I have a simple XO game which have multiple clients play XO Chess with each other. I built a sever which communicate with every clients connected. ( When a client connect to server, i create a new class (implement Runnable) handle that socket then start the Thread ... I have a List store all the client in the outer class ) When a client want to start a game , he make himself a new server and send the info of the Room(his name, IP address, port...) to the Server. And in the server I have a List which add a that room to the list and send it to others Clients.
public class ServerController {
private ServerView view;
private ServerSocket myServer;
private int serverPort = 8881;
private List<ExchangeData> list;
private volatile List<Room> rooms;
public ServerController(ServerView view) {
this.view = view;
openServer(serverPort);
view.showMessage("TCP server is running...");
list = new ArrayList<ExchangeData>();
rooms = new ArrayList<Room>();
while (true) {
listening();
}
}
private void openServer(int portNumber) {
....
}
private void listening() {
try {
Socket clientSocket = myServer.accept();
ExchangeData ex = new ExchangeData(clientSocket);
Thread thread = new Thread(ex);
thread.start();
list.add(ex);
} catch (IOException e) {
System.out.print(e.toString());
}
}
class ExchangeData implements Runnable {
private Socket clientSocket;
private ObjectOutputStream oos;
private ObjectInputStream ois;
private boolean run = true;
public ExchangeData(Socket socket) {
try {
clientSocket = socket;
oos = new ObjectOutputStream(clientSocket.getOutputStream());
ois = new ObjectInputStream(clientSocket.getInputStream());
} catch (Exception ex) {
System.out.println(ex.toString());
}
}
public void closeConnection() {
.....
}
public void sendData(Object o) {
try {
oos.writeObject(o);
} catch (Exception ex) {
view.showMessage(ex.toString());
}
}
public void run() {
try {
while (run) {
Object data = ois.readObject();
if (data instanceof Object[]) {
Object[] o = (Object[]) data;
String s = o[0].toString();
if (s.equalsIgnoreCase("Open Room")) {
Room r = (Room) o[1];
String username = r.getUsername();
InetSocketAddress isa = r.getIsa();
**rooms.add(r);**
List<Room> l = new ArrayList<Room>(rooms);
for (ExchangeData ex : list) {
ex.sendData(username + " Open A room at : "
+ isa);
**ex.sendData(rooms);**
}
} else if (s.equalsIgnoreCase("Close Room")) {
Room room = (Room) o[1];
rooms.remove(room);
List<Room> l = new ArrayList<Room>(rooms);
for (ExchangeData ex : list) {
ex.sendData(l);
}
}
} else if (data instanceof String) {
String s = data.toString();
if (s.equalsIgnoreCase("Quit")) {
stopThread();
list.remove(this);
closeConnection();
}
}
}
} catch (Exception ex) {
try {
stopThread();
list.remove(this);
} catch (ExceptionInInitializerError e) {
e.printStackTrace();
}
}
}
}
}
The problem is when i execute rooms.add(r) , others Thread doesn't seem to see that "update". For example:
1) First player opens a Room - the rooms size is 1;
2) Second player opens a new Room - the rooms size is now 2 ( I tried to add some lines of code in side the method sendData(Object o ) which println the size of rooms and all is 2. But when the line ObjectoutputStream.write(o) is executed, it actually write the value of rooms that Thread(first player) hold before which is 1.
If i create new list like List l = new ArrayList(rooms) like i did with the "Closing Room" then send this , it work. I don't understand why ? Someone please explain this to me. Sorry for my bad English :(.
When you send the same object several time through a given ObjectOutputStream, the stream writes the full object state the first time, but only sends some reference to this object afterwards.
This allows sending complex graphs of objects with cyclic references without consuming too much bandwidth and without going into infinit loops (send A which references B, so send B which references A, so send A which references B, etc.).
So, if you want to send a fresh copy of your list, you'll have to use the reset() method of ObjectOutputStream first.
