Multi-Threading Client-Server Chat application in java - java

When I close client it gives me error on server side
Like : java.net.SocketException: Connection reset at
java.net.SocketInputStream.read(SocketInputStream.java:196) at
java.net.SocketInputStream.read(SocketInputStream.java:122) at
java.net.SocketInputStream.read(SocketInputStream.java:210) at
java.io.DataInputStream.readLine(DataInputStream.java:513) at
HServer.run(HServer.java:28)
Checkout the code and please tell me how can I send one message of client to all other clients using threads please help me guys :)
ClientDemo.java
import java.io.*;
import java.net.Socket;
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
/**
*
* #author zain-mughal
*/
public class ClientDemo extends javax.swing.JFrame {
DataInputStream input;
PrintWriter output;
public void Connect(){
try {
Socket s = new Socket("127.0.0.1", 2111);
input=new DataInputStream(s.getInputStream());
output=new PrintWriter(s.getOutputStream());
boolean more_data=true;
while(more_data){
String in=input.readLine();
if(in==null){
more_data=false;
}
else{
System.out.println(in);
}
}
s.close();
input.close();
output.close();
} catch (Exception ex) {
ex.printStackTrace();
}
}
public static void main(String args[]){
ClientDemo obj=new ClientDemo();
obj.Connect();
}
}
HServer.java
import java.io.*;
import java.net.ServerSocket;
import java.net.Socket;
import java.util.logging.Level;
import java.util.logging.Logger;
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
/**
*
* #author zain-mughal
*/
public class HServer extends Thread {
Socket AcceptReQ;
public HServer(Socket reqAccept) {
this.AcceptReQ=reqAccept;
}
#Override
public void run(){
try {
DataInputStream input = new DataInputStream(AcceptReQ.getInputStream());
PrintWriter output = new PrintWriter(AcceptReQ.getOutputStream());
String in=null;
while((in=input.readLine())!=null){
System.out.println(in);
}
AcceptReQ.close();
input.close();
output.close();
} catch (Exception ex) {
ex.printStackTrace();
}
}
public static void main(String args[]){
try {
ServerSocket req = new ServerSocket(2111);
while(true){
Socket reqAccept=req.accept();
Thread t=new HServer(reqAccept);
t.start();
}
} catch (Exception ex) {
Logger.getLogger(HServer.class.getName()).log(Level.SEVERE, null, ex);
}
}
}

Try this:
Build a robust Java server
Building a basic Echo Server and A ChatServer
I used this as base for my own server.
It's a little bit old and many Java features are not used but it works great.
Take some time to comprehend it.

