String not received completely on client side - java

In the below code i am receiving data from the server but the String is not received completely "i should receive a sentence but each time i am receiving a segment of the sentence of different lengths"
uint8_t buf[1024];
unsigned int len = 0;
len = [inputStream read:buf maxLength:1024];
NSString *s;
if(len > 0) {
NSMutableData* data=[[NSMutableData alloc] initWithLength:0];
[data appendBytes: (const void *)buf length:len];
s = [[NSString alloc] initWithData:data encoding:NSUTF8StringEncoding];
NSLog(#"%#",s);
}
server side:
i am sending to the server using DataOutputStream
ServerSocket welcomeSocket=new ServerSocket(6789);
while(true){
Socket connectionSocket=welcomeSocket.accept();
DataOutputStream outToClient=new DataOutputStream(connectionSocket.getOutputStream());
outToClient.writeBytes("sign up accepted you can now sign in"+'\n');
Also what if i need to send a long text.

You aren't flushing your Stream. Try something like this
OutputStream outToClient = null;
try {
ServerSocket welcomeSocket = new ServerSocket(6789);
while (true) {
Socket connectionSocket = welcomeSocket.accept();
outToClient = new BufferedOutputStream(
connectionSocket.getOutputStream());
outToClient.write("sign up accepted you can now sign in\n"
.getBytes("UTF-8"));
}
} catch (Exception e) {
e.printStackTrace();
} finally {
if (outToClient != null) {
try {
outToClient.flush();
} catch (IOException e) {
e.printStackTrace();
}
}
if (outToClient != null) {
try {
outToClient.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}

In addition to flushing the send side, the receive side is not safe.
TCP is a stream protocol, not a message protocol. You have to handle the message framing in the receiving side. In your case, you could keep reading until you receive the newline.
The network may split your message to several parts, rather arbitrarily when you look at it from the point of view of the receiver. It isn't really arbitrary, but there are many factors involved depending on the network topology. The receiver has to collect these parts until a complete message is received. This is called framing. One could use the newline for framing, or prepend the length and keep reading until satisfied, or any other solution that lets the receiver know what to expect.

Related

Android reading from Socket hangs on second read loop

I got to implement a chat in my application. Connection to a server is made using sockets. I should register to that server and the server will aknowledge that with a reply.
I have implemented this in a single method where I send the command using a BufferedWriter, and then start reading from the input stream until it tells me there is no more data.
I read properly the server reply. However, I never get the negative value from the second in.read call and thus my method stays blocked in the while loop (in the conditionnal statement where I make that call).
How should this be done with sockets? I usually do that with files or other input streams without problem.
If I should read only the bytes I am supposed to read, does that mean that I either have to:
Know in advance the length of the server response?
or make the server send a code to notify it has finished to send its response?
Currently I am doing the following:
private String sendSocketRequest(String request, boolean skipResponse) throws ChatException {
if (!isConnected()) openConnection();
try {
BufferedWriter out = new BufferedWriter(new OutputStreamWriter(
socket.getOutputStream()), 2048);
out.append(request);
out.flush();
out = null;
} catch (IOException e) {
LogHelper.error("Unable to send socket request: " + request, e);
throw new ChatException("Unable to send socket request: " + request, e);
}
try {
BufferedReader in = new BufferedReader(new InputStreamReader(
socket.getInputStream()), 2048);
StringBuffer response = new StringBuffer();
char[] buffer = new char[2048];
int charsRead = -1;
// >>>>>>>> This is where it gets blocked <<<<<<<<<
while ((charsRead = in.read(buffer)) >= 0) {
if (charsRead > 0) response.append(new String(buffer, 0, charsRead));
}
return response.toString();
} catch (IOException e) {
LogHelper.error("Unable to read socket response: " + request, e);
throw new ChatException("Unable to read socket response: " + request, e);
}
}
Connection to the server is made with the following method:
public synchronized void openConnection() throws ChatException {
try {
socket = new Socket(Constants.API_CHAT_SERVER_ADDRESS, Constants.API_CHAT_SERVER_PORT);
socket.setKeepAlive(true);
LogHelper.debug("CHAT >> Connected to the chat server: " + Constants.API_CHAT_SERVER_ADDRESS);
} catch (UnknownHostException e) {
LogHelper.error("Unable to open chat connection", e);
throw new ChatException("Unable to open chat connection", e);
} catch (IOException e) {
LogHelper.error("Unable to open chat connection", e);
throw new ChatException("Unable to open chat connection", e);
}
}
The amount of data to be sent/received over a socket based connection is protocol dependend and not known to the TCP/IP stack, but only to the application layer.
The protocol used is developer dependend ... ;-) so coming to your questions:
If I should read only the bytes I am supposed to read, does that mean that I either have to:
Know in advance the length of the server response?
Yes, this is one possibility.
or make the server send a code to notify it has finished to send its response?
Also yes, as this is another possibility. Common markers are \n or \r\n. The NUL/'\0' character also might make sense.
A third option is to prefix each data chunk with a constant number of bytes describing the amount of bytes to come.
Instead of dealing with bytes, maybe it's simpler handling instances of ad-hoc classes, like - for instance - a Message class:
The server:
// Streams
protected ObjectInputStream fromBuffer = null;
protected ObjectOutputStream toBuffer = null;
// Listening for a new connection
ServerSocket serverConn = new ServerSocket(TCP_PORT);
socket = serverConn.accept();
toBuffer = new ObjectOutputStream(socket.getOutputStream());
fromBuffer = new ObjectInputStream(socket.getInputStream());
// Receiving a new Message object
Message data = (Message)fromBuffer.readObject();
The client then sends a message by simply:
// Sending a message
Message data = new Message("Hello");
toBuffer.writeObject(data);
Message can be as complex as needed as long as its members implement Serializable interface.