Related
im making a networked game that has a server which creates a clientHandler thread every time a client joins. I want to ask the first client that joined if it wants to start the game every time a new client joins, giving it the current number of players connected. Writting through the clientHandlers printwritter gives a nullPointerException, even though ive started the thread before doing this. what could be the problem?
Here is the server code:
`public class Server implements Runnable{
private ArrayList<ClientHandler> handlers = new ArrayList<>();
private ArrayList<Player> players = new ArrayList<>();
private Game game;
private boolean start;
public static void main(String[] args) {
Server server = new Server();
Thread s = new Thread(server);
s.start();
}
public void login(String name){
//todo
for (ClientHandler c : handlers){
if (c.getName().equals(name)){
alreadyTaken(name);//todo
}
else{
players.add(new HumanPlayer(name,c));//todo
}
}
}
public void setStart(){
start = true;
}
private void alreadyTaken(String name) {
}
public void setTurn(ServerHandler sh){
//todo
}
public void updateView(){
}
public String hello() {
return "Hello"; //?
}
public void place(String s){
}
#Override
public void run() {
ServerSocket serverSocket;
try {
serverSocket = new ServerSocket(1800);
} catch (IOException e) {
throw new RuntimeException(e);
}
System.out.println("----Server----");
while (!serverSocket.isClosed()) {
try {
Socket socket = serverSocket.accept();
ClientHandler handler = new ClientHandler(socket,handlers,this);
handlers.add(handler);
Thread h = new Thread(handler);
h.start();
System.out.println("A new client has connected");
System.out.println(handlers.get(0));
handlers.get(0).out.println("START? "+ handlers.size());
if (start){
System.out.println("start request works");
}
} catch (IOException e) {
throw new RuntimeException(e);
}
}
}
}
`
And here's the client handler code:
`public class ClientHandler implements Runnable{
private Socket socket;
private ArrayList<ClientHandler> handlers;
private Server server;
public PrintWriter out;
private BufferedReader in;
private String name;
public ClientHandler(Socket socket, ArrayList<ClientHandler> handlers, Server server){
this.socket = socket;
this.handlers = handlers;
this.server = server;
}
public void broadcastMessage(String msg){
System.out.println("Broadcasting");
for (ClientHandler s : this.handlers){
s.out.println("Player: " + msg);
}
}
public static String removePrefix(String s, String prefix)
{
if (s != null && s.startsWith(prefix)) {
return s.split(prefix, 2)[1];
}
return s;
}
public String getName(){
return name;
}
#Override
public void run() {
try {
out = new PrintWriter(new OutputStreamWriter(socket.getOutputStream()),true);
in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
new Thread(() -> {
while(socket.isConnected()){
String msg;
try {
msg = in.readLine();
while(msg!=null){
switch (msg.split(" ")[0]){
case "LOGIN":
name = removePrefix(msg,"LOGIN ");
server.login(name);//todo
break;
case "HELLO":
server.hello();//todo
break;
case "PLACE":
server.place(removePrefix(msg,"PLACE "));
break;
case "QUIT":
//todo
break;
case "STOP":
//todo
break;
case "START":
server.setStart();
default:
broadcastMessage(msg);
break;
}
msg = in.readLine();
}
} catch (IOException e) {
throw new RuntimeException(e);
}
}
}).start();
} catch (IOException e) {
throw new RuntimeException(e);
}
}
}`
I tried making a method in the client handler class which does the same thing. The server would just call that instead of writting directing through the PrintWriter, but i got the same error.
Starting a thread does not mean it is guaranteed to actually finish executing the first statement in its run() method before start() returns. In fact,
Usually it won't - starting a thread takes some time, and start() returns as soon as it can.
A JVM that runs a few statements in the thread you just started before start() returns is 'correct' - that is fine. A JVM that doesn't is also fine. Generally you don't want threads, because nothing is predictable anymore. At the very least you want to keep 'inter-thread comms' down to a minimum. Anytime a single field is used from more than one thread, things get very tricky.
What you need is synchronized or other tools to insert predictability in this code.