Related

Java: socket not getting input

So, I'm making a tic tac toe project and I'm having a problem with the network part, it's all finished, only missing the part that connects players with each other, this is the class with the problem:
public class Enemy implements Runnable{
private static Socket enemy;
public Enemy(Socket sock){
enemy = sock;
}
public static void passaJogada(int xPos, int yPos){
try {
PrintWriter saida = new PrintWriter(enemy.getOutputStream());
String x = "" + xPos;
saida.println(x);
String y = "" + yPos;
System.out.print(x + y);
saida.println(y);
} catch (IOException e) {
System.out.println("Ocorreu um erro!");
}
}
public void run() {
try {
BufferedReader entrada = new BufferedReader(new InputStreamReader(enemy.getInputStream()));
while(!EndGameWindow.getEnd()) {
int x = Integer.parseInt(entrada.readLine());
int y = Integer.parseInt(entrada.readLine());
GameWindow.gameButton[x][y].fazerJogada(x,y);
}
entrada.close();
} catch (IOException e) {
System.out.println("Um errro ocorreu!");
}
}
}
and I don't have a clue of what is going on, all I know is that the PrintWriter is writing but the BufferedReader is not reading.
Just ignore the portuguese name of the variables and methods.
See the API for PrintWriter, in particular the single parameter OutputStream constructor you are using:
Creates a new PrintWriter, without automatic line flushing, from an existing OutputStream.
In other words, the PrintWriter is buffered and needs to be flushed. To enable automatic line flushing, use the appropriate constructor
PrintWriter saida = new PrintWriter(enemy.getOutputStream(), true);
...or explicitly flush the PrintWriter:
....
saida.println(y);
saida.flush();
I am assuming that you want players to play with each other even if none of them are sitting on the computer where the server "game" is. In that case what you should do is to separate the game from the networking. I am going to also assume that you have all the game part working like it should. So here is what you can do.
1) First make a class where where only the connecting to the server part is taking place , you can name it server(look below in example code).
2) Make another class to make object of these clients (in your case players).(again look at the code below)
3) Then you can have them interact with the game.
If you are having trouble fixing it, let me know maybe i can help you with more detail.
You simple server part .
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;
import java.util.ArrayList;
import java.util.List;
/**
* Created by baljit on 03.05.2015.
* #author Baljit Sarai
*/
public class Server {
ServerSocket serverSocket;
public static List<ClientConnection> clientConnectionList = new ArrayList<ClientConnection>();
public Server() {
try {
serverSocket = new ServerSocket(12345);
System.out.println("Server started");
} catch (IOException ioe) {
System.out.println("Something went wrong");
}
}
public void serve(){
Socket clientSocket;
try {
while((clientSocket = serverSocket.accept()) != null){
System.out.println("got client from"+clientSocket.getInetAddress());
ClientConnection clientConnection = new ClientConnection(clientSocket);
clientConnectionList.add(clientConnection);
ClientHandler clientHandler = new ClientHandler(clientConnection,serverSocket);
clientHandler.start();
}
}catch (IOException ioe){
System.out.println("Something went wrong");
}
}
}
The clientConnection in this case can be the pllayer object you should make just to make things easier for your self.
The clientHandler is the class that can handle each player at the same time.
The "clientConnectionList" here is just to store the connections so you know where to find them.
So here is the ClientConnection class.
import java.io.*;
import java.net.Socket;
/**
* Created by baljit on 03.05.2015.
* #author Baljit Sarai
*/
public class ClientConnection {
private Socket connection;
private DataInputStream streamIn;
private DataOutputStream streamOut;
private BufferedInputStream bufferedInputStream;
public ClientConnection(Socket socket){
connection = socket;
try{
bufferedInputStream = new BufferedInputStream(connection.getInputStream());
streamIn = new DataInputStream(bufferedInputStream);
streamOut = new DataOutputStream(connection.getOutputStream());
}catch (IOException ioe){
System.out.println("Something went wrong when trying create the Connection Object");
}
}
public boolean isBound(){
return connection.isBound();
}
public DataInputStream getStreamIn() {
return streamIn;
}
public DataOutputStream getStreamOut() {
return streamOut;
}
public void close(){
try{
connection.close();
}catch (IOException ioe){
System.out.print("Something went wrong trying to close the connection");
}
}
public String getAddress(){
return connection.getInetAddress().toString();
}
}
And here is the ClientHandler Class
import java.io.*;
import java.net.ServerSocket;
import java.net.Socket;
/**
* Created by baljit on 03.05.2015.
* #author Baljit Sarai
*/
public class ClientHandler extends Thread{
private ServerSocket serverSocket;
String data;
ClientConnection connection;
public ClientHandler(ClientConnection clientConnection, ServerSocket serverSocket) {
connection = clientConnection;
}
public void makeMove(String data){
//This is where you put the logic for how the server can
//interpetate the readed data to a game move
}
#Override
public void run(){
System.out.println("ClientHandler running");
try{
while(connection.isBound()){
data= connection.getStreamIn().readUTF();
this.makeMove(data);
}
connection.close();
}catch (IOException ioe){
System.out.println("Connection dead "+connection.getAddress());
Server.clientConnectionList.remove(connection);
}
}
}
Please let me know how it is working out for you. Maybe i can help you better :) good luck :)

Function call on client connection to server

In socket programming using Java.I want a function call to happen whenever a client connects to the server. I'm stuck up here. Any help will be appreciated.
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;
public class NewConnectionListener implements Runnable{
public static ServerSocket serverSocket;
public NewConnectionListener(){
try {
serverSocket = new ServerSocket(500);
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public void run() {
while(true){
try {
Socket s = serverSocket.accept();
callMethodWithNewSocket(s);
System.out.println("new Client");
} catch (IOException e) {
System.out.println("Error getting Client");
e.printStackTrace();
}
}
}
}
With this code everytime there is a new connection to port 500 on the server the method callMethodWithNewSocket(Socket s) will be called with the socket as a parameter.

