Message not delivering to Client in Java - java

I have a Server-Client program in Java where,in my Server UI I have two JLabel,when I Click on my 1st JLabel message is going to 1st Client but when I click it again message is not going to the client. Can someone point me out whats the mistake in my code?
//SERVER CODE
void connect_clients()
{
try {
ServerSocket listener = new ServerSocket(7700);
jButton1.setText("Server Running!");
jButton1.setEnabled(false);
try {
while (true) {
socket = listener.accept();
try {
clientIP = socket.getLocalAddress().getHostName();
}
catch(Exception e){}
}
}
catch(Exception e){}
}
catch(IOException ex)
{
}
}
}
private void jLabel2MouseClicked(java.awt.event.MouseEvent evt) {
PrintWriter out;
try {
out = new PrintWriter(socket.getOutputStream(), true);
out.println("pc2");
} catch (IOException ex) {
Logger.getLogger(third_frame.class.getName()).log(Level.SEVERE, null, ex);
}
}
//client code
void connect_server()
{
try {
// TODO code application logic here
String serverAddress = JOptionPane.showInputDialog(
"Enter IP Address of a machine that is\n" +
"running the date service on port 9090:");
s = new Socket(serverAddress, 7700);
BufferedReader input =
new BufferedReader(new InputStreamReader(s.getInputStream()));
String answer = input.readLine();
System.out.println(answer);
answer = null;
}
catch (IOException ex) {
Logger.getLogger(client_form.class.getName()).log(Level.SEVERE, null, ex);
}
}
NOTE: Socket is declared globally in both Server and Client.

Client code doesnt have a loop.
On String answer = input.readLine(); the client waits for the message to receive. Once it receives the text from server the clients execution is done.
Client is not written to receive all the message from server.
So if you look back the Server-Client paradigm, the server listens to the port actively and once the client requests something from server. It process the request.
On the other hand , Client doesnt have to listen actively on whats going on at the server which contradicts the fundamental idea of why Client exist.