First, fix a bug
Your ClientHandler's run() code starts another thread for no reason. Take all that out, your run() method in ClientHandler should set up out and in and then immediately do while (socket.isConnected())
Synchronizing
At the very basic level, make a locker object and use notify/wait:
private final Object lock = new Object();
#Override public void run() {
try {
synchronized (lock) {
out = ...;
in = ...;
lock.notifyAll();
}
while (socket.isConnected()) { ... }
out definitely cannot be public here, you can't refer to a stream from multiple threads and expect things to work out!
Just 'fixing' your code involves then using something like:
public OutputStream getOutputStream() {
synchronized (lock) {
while (out == null) {
lock.wait();
}
}
return out;
}
Which will ensure that any thread that wants the out will wait for the other thread to get far enough, but, really, this is just setting you up for another 20 threading problems down the line. Instead, you want one object responsibile for all communication (both outgoing and incoming), and a concurrency-capable queue (there are various collections in the java.util.concurrent package good for this). Then:
Any other threads that want to just send data dump their message in the queue.
You have either 1 thread doing all comms, or 2 (one doing incoming, and one doing outgoing), both dedicated. The outgoing one just loops forever, grabbing objects from the queue and sending them.
If a thread wants to send a message and wait for the response, you need to use .wait() or nicer API from e.g. java.util.concurrent, or, use callback hell - you pass a closure with the code to run once the result is received.
I'm working on a project to implement the game "Monopoly" in Java. I've currently setup a GUI on top of my client code to take text input to a chat box (or to send commands) to the server.
My Controller.java class is the code to start the GUI. When a user enters the IP and port of the game server and hits submit, the server listening to that Socket then instantiates a thread of the Controller.java inner class ClientServiceThread. This class is what should send messages between the GUI - Client - Server.
My problem is that in the outer class (Controller.java) I have an instance variable called "messageText". Later on when a user enters a message to the Chatbox, I assign that text to the "messageText" variable. However, when I attempt to grab that variable in the ClientServiceThread, it is always null. I believe this is because the server created both a new client and a new controller, which would mean the variable I'm trying to get hasn't actually been modified.
Server Code Snippet
public void run() {
try {
myServerSocket = new ServerSocket(8888);
} catch(IOException ioe) {
System.out.println("Could not create server socket on port 8888. Quitting.");
System.exit(-1);
}
System.out.println("Server successfully started");
while(ServerOn) {
try {
Socket clientSocket = myServerSocket.accept();
Controller.ClientServiceThread cliThread = new Controller().new ClientServiceThread(clientSocket, clientidnum);
cliThread.start();
//adds clients to array in order they join
connectedClients[clientidnum] = cliThread;
//increments connected ID client var
clientidnum++;
} catch(IOException ioe) {
System.out.println("Exception found on accept. Ignoring. Stack Trace :");
ioe.printStackTrace();
}
}
Controller.java Code Snippet
public class Controller extends Application implements Initializable {
Socket myClientSocket;
boolean m_bRunThread = true;
String hostname;
int hostportnumber;
private ObservableList<String> chatMessages = FXCollections.observableArrayList();
String messageText = "";
private void handleChatAction(ActionEvent event) throws IOException {
if (event.getSource() == sendchatButton){
String chat = chatInput.getText();
if(chat != null && !chat.trim().isEmpty()) {
chatMessages.add(chat);
messageText = chat;
chatmessagesList.setItems(chatMessages);
chatmessagesList.scrollTo(chatMessages.size());
}
chatInput.clear();
}
}
Inner Class ClientServiceThread Snippet
class ClientServiceThread extends Thread {
Socket myClientSocket;
boolean m_bRunThread = true;
String hostname;
int hostportnumber;
int id;
public ClientServiceThread() {
super();
}
ClientServiceThread(Socket s, int clientid) {
myClientSocket = s;
id = clientid;
}
public String getTextField(){
if(Controller.this.messageText != "") {
return Controller.this.messageText;
}
else {
return "";
}
}
public void run() {
BufferedReader in = null;
PrintWriter out = null;
System.out.println("Accepted Client Address - " + myClientSocket.getInetAddress().getHostName());
try {
in = new BufferedReader(new InputStreamReader(myClientSocket.getInputStream()));
out = new PrintWriter(new OutputStreamWriter(myClientSocket.getOutputStream()));
while(m_bRunThread) {
String clientCommand = getTextField();
System.out.println("Client Says :" + clientCommand);
I apologize for the huge walls of code. I've taken out hundreds of lines of code just to reduce the amount you need to sift through. This bug is really hindering me and I can't progress to develop the actual game unless the client can communicate with the server.