Single client to multiple client support: multithreading conversion in java

So I don't know who to go about creating a multithreaded server. I have client and server working fine together but can't introduce multiple clients properly. Here is my Server code:
package dod;
import java.net.*;
import java.io.*;
import dod.game.GameLogic;
public class Server{
Server(GameLogic game, int port) throws IOException{
ServerSocket ss = null;
Socket sock = null;
try{
ss = new ServerSocket(4444);//port no.
while(true){
try{
sock = ss.accept();
ClientThread thread = new ClientThread(game, sock);
System.out.println("Adding new player...");
thread.run();
}catch(final Exception e) {
System.err.println(e.getMessage());
System.exit(1);
}
}
}catch(Exception d){
System.out.println(d);
}finally{
if(ss!=null){
ss.close();
}
}
}
}
Here is my thread class:
package dod;
import java.io.*;
import java.net.Socket;
import dod.game.GameLogic;
import dod.game.PlayerListener;
public class ClientThread extends CommandLineUser implements PlayerListener, Runnable{
DataInputStream in;
PrintStream out;
// The game which the command line user will operate on.
// This is private to enforce the use of "processCommand".
ClientThread(GameLogic game, Socket sock) {
super(game);
try{
in = new DataInputStream(sock.getInputStream());
out = new PrintStream(sock.getOutputStream());
}catch(IOException ioe){
System.out.println(ioe);
}
game.addPlayer(this);
}
/**
* Constantly asks the user for new commands
*/
public void run() {
System.out.println("Added new human player.");
// Keep listening forever
while(true){
try{
// Try to grab a command from the command line
final String command = in.readLine();;
// Test for EOF (ctrl-D)
if(command == null){
System.exit(0);
}
processCommand(command);
}catch(final RuntimeException e){
System.err.println(e.toString());
System.exit(1);
} catch (final IOException e) {
System.err.println(e.toString());
System.exit(1);
}
}
}
/**
* Outputs a message to the player
*
* #param message
* the message to send to the player.
*/
public void outputMessage(String message) {
out.print(message);
}
}
Not asking for new code as such, just need pointers as to what I need to do have multiple client connection at the same time! Thanks to anyone who helps out!
To start, add new Thread(clientThread) in the server and call start() on it - as is everything's happening on the same thread.
public class Server{
Server(GameLogic game, int port) throws IOException{
ServerSocket ss = null;
Socket sock = null;
try{
ss = new ServerSocket(4444);//port no.
while(true){
try{
sock = ss.accept();
ClientThread thread = new ClientThread(game, sock);
System.out.println("Adding new player...");
thread.start(); //you have to use start instead of run method to create multi thread application.
}catch(final Exception e) {
System.err.println(e.getMessage());
System.exit(1);
}
}
}catch(Exception d){
System.out.println(d);
}finally{
if(ss!=null){
ss.close();
}
}
}
}
You have to use start instead of run method to create multi thread application.
If you want to send messages about new connections you have to hold sock in a list and when a new connection accepted send message to all socket object in list. (server broadcasts to all connected sockets)
I hope it helps.