Related

Bi-direction multithreaded socket connection

The situation is as following:
There is a server and a client, which both can initiate a command/message to each other.
Because the server can send a message at any time, the listening on the socket is done in a separate thread (a ListenerThread). This is all fine. The client can send messages and receive at the same time, however, how would you know if a certain response belongs to the command you sent when the server can also initiate a new command/message to notify that something happened?
If I send a message to the server, and the server responds with "OK" in the listening thread. How would you know this is the actual response of the message/command you sent (keeping in mind this is another thread). What if the server received an update from another client and sends that update first.
This like a chat application, though with an actual response for every sent command.
example case:
Let us say that the protocol only consists of a move <playernum> [<x>,<y>] command which indicates that a player has done a move (server notifies client) or that a player wants to do a move (client notifies server). Also, the server responds with "OK" if the move was okay or with "ERR" if not.
Safe state:
move 1 [3,4]
client ---> server
OK
client <--- server
Unsafe state:
move 1 [3,4]
client ---> server
move 2 [1,2]
client <--- server
OK
client <--- server
The client did not expect this response... should responded with OK.
You have a protocol where the client can read one of three possible messages:
OK (The move you made was accepted)
ERR (The move you made was rejected)
move PLAYERID <co-ord1,co-ord2>
It is a reasonable assumption that the messages OK and ERR will only be sent back to the socket which requested a move. However a legal move is broadcast to all other players (perhaps excluding the player who moved).
Since you can receive unsolicited responses (the moves that other players make), you have correctly created a listener thread. You have not described the action your application takes when it receives a move message from another client, but I will assume that your listener thread handles that case. What remains is how to co-ordinate your move commands, and the response to that which will appear in the listener thread.
To synchronize the submission of your move command, and the response, a BlockingQueue (called queue) will be used , and shared between the client and listener. The form of this will be:
Client:
out.println(command); // Where out is the socket PrintWriter stream
String response = queue.take(); // Where queue is the BlockingQueue
// Process either `OK` or `ERR`
Listener Thread:
while ((command = in.readLine()) != null) {
if (command.equalsIgnoreCase("OK") || command.equalsIgnoreCase("ERR"))
queue.put(command);
else if (command.startsWith("move")) {
// Process a move
}
else
System.out.println("Unrecognized command="+command);
}
As you can see, the client simply submits a command, and blocks for the response of "OK" or "ERR". The requirement for processing other player moves has moved into the listener thread.
The listener processes all three conditions (Another player move, an "OK" or an "ERR"). The messages responses "OK" and "ERR" are sent back to the client. A move command is processed separately, and as such is not the responsibility of the client making the moves.
Below I have mocked working code which demonstrates these concepts. The server will randomly (with equal probability) respond with:
OK
ERR
A multiline response which includes OK and another player's move
Code:
public class MoveGame {
public static void main(String[] args) {
Scanner scanner = new Scanner(System.in);
String command = "";
new Thread(new MoveServer()).start();
Socket socket = null;
PrintWriter out = null;
BlockingQueue<String> queue = new ArrayBlockingQueue<String>(10);
try {
socket = new Socket("localhost", 5001);
out = new PrintWriter(socket.getOutputStream(), true);
new Thread(new ClientReader(socket, queue)).start();
while (!command.equals("quit")) {
command = scanner.nextLine();
if (command.startsWith("move")) {
out.println(command);
String response = queue.take();
System.out.println("Client got response="+response);
}
}
} catch (IOException e) {
e.printStackTrace();
} catch (InterruptedException e) {
e.printStackTrace();
} finally {
scanner.close();
out.close();
try {
socket.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
static class ClientReader implements Runnable {
private final Socket socket;
private final BlockingQueue<String> queue;
public ClientReader(Socket socket, BlockingQueue<String> queue) {
super();
this.socket = socket;
this.queue = queue;
}
#Override
public void run() {
BufferedReader in = null;
try {
in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
String command;
while ((command = in.readLine()) != null) {
if (command.equalsIgnoreCase("OK") || command.equalsIgnoreCase("ERR"))
queue.put(command);
else if (command.startsWith("move")) {
System.out.println("A player made a move: command="+command);
}
else
System.out.println("Unrecognized command="+command);
}
} catch (IOException e) {
e.printStackTrace();
} catch (InterruptedException e) {
e.printStackTrace();
} finally {
try {
in.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
}
static class MoveServer implements Runnable {
#Override
public void run() {
Random random = new Random();
Socket socket = null;
try {
ServerSocket ss = new ServerSocket(5001);
while (true) {
System.out.println("Listening for new connections");
socket = ss.accept();
System.out.println("New session has started");
PrintWriter out = new PrintWriter(socket.getOutputStream(), true);
BufferedReader in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
String command;
while ((command = in.readLine()) != null) {
System.out.println("Got command="+command);
int responseType = random.nextInt(3);
if (responseType == 0)
out.println("OK");
else if (responseType == 1)
out.println("ERR");
else {
out.println("move 1 [3,4]");
out.println("OK");
}
}
in.close();
out.close();
socket.close();
}
} catch (IOException e) {
e.printStackTrace();
} finally {
try {
socket.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
}
}

Java - TCP/IP - Server can't send message back to Client?

I want to send an object from my client to my localhost server to add to database, and send result back whether the object was sent successfully or not. The object was sent successfully, but my server doesn't send the result back to client, and causes my client frame form hanged due to waiting for response from server. I don't know what's wrong with my code. Can you tell me some ways to fix this?
Here is the function to send the result:
public void sendResult(String result) {
try {
Socket clientSocket = myServer.accept();
System.out.println("Connected to client");
ObjectOutputStream os = new ObjectOutputStream(clientSocket.getOutputStream());
os.writeObject(result);
System.out.println("Result sent");
} catch (Exception ex) {
ex.printStackTrace();
}
}
Where the send result function is called:
public void service() {
try {
if (receiveStudent() != null) {
Student std = receiveStudent();
if (dao.addStudent(std)) {
System.out.println("OK");
sendResult("OK");
} else {
System.out.println("FAILED");
sendResult("FAILED");
}
}
} catch (Exception ex) {
ex.printStackTrace();
}
}
In addition, in the Service function, the console printed "OK", which means the if condition was satisfied.
receive student method:
public Student receiveStudent() {
Student s = new Student();
try {
Socket clientSocket = myServer.accept();
System.out.println("Connect to client successfully");
ObjectInputStream ois = new ObjectInputStream(clientSocket.getInputStream());
Object o = ois.readObject();
if (o instanceof Student) {
s = (Student) o;
return s;
}
} catch (Exception ex) {
ex.printStackTrace();
}
return null;
}
Because of myServer.accept() in sendResult(), the server is again waiting for an incoming client connection while this already happened in receiveStudent(). Reuse that connection.
Share the client socket you've obtained in receiveStudent() by, e.g., turning it into a field.
public Student receiveStudent() {
...
try {
clientSocket = myServer.accept();
...
} catch (Exception ex) {
...
}
...
}
and then reuse that socket in sendResult() to send the result to the client.
public static void sendResult(String result) {
try {
...
ObjectOutputStream os = new ObjectOutputStream(clientSocket.getOutputStream());
...
} catch (Exception ex) {
...
}
}
If you want to send a String as object why don't you just use something like this:
PrintWriter out = new PrintWriter(clientSocket.getOutputStream(), true); //for sending String messages
BufferedReader in = new BufferedReader(new InputStreamReader(clientSocket.getInputStream())); //for getting String messages
... and then when you need to send you do it like this:
out.println(textToServer"); // send to server - don't forget LN in println.
out.flush(); // to clean buffer
It should do what you need to be done.
And make sure that your client class is waiting to get that InputStream you're sending, don't forget that, since maybe it's the problem in the Client side.
Maybe Client is not accepting that incoming Socket regardless if it's ObjectInputStream or BufferedReader that will accept the incoming socket object.
You could provide us a Client class so we can see if there's missing acceptance of incoming socket.
At the end of the method make sure you close your streams and sockets.
out.close();
in.close();
socket.close();
For more details check this, this and this. I hope I was helpful :)
You're calling accept() twice. This is meaningless. You need to:
Accept the connection. This returns a Socket.
Read the request and create the response.
Send the response, via the same Socket you accepted at (1).
You also want to create a new thread per accepted socket, and you also want to do all I/O in that thread, including creating the ObjectInputStream and ObjectOutputStream. Otherwise your server isn't properly multi-threaded and multi-client.