Here are links to a gist of the full files of code if you wish to have a look at them. Thanks!
https://gist.github.com/anonymous/0961189791b8127598b3b3d7ca527987
So I'm trying to create a client/server program. I want to know when my client disconnects of his own accord, so I've setup a heartbeat system. Every 6 seconds my client sends a ping to my server, if the client doesn't send a ping for a total of 30 seconds the client is considered disconnected and removed from the current connections list (for which I plan to implement a GUI). Or at least, that's the plan.
ConnectionManager.java
public class ConnectionManager implements Runnable{
static Socket connection;
private ArrayList<Thread> allConnections;
private ArrayList<Connection> allConnectionList;
private ServerSocket server;
private int id = 0;
public ConnectionManager() {
allConnections = new ArrayList<Thread>();
allConnectionList = new ArrayList<Connection>();
}
#Override
public void run() {
try {
server = new ServerSocket(5555);
System.out.println("Server is running!");
while(true) {
connection = server.accept();
Connection a = new Connection(connection, id);
Runnable runnable = a;
allConnectionList.add(a);
allConnections.add(new Thread(runnable));
allConnections.get(allConnections.size() - 1).start();
id++;
}
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void removeConnection(int id) {
allConnections.remove(id);
allConnectionList.remove(id);
}
Connection.java
public class Connection implements Runnable {
private Socket a;
public boolean amIActive;
private int id;
public Connection(Socket a, int id) {
amIActive = true;
this.a = a;
this.id = id;
}
public void onConnect() {
try {
String TimeStamp = new java.util.Date().toString();
String formattedAddress = a.getInetAddress().toString().replace("/", "");
System.out.println("Received connection from: " + formattedAddress + " at " + TimeStamp);
Runnable runnable = new ConnectionListener(this);
Thread connectionThread = new Thread(runnable);
connectionThread.start();
String returnCode = "Server repsonded to " + a.getInetAddress().toString().replace("/", "") + " at "+ TimeStamp + (char) 13;
BufferedOutputStream os = new BufferedOutputStream(a.getOutputStream());
OutputStreamWriter osw = new OutputStreamWriter(os, "US-ASCII");
osw.write(returnCode);
osw.flush();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
#Override
public void run() {
onConnect();
System.out.println("We got this far!");
while(amIActive) {
whileTrue();
}
System.out.println("This code never gets run because we get stuck in the while loop above");
Main.b.removeConnection(id);
System.out.println("Connection was closed from " + a.getInetAddress());
}
public void setOffline(boolean state) {
this.amIActive = state;
}
public void whileTrue() {
}
public Socket getSocket() {
return a;
}
ConnectionListener.java
public class ConnectionListener implements Runnable{
public Connection myConnection;
public boolean receivedHeartbeat;
public int missedHeartbeats = 0;
public ConnectionListener(Connection a) {
this.myConnection = a;
}
#Override
public void run() {
Runnable runnable = new Heartbeat(this);
Thread thread = new Thread(runnable);
thread.start();
while(myConnection.amIActive) {
try {
BufferedInputStream is;
is = new BufferedInputStream(myConnection.getSocket().getInputStream());
InputStreamReader isr = new InputStreamReader(is);
StringBuffer process = new StringBuffer();
int character;
while((character = isr.read()) != 13) { //GETTING STUCK HERE BECAUSE STUPID.