Java socket client/server

Hi i am trying to get some data about a socket client connecting to a mutltythreaded server process in the same machine. The server thread is triggered correctly and the client ip is retreived ok, but i cant seem to be able to send a string through the connection.
THE CLIENT
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package solverapplet;
import java.io.DataInputStream;
import java.io.IOException;
import java.io.PrintStream;
import java.net.Socket;
import java.net.UnknownHostException;
import java.util.logging.Level;
import java.util.logging.Logger;
import java.io.*;
/**
*
* #author me
*/
public class Solverapplet {
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
// TODO code application logic here
Socket s;
try {
s = new Socket("IP", 4445);
System.out.println(s.getPort());
//DataInputStream in = new DataInputStream (s.getInputStream());
BufferedWriter out = new BufferedWriter(
new OutputStreamWriter(s.getOutputStream()));
out.write("gamma");
out.newLine();
out.flush();
} catch (UnknownHostException ex) {
Logger.getLogger(Solverapplet.class.getName()).log(Level.SEVERE, null, ex);
} catch (IOException ex) {
Logger.getLogger(Solverapplet.class.getName()).log(Level.SEVERE, null, ex);
}
}
}
THE SERVER THREAD
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package serversideserver;
import java.io.*;
import java.net.*;
import java.security.*;
import java.util.List;
import java.sql.*;
import com.google.gson.Gson;
class doComms implements Runnable {
private Socket server;
private String line,input,ip;
doComms(Socket server, String ip) {
this.server=server;
this.ip=ip;
}
public void run () {
input="";
try {
// Get input from the client
BufferedReader in = new BufferedReader(
new InputStreamReader(server.getInputStream()));
PrintStream out = new PrintStream(server.getOutputStream());
Connection conn = null;
try
{
String userName = "root";
String password = "";
String url = "jdbc:mysql://localhost/test";
Class.forName ("com.mysql.jdbc.Driver").newInstance ();
conn = DriverManager.getConnection (url, userName, password);
System.out.println ("Database connection established");
// create the java statement
Statement st = conn.createStatement();
// ResultSet rs;
while((line = in.readLine()) != null && !line.equals(".")) {
// Now do the magic.
//Data data = new Gson().fromJson(line, Data.class);
System.out.println("LINE: " + line);
input=line;
st.executeUpdate("UPDATE `solvers` SET `online`='1',`ip`='"+ server.getInetAddress().toString().substring(1) +"' WHERE `user`='"+ line +"'");
// input= data.getcmd();
out.println("{\"captcha\":1,\"text\":\"abc\",\"is_correct\":\"true\"}");
}
}
catch (Exception e)
{
System.out.println (e.toString());
}
// Now write to the client
System.out.println("UPDATE `solvers` SET `online`='1',`ip`='"+ server.getInetAddress() +"' WHERE `user`='"+ input +"'");
//out.println("Overall message is:" + input);
server.close();
} catch (IOException ioe) {
System.out.println("IOException on socket listen: " + ioe);
ioe.printStackTrace();
}
}
}
The line sent through is empty.
CONNECTION ESTABLISHED
package serversideserver;
import java.io.*;
import java.net.*;
import java.security.*;
import java.sql.*;
/**
* Title: Sample Server
* Description: This utility will accept input from a socket, posting back to the socket before closing the link.
* It is intended as a template for coders to base servers on. Please report bugs to brad at kieser.net
* Copyright: Copyright (c) 2002
* Company: Kieser.net
* #author B. Kieser
* #version 1.0
*/
public class Serversideserver {
private static int port=4445,portsolver=4445, maxConnections=0;
// Listen for incoming connections and handle them
public static void main(String[] args) {
int i=0;
try{
ServerSocket listener = new ServerSocket(port);
Socket server;
long counter=0;
int counter1=0;
int id=0;
String ip="uninit";
while((i++ < maxConnections) || (maxConnections == 0)){
server = listener.accept();
counter++;
doComms conn_c= new doComms(server,ip);
Thread t = new Thread(conn_c);
t.start();
//System.out.println("counter "+ (counter % id) );
}
} catch (IOException ioe) {
System.out.println("IOException on socket listen: " + ioe);
ioe.printStackTrace();
}
}
}
I looks like you've got a bit of a timing issue. The following is your code with correct timing. Note that I removed code unnecessary to the issue at hand.
Client: It looks like in the client, you were writing to the socket and immediately terminating the application (causing the connection to close). The doComms class was writing back to the client so I've added code to read the response. If, however, you were not expecting a response, you would still want to read in a byte. This will allow you to make sure you got the EOF rather than some data, and it blocks the current thread and keeps the connection alive.
package solverapplet;
import java.io.IOException;
import java.net.Socket;
import java.net.UnknownHostException;
import java.util.logging.Level;
import java.util.logging.Logger;
import java.io.*;
/**
*
* #author you
*/
public class Solverapplet {
/**
* #param args the command line arguments
* #throws IOException
*/
public static void main(String[] args) throws IOException {
Socket s = null;
try {
// make connection
s = new Socket("localhost", 4445);
// define streams
BufferedWriter out = new BufferedWriter(new OutputStreamWriter(s.getOutputStream()));
BufferedReader in = new BufferedReader(new InputStreamReader(s.getInputStream()));
// write data
out.write("gamma");
out.newLine();
out.flush();
// read response
String returnData = in.readLine();
System.out.println(returnData);
} catch (UnknownHostException ex) {
Logger.getLogger(Solverapplet.class.getName()).log(Level.SEVERE, null, ex);
} catch (IOException ex) {
Logger.getLogger(Solverapplet.class.getName()).log(Level.SEVERE, null, ex);
} finally {
// close connection
s.close();
}
}
}
Server: I've changed the server to allow a maximum number of connections at any given time rather than shutting down after the maximum number of connections has been established. Also, note that I the threads are not daemons. If you want to serve X number clients then shutdown, you need a mechanism to allow the threads to continue executing before shutting down ServerSocket
package serversideserver;
import java.io.*;
import java.net.*;
/**
* Title: Sample Server
* Description: This utility will accept input from a socket, posting back to the socket before closing the link.
* It is intended as a template for coders to base servers on. Please report bugs to brad at kieser.net
* Copyright: Copyright (c) 2002
* Company: Kieser.net
* #author B. Kieser
* #version 1.0
*/
public class Serversideserver {
private static int port =4445;
private static int maxConnections =10;
private static int connections = 0;
synchronized static void connectionClosed() {
connections--;
Serversideserver.class.notify();
}
/**
* The blocking mechanism to only allow <code>maxConnections<code>
* #throws InterruptedException
* thrown if blocking thread is interupted
*/
private synchronized static void nextConnection() throws InterruptedException {
while(connections>=maxConnections) {
Serversideserver.class.wait();
}
}
public static void main(String[] args) throws InterruptedException {
try{
// server socket
ServerSocket listener = new ServerSocket(port);
// socket
Socket socket;
// Keep the server alive
while(true){
// Blocks if we have reached the max
nextConnection();
// Accept connection to client
socket = listener.accept();
// define request service
doComms conn_c= new doComms(socket,socket.getInetAddress().getCanonicalHostName());
Thread t = new Thread(conn_c);
t.setDaemon(false);
// run request service
t.start();
}
} catch (IOException ioe) {
System.out.println("IOException on socket listen: " + ioe);
ioe.printStackTrace();
}
}
}
doComms: Not much has changed with this class... I just cleaned it up a bit and removed unnecessary lines of code.
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package serversideserver;
import java.io.*;
import java.net.*;
class doComms implements Runnable {
private Socket socket;
private String ip;
doComms(Socket socket, String ip) {
this.socket = socket;
this.ip = ip;
}
public void run () {
try {
// Define input/output
BufferedReader in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
PrintStream out = new PrintStream(socket.getOutputStream());
// Process requests until the EOF is found
String line;
while((line = in.readLine()) != null && !line.equals(".")) {
// print input
System.out.println("LINE: " + line);
// print process line
System.out.println("UPDATE `solvers` SET `online`='1',`ip`='"+ ip +"' WHERE `user`='"+ line +"'");
// write response
out.println("{\"captcha\":1,\"text\":\"abc\",\"is_correct\":\"true\"}");
}
socket.close();
} catch (IOException ioe) {
System.out.println("IOException on socket listen: " + ioe);
ioe.printStackTrace();
} finally {
Serversideserver.connectionClosed();
}
}
}
Hope this helps :)
Your question is seriously vague, but if you're wondering why the server can't reply to your client, it's because the client never reads from the socket.