simple multi-threaded server chat using java

I'm creating a java chat server that handles multi clients I use this simple code for server
public class Server extends Thread {
ServerSocket serverSocket = null;
Socket socket = null;
private int unique_id;
ArrayList<Clients> cl;
public Server(int port) {
try {
serverSocket = new ServerSocket(port);
cl = new ArrayList<>();
this.start();
} catch (Exception e){
System.out.println("Error 5");
e.printStackTrace();
}
}
#Override
public void run(){
System.out.println("Server Start");
while (true){
try {
socket = serverSocket.accept();
Clients t = new Clients(socket); // add it to thread
cl.add(t);
t.start();
System.out.println("Connected " + String.valueOf(cl.size())); // printed ok
}catch (Exception e){
System.out.println("Error 4");
e.printStackTrace();
}
}
}
public synchronized void SendToAll(String s){ // this function used by client when one of client socket send a message then server send it to all
System.out.println("Sended is excuted"); // excuted normal each time i send a message from client but not send to all
for (int i = 0; i < cl.size(); i++){
cl.get(i).WriteToSocket(s);
}
}
public static void main(String args[]){
int port = 5002;
Server server = new Server(port); // start server
//server.run(); // start connections wait for it
}
class Clients extends Thread { // class extends thread
public Socket socket = null;
DataInputStream input = null; // read input
DataOutputStream output = null; // read output
public int myid = 0; // unique id for each client
public Clients(Socket soc) {
socket = soc;
try {
input = new DataInputStream(socket.getInputStream());
output = new DataOutputStream(socket.getOutputStream());
myid = ++unique_id;
System.out.println("Client Start Thread"); // printed ok !
} catch (IOException e){
System.out.println("Error 1");
e.printStackTrace();
}
}
public void WriteToSocket(String s) { // used to write a message to this socket
try {
output.write(s.getBytes());
}catch (IOException e){
System.out.println("Error 2");
e.printStackTrace();
}
}
#Override
public void run() { // run thread function wait for messages from clients
while (true){
try {
String s = input.readLine();
if (s.contains("quite")) {
socket.close();
input.close();
output.close();
cl.remove(this);
this.stop();
}
if (!s.isEmpty()) {
SendToAll(s);// when message come and not empty it use server function to send them to all clients
}
}catch (IOException e){
System.out.println("Error 3");
e.printStackTrace();
}
}
}
}
}
everything works fine when clients connect the server accept the connection and the client thread started
but the problem when I sent a message from the client it didn't received by the server I try my client application in java too with Qt c++ server and it works ?
so what did I do wrong here make the server can't receive the message ?
this my first time in network programming using java
Edit
I solve the NullPointerException the problem was that when client log out I didn't remove his socket from the ArrayList solved by making client before close send message contains quite so when I see it i remove his socket from array list Another Quetiosn Here i don't know how this message sentthe System.out.println() that is in the SendToAll function printed to the screen each time client send a message but why the message not send again to all clients ? actually the main problem is that server can't send the message to all clients in the array list after message comes from one client the problem not solved stell found
Client Code class
public class ClientSocket extends Thread {
public Socket socket = null;
public DataInputStream input = null;
public DataOutputStream output = null;
MainChat chat = null;
public ClientSocket(String ip, int port,MainChat ch) {
try {
socket = new Socket(ip,port);
input = new DataInputStream(socket.getInputStream());
output = new DataOutputStream(socket.getOutputStream());
chat = ch;
this.start();
}catch (IOException e){
}
}
#Override
public void run() {
while (true){
try {
String s = input.readLine();
if (!s.isEmpty()){
chat.WriteToScreen(s.trim());
}
}catch (IOException e){
}
}
}
public void WriteToSocket(String s) throws IOException{
output.write(s.getBytes());
}
}
Edit
when i use this code in main the SendToAll function send the message to all clients !! why when i use it from clients class using Thread it not sended to all ?
public static void main(String args[]){
int port = 5002;
Server server = new Server(port); // start server
//server.run(); // start connections wait for it
while (true) {
String s = in.next();
server.SendToAll(s + "\n"); // message sended to all client !!
}
}
The problem is that readLine reads until it finds a line terminator of end of file. This is why it works with other server in QT C++ but not with the Java server.
Please see here:
https://docs.oracle.com/javase/7/docs/api/java/io/DataInput.html#readLine()
https://docs.oracle.com/javase/7/docs/api/java/io/DataInputStream.html#readLine()
Please note that readLine in DataInputStream is deprecated. You should use BufferedReader to read a line (with readLine) as indicated in the DataInputStream link.
So, add '\n' to the end of the string sent and it will work.
I solve the problem, I am sorry for that it was my fault I forget to add \n in sendToAll function so this what cause the problem so no \n the clients can't read the line because I use readLine in DataInputStream
anyway I try another method to read bytes instead of readLine it's I think it's better especially when you receive UTF-8 char and after that changes from bytes to String