if(character == -1) {
myConnection.setOffline(true);
} else {
process.append((char)character);
}
}
handleInput(process);
} catch (Exception e) {
e.printStackTrace();
}
}
}
public void handleInput(StringBuffer process) {
String messageSent = process.toString();
if(messageSent.equals("Ping!")) {
receivedHeartbeat = true;
}
}
Heartbeat.java
public class Heartbeat implements Runnable{
private ConnectionListener b;
public Heartbeat(ConnectionListener a) {
b = a;
}
#Override
public void run() {
while(true) {
try {
Thread.sleep(1000);
if(b.missedHeartbeats > 5) {
b.myConnection.amIActive = false;
System.out.println("Setting amIActiveToFalse!");
}
if(b.receivedHeartbeat) {
b.receivedHeartbeat = false;
} else {
b.missedHeartbeats++;
}
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
My console is spammed with System.out.println("Setting amIActiveToFalse!"); from Heartbeat.java. But the while loop in Connection.java keeps running. I believe this might be something to do with my threading, but I can't figure it out.
When you have a non-volatile variable, there is no guarentee of visability of a change in one thread to another. In particular, if the JVM detects that a thread doesn't alter a boolean it can inline it, meaning you will never see the value change.
The simple solution is to make the boolean volatile and it will not be inlined and one thread will see when another changes it.
For more details http://vanillajava.blogspot.com/2012/01/demonstrating-when-volatile-is-required.html
The trivial answer to this is: make the variable volatile.
Without this, it is allowed for the thread changing the value to basically keep its updates in cache, committing them to main memory some time later.
This allows threaded code to run much faster, since it can keep its variables in cache rather than having to fetch from main memory. However, the consequence of this is that other threads don't see the update.
Making the variable volatile prevents this from happening: a thread always reads the value from main memory, and writes are immediately committed.
I say that this is the trivial answer because it doesn't necessarily fix all of your problems. There may also be an atomicity issue: in between one thread reading the variable and writing it again, another thread might sneak in and change its value, which may or may not put the first thread into an undefined state from the perspective of its invariants.
Specifically:
if(b.receivedHeartbeat) { b.receivedHeartbeat = false;
It is possible that some other thread can change b.receivedHeartbeat to false after this thread evaluates it to true, so this iteration is erroneously counted as a "non-missed" heartbeat.
This can be fixed by making the variable a (non-volatile) AtomicBoolean, on which there is an atomic compare-and-set method, which avoids such race conditions.
Java Concurrency In Practice is a great reference on these issues, I wholeheartedly recommend it. Look for the topics "visibility" and "atomicity".
Also read the advanced chapter on the Java Memory Model. That made me doubt myself at first, but made me a much stronger programmer after I digested it.
There are a couple issues I saw while debugging the code you posted, but I was able to successfully get the heartbeat functionality working.
In the Connection Listener class I don't think the if statement with .equals("Ping!") will match, because of the newline character at the end of each line.