Thread method doesn't seem to run.(Override the run() method)

im making a server for an application, and I made a thread for accepting user's.
but it seems that it doesn't come to my overrided method run()
it doesn't give me an error or such it just doesn't run.
Here is the code:
This is the Client listener
package org.walking.server.listener;
import java.io.IOException;
import java.net.ServerSocket;
import javax.swing.SwingWorker;
/*
* Walking client listener!
*/
public class WalkingCL {
private SwingWorker work;
ServerSocket server;
public boolean listening = true;
public void acceptclient(){
try {
System.out.println("Created server socket");
server = new ServerSocket(4444);
} catch (IOException e) {
System.err.println("Error while creating ServerSocket on port 4444");
e.printStackTrace();
}
work = new SwingWorker<Object,Void>(){
public Object doInBackground(){
while(listening){
try {
new WalkingCLT(server.accept()).start();
} catch (IOException e) {
System.err.println("Error while making thread!");
e.printStackTrace();
}
}
return listening;
}
};
}
}
Here is the client listener thread:
package org.walking.server.listener;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.io.PrintWriter;
import java.net.Socket;
/*
* Walking Client listener Thread!
*/
public class WalkingCLT extends Thread {
private Socket client;
public WalkingCLT(Socket client){
super("Walking client listener thread!");
this.client = client;
}
#Override
public void run(){
System.out.println("HELLO?");
try {
System.out.println("User:" + client.getInetAddress() + "connected!");
PrintWriter out = new PrintWriter(client.getOutputStream(),true);
BufferedReader in = new BufferedReader(new InputStreamReader(client.getInputStream()));
out.println("HELLO?");
out.flush();
out.close();
in.close();
client.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
I've put some println statments to see if it comes to that but I only see this:
Server stacktrace:
Created server socket
Client stacktrace:
Panel Created!
Your connected!
Hope you can help me.
Thanks!
You are only creating an instance of the SwingWorker task. You are missing a call to work.execute() or work.doInBackground() by some helper class. You need to look at the ExecutorService and how to use it to submit and execute SwingWorker tasks. There is also a small code snippet in the Future documentation.

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