
socket = new Socket(con, 27051);
t.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
try {
outputStream = new ObjectOutputStream(socket.getOutputStream());
SI sysinfo=new SI();
outputStream.writeObject(sysinfo);
System.out.println("Sent Data: "+sysinfo.otherInfo());
} catch (Exception se) {
t.cancel();
}
}
}, 0, 1);
}
catch(Exception em)
{
}
}
}
//Server class: should receive data from client
class Server extends SwingWorker<Void,Void>{
Socket csocket=null;
protected Void doInBackground() throws Exception {
final ServerSocket ssock = new ServerSocket(27051);
System.out.println("Server Listening..!!");
while (true) {
try{
Socket sock = ssock.accept();
new Thread(new Server(sock)).start();
}
catch(Exception e){
System.out.println("unabke to create socket");
}
}
}
Server() throws Exception{
doInBackground();
}
Server(Socket csocket) {
this.csocket=csocket;
Thread t1=new Thread(r1);
t1.start();
}
Runnable r1=new Runnable()
{
public void run() {
try {
System.out.println("Run initated");
while(true)
{
if(csocket.isClosed())
{
break;
}
else{
System.out.println(csocket);
ObjectInputStream inStream = new
ObjectInputStream(csocket.getInputStream());
SI sysinfo= (SI) inStream.readObject();
System.out.println("Received: "+sysinfo.otherInfo());
System.out.println(ObjectStreamClass.lookup(sysinfo.getClass()).getSerialVersion
UID());
}
}
}
catch (Exception e) {
System.out.println("Exception"+ e.getMessage());
}
}
};
}
//class undergoing serialization
public class SI implements Serializable
{
private static final long serialVersionUID = 1L;
String otherInfo()
{
OperatingSystemMXBean bean = (com.sun.management.OperatingSystemMXBean) ManagementFactory
.getOperatingSystemMXBean();
String os_name=bean.getName();
return os_name;
}
}
//class A: It has main function and it executes first and user decides whether he/she want to be in server mode or in client mode. As user cannot be in 2 modes simultaneously..
class A
{
public static void main(String[] args) throws Exception
{
System.out.println("Enter 0 for Server 1 for Client Mode");
Scanner s=new Scanner(System.in);
int i=s.nextInt();
if(i==0)
{
Server ser=new Server();
ser.execute();
}
else if(i==1)
{
System.out.println("Enter IP");
String conn=s.next();
Client c=new Client(conn);
}
else
System.out.println("Invalid Selection exit..");
}
}
As I wrote in my comment you must transfer the data, not the function. Some sample code below...
First, change your SI class as follows:
public class SI implements Serializable {
private static final long serialVersionUID = 1L;
private String osName;
public void setOsName(String osName) { this.osName = osName; }
public void getOsName() { return this.osName; }
}
Second, modify your client to first determine the OS and the build the SI object...
...
OperatingSystemMXBean bean = (com.sun.management.OperatingSystemMXBean) ManagementFactory
.getOperatingSystemMXBean();
String osName=bean.getName();
SI sysinfo = new SI();
sysinfo.setOsName(osName);
...
outputStream.writeObject(sysinfo);
...
Third, modify your server accordingly.

Syncronizing a multithreaded server

Hello everyone i have created a multi threaded chat server that looks like this:
public class Main {
public static ServerSocket server;
public static Socket connection;
public static int backLog = 100;
public static int numberOfConnected;
public static boolean connected = false;
public final static int potNumber = 6080;
public static PrintWriter pw;
public static Scanner input;
public static int i = 0;
public static void main(String[] args) {
startServer();
}
public static void startServer(){
try {
server = new ServerSocket(potNumber, backLog);
waitingForConnection();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private static void waitingForConnection() {
connected = false;
i++;
while (!connected) {
try {
if (connected) {
}
connection = server.accept();
Server s = new Server(connection, pw = new PrintWriter(connection.getOutputStream()), input = new Scanner(connection.getInputStream()));
s.start();
numberOfConnected++;
waitingForConnection();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
The idea is that this is suppose to be a chat server so when one connects to the server it starts the following thread:
threads
public void run(){
while (connection.isConnected()) {
if (input.hasNext()) {
String fullMessage = input.nextLine();
if (fullMessage.equalsIgnoreCase("Connect")) {
connectHim();
}else {
chatMessage(fullMessage);
}
}
}
}
private void chatMessage(String fullMessage) {
String name = fullMessage.substring(0, fullMessage.indexOf(" "));
String message = fullMessage.substring(fullMessage.indexOf(" "), fullMessage.length());
pw.println(name+": "+message);
pw.flush();
}
private void connectHim() {
String name = input.nextLine();
pw.println(0);
pw.flush();
pw.println(1);
pw.flush();
pw.println();
pw.flush();
pw.println(name);
pw.flush();
}
So my problem is the following:
if the user that is bound to thread 1 (this is an example) and the user bound to thread 2 sends a message to the server how will i send that message to the user bound on thread 1?
One of options is to use Hashtable or HashMap (just call Collections.synchronizedMap(myMap) in case of Map usage). When you start new Thread, give him unique name (for example user nick name ) and put it to your collection where key - Thread name, and value - Thread as Object.
if the user that is bound to thread 1 (this is an example) and the user bound to thread 2 sends a message to the server how will i send that message to the user bound on thread 1?
For example you have user1, user2, user3. Now you build 3 Threads and put them to HashMap, like:
Map<String, Thread> threadMap = new HashMap<String,Thread>();
threadMap = Collections.synchronizedMap(threadMap);
YourThread th1 = new YourThread();
threadMap.put("user1", th);
YourThread th2 = new YourThread();
threadMap.put("user2", th);
YourThread th3 = new YourThread();
threadMap.put("user3", th);
....
Set<String> userSet = threadMap.keySet();
Iterator<String> it = userSet.iterator();
Thread currThread = null;
while(it.hasNext()){
String key = it.next();
currThread = threadMap.get(key);
// do something with currThread
}

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