In the Connection Listener class I would probably put the socket's Input Stream at the top of the loop not inside the loop. (I don't think this will break it but it's probably nicer this way)
ConnectionListener Updates:
public void run() {
Runnable runnable = new Heartbeat(this);
Thread thread = new Thread(runnable);
thread.start();
BufferedReader br = null;
try {
//is = new BufferedInputStream(myConnection.getSocket().getInputStream());
br = new BufferedReader(new InputStreamReader(myConnection.getSocket().getInputStream()));
} catch (IOException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
while(myConnection.amIActive) {
try {
String processLine = br.readLine();
System.out.println("handleInput:" + processLine);
handleInput(processLine);
} catch (Exception e) {
System.out.println("Exception!");
e.printStackTrace();
}
}
}
public void handleInput(String messageSent) {
if(messageSent.startsWith("Ping!")) { //Need to use startsWith, or add newline character
receivedHeartbeat = true;
System.out.println("receivedHeartbeat!");
}
}
Also, in your Heartbeat class make sure you reset the missedHeartbeats counter to 0 on true:
if(b.receivedHeartbeat) {
b.receivedHeartbeat = false;
b.missedHeartbeats = 0;
} else {
b.missedHeartbeats++;
}
I'm simply trying to send a message to another object but its not exactly changing unless I'm missing a important factor. I have one class to set the number and another class which gets, the class that gets is dependent on the correct number being set however although the set method returns 0 one the command line, the other object returns 1 when using the get method. This is the close class whihc holds both of the methods, each method is called from class A and Class B
public class Close {
static int close =1;
public synchronized void setClose(int x, Client)
{
/*
while(turn !=0){
try{
wait();
}
catch(Exception e)
{
e.printStackTrace();
}
}*/
close = x;
System.out.println("set "+close);
}
public synchronized int getClose(ClientHandeler)
{
int x;
/*
while(turn==0){
try{
wait();
}catch(Exception e)
}
}*/
System.out.println("get "+close);
x = close;
return x;
}
}
This is the handler class in which i wish to get the close integer from
import java.io.*;
import java.net.*;
import java.util.*;
public class ClientHandler implements Runnable {
private BufferedReader reader;
private Socket sock;//refering to socket class
//listens for the socket
private Server server; // call-back reference to transmit message to all clients
Client c = new Client();
public ClientHandler(Socket clientSocket, Server serv) {
try {
sock = clientSocket;
server = serv;
InputStreamReader isReader = new InputStreamReader(sock.getInputStream());
reader = new BufferedReader(isReader);
} catch (Exception ex) {
ex.printStackTrace();
}
}
public void run() {
String message;
try {
int x = c.c.getClose(this);
while(x!=0){
x = c.c.getClose(this);//calls client and within client there is the close
System.out.println(x);
Thread ct= Thread.currentThread();
ct.sleep(3000);
while ((message = reader.readLine()) != null) {
System.out.println("read " + message);
server.tellEveryone(message);
}
}
} catch (Exception ex) {
ex.printStackTrace();
}
}
}
Probably they both do not use the same Close object.
Close close = new Close();
Then make sure that both use the same close object!
If that is not possible, field close can be made static:
public class Close {
static int close;
You could just use an AtomicInteger.
public class Close {
AtomicInteger close = new AtomicInteger(1);
public void setClose(int x)
{
/*
while(turn !=0){
try{
wait();
}
catch(Exception e)
{
e.printStackTrace();
}*/
close.set(x);
System.out.println("set "+close.get());
}
public int getClose()
{
int x;
/*
while(turn==0){
try{
wait();
}catch(Exception e)
}*/
System.out.println("get "+close.get());
x = close.get();
return x;
}
Try...
static int close = 1;
This way there will only be one copy of the int close, for all instances of the Close class. Adding the code where you use this class would help, I'm guessing that you are instantiating new copies for each operation, which is causing your issues.
I don't really understand your problem. May you give a little snippet on how you are using this class?
However, it look very likely that you are not accessing the same instance form your so-called class A and B.
It is just like A is writing something on one paper, and B is reading ANOTHER piece of paper. Of course things written by A is not readable by B.
Im facing one problem in streaming data capture for reading the broadcast data during multithreading, pls help or suggest,
Actually there is one class which is reading data from one of the udp socket. Another class accepts the tcp connection from every client request, creates a thread for every client and request the same udp class for data. The thing is working with 1st thread which gets created. But when i request with another client from another pc/ip the packets get losted to the 2nd client/thread
I have made a workaround by creating a list where im storing the Threads outputstream object
and looping it to send the data to all the client. But this is just temporary as it ll delay the packets if clients/connections gets increased.
