handling a lot of sockets in a server efficiently - java

I have to write a program in which clients send the server some number and wait to its response, other random number. It works Infinitely-send number and wait for response and so on...
I would like to write a server which gets a lot of connections ( and creates sockets) how can I do that in effeicient way (without creating thread to every socket created)?
Is it better to open and close sockets for every request and response?
Is there a way to send answer over a socket when I don't know which one is the right socket, but I know that all the sockets starts from the same client computer and I know the port source of the client
(I thought about making sockets array)

how can I do that in effeicient way (without creating thread to every socket created)?
You are assuming without proof that a new thread per socket is inefficient. It isn't.
Is it better to open and close sockets for every request and response?
No. Take a look at the history of HTTP. The major change between 1.0 and 1.1 was the introduction of persistent connections, which was done regardless of server-side architectures.
Is there a way to send answer over a socket when I don't know which one is the right socket
I don't understand how that situation could possibly arise. The answer only makes sense in the context of a specific session, which is associated with a specific socket. If you aren't retaining that information you should be. It's just a data structure problem.
but I know that all the sockets starts from the same client computer and I know the port source of the client (I thought about making sockets array)
If you can remember the source port you can remember the socket itself. Again, this is just a data structure problem. And there is no need for the assumption/constraint that all connections are from the same client. And unless that client is multi-threaded there is no need for multiple connections from it at all.

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java help understanding how socket connections work

I am completely new to creating a network connection in java so I apologize if this is a stupid question.
I am trying to create a D&D companion in java that will allow a player to create their character and then send it to the DM so that they can view it and make changes and send it back to the player. I want to be able to make it so that any time a field is changed on one computer it will also be changed on the other computer.
After a bunch of research online I have been able to create a socket connection between the DM(server) and the player(client) and pass a message between the two but I am not sure how a socket connection works after this initial connection is made. My research has not been very clear on this. I have found many resources that have said that java closes the socket after a message has been passed and many that say that the socket stays open.
If java closes the socket then my problem is easy enough to solve because then I will just have to open a new socket every time I need to pass data making sure that I pass the IP address of the client to the server the first time I make a connection.
My real questions come in when a socket stays open.
If the socket stays open and multiple clients connect to the server, will the server just shout over the network whenever it transmits a message so that all clients receive the message? (If this is the case then I know I can just attach a username to the front of the message so that the client can determine if the server is talking to it.)
If the server does not shout then how do I specify which client I want the server to talk to?
Will I have to add a loop to my receive methods so that the client/server is constantly listening for a transmission from the server/client or will java automatically do so after I run the method the first time?
I have found many resources that have said that java closes the socket after a message has been passed
You found them where?
and many that say that the socket stays open.
All those are correct. Java never closes connections. The application closes connections.
If java closes the socket then my problem is easy enough to solve because then I will just have to open a new socket every time I need to pass data making sure that I pass the IP address of the client to the server the first time I make a connection.
It doesn't.
My real questions come in when a socket stays open.
If the socket stays open and multiple clients connect to the server, will the server just shout over the network whenever it transmits a message so that all clients receive the message?
No. It will respond via the socket that is connected to the corresponding client.
(If this is the case then I know I can just attach a username to the front of the message so that the client can determine if the server is talking to it.)
Unnecessary.
If the server does not shout then how do I specify which client I want the server to talk to?
The server responds via the same socket it read the request from.
Will I have to add a loop to my receive methods so that the client/server is constantly listening for a transmission from the server/client
No, you will have to add a thread per accepted socket, that loops reading requests until end of stream.
or will java automatically do so after I run the method the first time?
No.
You seem to have been reading some truly appalling drivel. Take a look at the Custom Networking section of the Java Tutorial.
Adding to EJP's wise answer, it might be worth clarifying:
Sounds like you (wisely) use TCP, so your Socket represents a connection between 1 server and 1 client. No "shouting". In examples such as this , when connection is established (namely, client obtains a Socket by calling "new Socket" and server obtains a Socket by calling "accept"), those Sockets are dedicated to those 2 specific endpoints. So if 10 clients connect to 1 server, the server will keep 10 Sockets and won't mix them up. A bit like a poor secretary that has 10 phones on his desk and answers them all - despite the mess, each earpiece is clearly connected to 1 customer.
The connection can hold for a while & serve several messages. It will terminate when either one of the sides calls 'socket.close', or it can be terminated by underlying 3rd parties (operating system, proxies, firewalls).
For your first version, or for simple business requirements, it's probably enough to converse over this 1 simple connection. However, for commercial critical data that requires 'assurance of delivery', you might need to invest some careful thought & possibly tools such as RabbitMQ.
Good luck:)

Is it a good idea to destroy sockets after a single use?