How do I optimize this socket code in java?

I'm developing an application that can control mouse from android phone. The problem is communication is very slow with socket mouse lags while moving. I want to move mouse pointer as the user moves his finger on screen. How can I optimize this code?
On computer side I'm using this code
try {
serverSocket = new ServerSocket(4444);
} catch (IOException e) {
System.out.println("Could not listen on port: 4444");
}
System.out.println("Server started. Listening to the port 4444");
while (true) {
try {
clientSocket = serverSocket.accept();
inputStreamReader = new InputStreamReader(
clientSocket.getInputStream());
bufferedReader = new BufferedReader(inputStreamReader);
message = bufferedReader.readLine();
System.out.println(message);
Robot robot = new Robot();
switch (message) {
case "first":
ix = MouseInfo.getPointerInfo().getLocation().x;
iy = MouseInfo.getPointerInfo().getLocation().y;
break;
case "lclickp":
robot.mousePress(InputEvent.BUTTON1_DOWN_MASK);
break;
case "lclickr":
robot.mouseRelease(InputEvent.BUTTON1_DOWN_MASK);
break;
//several more cases
} catch (IOException | AWTException ex) {
System.out.println("Problem in message reading");
}
and I'm using this on android side.
private class SendMessage extends AsyncTask<Void, Void, Void> {
#Override
protected Void doInBackground(Void... params) {
try {
client = new Socket(Login.IP, 4444); // connect to the server
printwriter = new PrintWriter(client.getOutputStream(), true);
printwriter.write(messsage); // write the message to output stream
printwriter.flush();
printwriter.close();
client.close(); // closing the connection
} catch (UnknownHostException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
}
Don't create a new connection per message: keep the socket open. At the server end, process multiple messages per accepted socket, until readLine() returns null.
Now I just beginning learning and I'm not good in socket programming but I think the server should wait for new connections in a separate thread because the ServerSocket.accept() method blocks until there is a connection and causes my app frozen at that line.
Thread conWaitingThread = new Thread(new Runnable(){
while (true){
//try
socket = serverSocket.accept();
//catch
}
void startWaiting(){
comWaitingThread.start();
}
void endWaiting(){
if(conWaitingThread.isAlive()){
conWaitingThread.interrupt();
}
}
and for reading msg from client,
while(input.readLine()!=null){
try{
message = input.readLine();
//ur switch case
}catch (ioException e){
//do catch
}
}
For client side, create socket and iostreams once and let them open. Not close the iostreams as closing iostreams closes the respective socket too. May open socket and io in onCreate and close in onDestroy. Be aware that input.readLine() on serverSide waits the new line char and printWriter.write() does not automatically add that. So you may not get any incoming data although printWriter.flush() is called and you need to concat "\n" on writing.
On the PC Side of things:
Consider refactoring into a few helper classes, perhaps, one for Connect, one for sending updates, and one for Disconnect. Then, you will only need to connect and disconnect once per session.
It's good practice to set a tick rate on both the server and client to prevent over-using CPU time and other resources. There is no need to update mouse coordinates more frequently than the refresh rate of typical monitor can update (60fps / 16.6ms) for example.