code for reading UDP Data
public class EventNotifier
{
private InterestingEvent ie;
public DatagramSocket clientSocket;
public String[] split_str;
byte[] receiveData;
HashMap<String, String> secMap = new HashMap<String, String>();
public EventNotifier(InterestingEvent event)
{
ie = event;
clientSocket = new DatagramSocket(9050);
receiveData = new byte[500];
}
public String getDataFeed(String client_id)
{
try
{
DatagramPacket receivePacket = new DatagramPacket(receiveData, receiveData.length);
clientSocket.receive(receivePacket);
String s = new String(receivePacket.getData());
String split_str = s.split(",");
if(secMap.containsValue(split_str[0]))
return s;
else
return "";
} catch(Exception e3) {}
}
}// end of eventNotifier class
code for multithreading handling client requests
public class multiServer
{
static protected List<PrintWriter> writers = new ArrayList<PrintWriter>();
static String client_id = "";
public static void main(String[] args)
{
try
{
ServerSocket servsock = new ServerSocket(8858);
Socket incoming;
while(true)
{
incoming = servsock.accept();
multiServerThread connection = new multiServerThread(incoming);
Thread t1 = new Thread(connection);
t1.start();
}
}
catch(IOException e)
{
System.out.println("couldnt make socket");
}
}
}
class multiServerThread extends Thread implements InterestingEvent
{
Socket incoming;
PrintWriter out=null;
PrintWriter broad=null;
BufferedReader in = null;
String cliString=null;
private EventNotifier en;
int id;
public static String udp_data;
public void interestingEvent(String str1)
{
this.udp_data = str1;
}
public String getUdpData()
{
String _udp_data = this.udp_data;
return _udp_data;
}
multiServerThread(Socket incoming)
{
this.incoming=incoming;
en = new EventNotifier(this);
}
public void run()
{
try
{
out = new PrintWriter(incoming.getOutputStream(), true);
in = new BufferedReader(new InputStreamReader(incoming.getInputStream()));
cliString = in.readLine();
multiServer.writers.add(out);
while(true)
{
try
{
udp_data = en.getDataFeed(cliString);
if(udp_data!=null && udp_data.length()>0)
{
//workaround for serving the data to all cleints who are connected
for (int i=0; i<multiServer.writers.size();i++)
{
broad=multiServer.writers.get(i);
broad.println(udp_data.trim());
}
//else will directly write to the outputstream object for every thread which is connected
// out.println(udp_data.trim());
}
}
catch (Exception e)
{
System.out.println("exception "+e);
}
Thread.sleep(1);
}
} catch(IOException e)
{
System.out.print("IO Exception :: "+ e);
}
catch(InterruptedException e)
{
System.out.print("exception "+ e);
}
}
}
You need mutual exclusion (or a different design).
For example, what will happen if two threads call multiServer.writers.add(out); concurrently?
From the ArrayList Javadocs
Note that this implementation is not synchronized. If multiple threads access an ArrayList instance concurrently, and at least one of the threads modifies the list structurally, it must be synchronized externally. (A structural modification is any operation that adds or deletes one or more elements, or [...])
Another problem is two calling udp_data = en.getDataFeed(cliString); concurrently. The second thread might overwrite the result of the first. You'll loose data!
What happens if one thread calls for (int i=0; i<multiServer.writers.size();i++) while another thread is busy doing multiServer.writers.add(out);? The size may have increased, before out has actually been added to the list!
public class multiServer
{
private List<PrintWriter> writers = new ArrayList<PrintWriter>();
public synchronized void addWriter(PrintWrite out) {
writers.add(out);
}
public synchronized void serveAllWriters(String data) {
for (int i=0; i<multiServer.writers.size();i++)
{
broad=multiServer.writers.get(i);
broad.println(data);
}
}
}
Now when a thread tries to add a writer, the synchronizeds will make sure no other thread is adding or printing. So multiServerThread should be fixed to use the new methods:
class multiServerThread extends Thread implements InterestingEvent
{
//...
private String udp_data;
//...
myMultiServer.addWriter(out);
//...
udp_data = en.getDataFeed(cliString);
if(udp_data!=null && udp_data.length()>0)
myMultiServer.serveAllWriters(udp_data.trim());
//...
}
There might be more problems, not sure I don't fully understand your code. The question you must ask yourself is, can another thread read and/or write the same data or object? Yes? Then you'll need proper synchronization.