I've been looking into making a simple Sockets-based game in Java, and read in multiple places that client sockets are destroyed after a single exchange. Is this good practice for continued connections? The server needs to maintain a connection with a client (i.e. not using socket.accept() every time it wants to tell a client about something), but can't wait every time for the client's response. I already have the server/client running in separate threads, but won't destroying the socket after every exchange mean re-acquiring (or failing to re-acquire) a connection to that client? I've seen so many conflicting websites about sockets in Java and how they should be implemented.
There's no hard and fast rules, but it does depend slightly on what data rates you want to achieve.
For example, YouTube is a streaming video service, but the video data is delivered by means of the client using https to fetch batches of video data. Inefficient, yes, but very easy to program for. There's lots of reasons to use https for an application like YouTube (firewalls, etc), but ultimate power saving and network performance were not one of them. The "proper" way would be to use a protocol like RTP which uses UDP to deliver small packets of data which can then be rearranged into order, you also have to deal with missing frames at the CODEC level, etc. Much less network traffic, friendly to bandwidth constrained network links, but significantly more difficult to deal with traversing across firewalls, in client software, etc.
So if your game is sending modest amounts of data, the only thing wrong with setting up and tearing down a whole socket connection for every message is the nagging feeling you yourself will have that it is somehow not the most efficient solution.
Though it sounds like you have a conflict between the need to communicate between client / server and a need to process something else whilst waiting for the communication to complete. Here you're getting into asynchronous I/O territory. To make that easy i strongly suggest you take a look at ZeroMQ - that will make everything a whole lot simpler.
and read in multiple places that client sockets are destroyed after a single exchange.
Only in the places where that actually happens. There are numerous contexts where it doesn't, the outstanding example being HTTP, where every effort is made to reuse connections.
Is this good practice for continued connections?
The question is a contradiction in terms. A continued connection is a connection that isn't closed. A closed connection can't be continued.
The server needs to maintain a connection with a client (i.e. not using socket.accept() every time it wants to tell a client about something), but can't wait every time for the client's response.
The word you are groping for here is 'session'.
I already have the server/client running in separate threads, but won't destroying the socket after every exchange mean re-acquiring (or failing to re-acquire) a connection to that client?
Yes.
I've seen so many conflicting websites about sockets in Java and how they should be implemented.
You should use a connection pool at the client; a request loop at the server that looks for multiple requests per connection; a client-side facility that closes idle connections after some idle timeout; and a read timeout at the server that closes connections on which no request has been read within the timeout.

Difference between using same socket or different sockets for multiple connection

I am facing a problem regarding designing my app with datagram socket. My app needs to communicate with different servers using udp connections. now I am not sure which of the following will be good. Is there any advantage of any of the following ( by performance or by other measures ). or is there any better option?
Option 1
create a single Datagram socket, and create a single thread to receive data of that. While sending to different servers set the address of the datagram packets. and in the receiving thread check the address and process data accordingly
Option 2
create different datagram sockets to communicate with servers. use socket.connet() to connect to the relevant server. And create threads for every socket to receive data.
N.B. I am actually working on an android app. if you have any query you can ask in comment
Unless you are we are talking about 100000 of connections, I would create single socket per thread. It speeds up application and guarantee the thread safety of sockets and that receaved data wont get mixed up.
The most important is however, that if one channel will fail or latency will get high, it will have no influence on other channels (sockets).
The drawback is that you are consuming more resources.
All depends on purpose of app.
My opinion is you can create a single socket to because creating more socket will bring down your app.

Server-push or client-request? TCP or UDP?

I'd like to implement a function of realtime message such as chatting in facebook but several questions confuse me:
1. To reduce overhead of server and make it really 'realtime', I should use a full-duplex way of communication like socket instead of Ajax, is that right?
2. If I use socket, which protocol should I choose, TCP or UDP?
3. Assuming that I am using TCP, will server keep trying to resend the lost packages so that it would take much overhead?
4. What if the network failed in a communication between server and a client? Will the socket close it self or I should handle with several kinds of network conditions?
Can anyone help?
You can use WebSockets. XMLHttpRequest is probably obsolete now for anything real-time (because it's not real-time), though you could fall back to using it for people who use a browser that doesn't support WebSockets
Use UDP if the information you are sending is only valid for the time it is sent, for example in games that would be the position of the players (you don't care to receive the position they were in 5 seconds ago). Besides, you can't use UDP with WebSockets
For anything other than that, use TCP (unless you do hole punching to achieve p2p), because loss of data is probably bad for you, and TCP handles that.
You would have to check for and resend lost data manually with UDP anyway, unless failure in communication is acceptable by you
You will get an IOException. If the connection was closed improperly the exception will be thrown after a timeout of unresponsiveness that you are able to change according to your needs. This is assuming you use TCP, otherwise you should figure out yourself when you consider clients connected or disconnected according to the responses/data you receive (or not receive).

Passing socket objects between processes, TCP, Java

Ok so I've found out Sockets are not serializable... so I cant pass them over TCP...
My problem is I have a homework assignment where I have 10 servers that must listen on one socket(lets call it request). For input from any of x number of clients that write to that socket. Then after one of the server processes reads a message from request it must communicate with that client over its own socket...
I tried making each server socket and the request socket on the server side, then passing those to the clients when they connected to the server... but this doesn't work...
Any tips on how I might do this? Having TCP not be 1-1 is really toying with me here.
Passing a socket over a TCP connection is like trying to pass a telephone over a telephone call, or trying to fax your fax machine. What you need to do is organize another connection between the parties concerned.
EDIT: In fact your assignment as stated doesn't even make sense:
I have 10 servers that must listen on one socket(lets call it
request).
That's not even correct terminology. Servers listen at ports, not sockets, and 10 servers listening at one port is impossible. They must each have their own port.
For input from any of x number of clients that write to that socket.
See above. Clients don't write to 'that socket'. They create their own socket that is connected to the server port, and they write to that.
Then after one of the server processes reads a message from request it
must communicate with that client over its own socket
If the server has received a connection from a client it already has a socket representing its endpoint to that connection. So all the server has to do is write the response back to the same socket it read the request from.
In short you have a major terminology problem, but you don't have a software problem at all.
Passing sockets seems crazy to me. If you're trying to write a better server, you'll have a hard time beating Netty. I'd recommend giving it a look.

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