Getting Null String when reading from a socket

I am trying to write a client-server system using Sockets in java, however I cannot seem to read data sent from the server to the client.
Here is the code for the client:
public class ClientSocket
{
Socket clientSocket = null;
PrintWriter out = null;
BufferedReader in = null;
// establish a connection to All Care's server application through socket 4444 (adjust localhost to reflect the IP address that the server
// is being run from)
public ClientSocket()
{
try
{
clientSocket = new Socket("localhost", 4445);
out = new PrintWriter(clientSocket.getOutputStream());
in = new BufferedReader(new InputStreamReader(clientSocket.getInputStream()));
}
catch (IOException e)
{
System.out.println("Could not connect to All Care Server Application");
}
}
public void closeClientSocket()
{
try
{
clientSocket.close();
}
catch (IOException e)
{
System.out.println("Could not close connection to All Care Server Application");
}
}
public String getMessageFromServer()
{
try
{
String input = in.readLine();
return input;
}
catch (IOException e)
{
System.out.println("Could not read message from server");
}
return "No Data";
}
public void sendMessageToServer(String message)
{
out.write(message);
}
}
And here is the Server code:
public class ArFileServer {
public static void main(String[] args)
{
ServerSocket serverSocket = null;
boolean listening = true;
try
{
serverSocket = new ServerSocket(4445);
// infinite loop to continually listen for connection requests made by clients
while (listening)
{
new ClientConnection(serverSocket.accept()).start();
if (serverSocket != null)
{
System.out.println("Connection to client established");
}
}
serverSocket.close();
}
catch (IOException e)
{
System.out.println("Error could not create socket connection to port");
}
}
}
public class ClientConnection extends Thread
{
private Socket socket = null;
public ClientConnection(Socket socket)
{
super("ClientConnection");
this.socket = socket;
}
// the thread that runs after a connection to the server has been accepted
#Override
public void run()
{
try
{
PrintWriter out = new PrintWriter(socket.getOutputStream());
BufferedReader in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
sendMessagetoClient(out, "CONNECTION SUCCESS");
// check login credentials sent from client to the server
// if valid send back their encrypted password, otherwise output a login error message
// wait for user input and then do various processes based on their requests
in.close();
out.close();
socket.close();
}
catch (IOException e)
{
System.out.println("Client socket connection error");
}
}
// sends a message to the client
void sendMessagetoClient(PrintWriter out, String message)
{
out.write(message);
}
// listens for a message from the client
String getMessageFromClient(BufferedReader in)
{
try
{
String input = in.readLine();
return input;
}
catch (IOException e)
{
System.out.println("Could not read message from client");
}
return "No Data";
}
And here is the line of code im using to see if the data is being sent.
System.out.println(clientSocket.getMessageFromServer());
In your sendMessageToClient() method, you need to flush:
void sendMessagetoClient(PrintWriter out, String message)
{
out.write(message);
out.flush();
}
Or, when you create the PrintWriter, use the constructor with autoflush:
PrintWriter out = new PrintWriter(socket.getOutputStream(),true);
And when you write, instead of out.write(message) use printf() or println().
There are several problems here.
You are reading lines but you aren't writing lines.
You aren't checking the result of readLine() for null, which means the peer has closed the connection, which means you must do likewise.
You aren't flushing the PrintWriter after you write.
You are closing things in the wrong order. You must close the output writer/stream you have attached to the socket. Doing that flushes it and then closes the input stream/reader and the socket. Doing this in the wrong order loses the flush. Once you've closed the output you don't need the other two closes.
You are using PrintWriter, which swallows exceptions, across a network, where you need to know about exceptions and errors in communication, and you aren't checking for errors either. Use a BufferedWriter.
in the clint code you are not connecting with server socket.
for clint socket connection
socket soc= new socket ("server host ip",port);

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