Java Networking: Explain InputStream and OutputStream in Socket

I have created a server by using ServerSocket. After that, I have created Client using Socket, and connect to this server.
After that, I do "some stuff" with InputStream and OutputStream is taken from Socket Object. But, I don't really understand inputStream and outputStream so much. Here is my simple code :
private Socket sock = null;
private InputStream sockInput = null;
private OutputStream sockOutput = null;
...
String msg = "Hello World";
byte[] buffer = null;
try {
sockOutput.write(msg.getBytes(), 0, test.length());
sockOutput.write("Hello StackOverFlow".getBytes(), 0, test.length());
buffer = new byte[test.length()];
sockInput.read(buffer, 0, test.length());
System.out.println(new String(buffer));
sockInput.read(buffer, 0, test.length());
System.out.println(new String(buffer));
} catch (IOException e1) {
e1.printStackTrace();
}
The result will be : "Hello World" and "Hello StackOverFlow".
Here is server side code :
private int serverPort = 0;
private ServerSocket serverSock = null;
public VerySimpleServer(int serverPort) {
this.serverPort = serverPort;
try {
serverSock = new ServerSocket(this.serverPort);
}
catch (IOException e){
e.printStackTrace(System.err);
}
}
// All this method does is wait for some bytes from the
// connection, read them, then write them back again, until the
// socket is closed from the other side.
public void handleConnection(InputStream sockInput, OutputStream sockOutput) {
while(true) {
byte[] buf=new byte[1024];
int bytes_read = 0;
try {
// This call to read() will wait forever, until the
// program on the other side either sends some data,
// or closes the socket.
bytes_read = sockInput.read(buf, 0, buf.length);
// If the socket is closed, sockInput.read() will return -1.
if(bytes_read < 0) {
System.err.println("Server: Tried to read from socket, read() returned < 0, Closing socket.");
return;
}
System.err.println("Server: Received "+bytes_read
+" bytes, sending them back to client, data="
+(new String(buf, 0, bytes_read)));
sockOutput.write(buf, 0, bytes_read);
// This call to flush() is optional - we're saying go
// ahead and send the data now instead of buffering
// it.
sockOutput.flush();
}
catch (Exception e){
System.err.println("Exception reading from/writing to socket, e="+e);
e.printStackTrace(System.err);
return;
}
}
}
public void waitForConnections() {
Socket sock = null;
InputStream sockInput = null;
OutputStream sockOutput = null;
while (true) {
try {
// This method call, accept(), blocks and waits
// (forever if necessary) until some other program
// opens a socket connection to our server. When some
// other program opens a connection to our server,
// accept() creates a new socket to represent that
// connection and returns.
sock = serverSock.accept();
System.err.println("Server : Have accepted new socket.");
// From this point on, no new socket connections can
// be made to our server until we call accept() again.
sockInput = sock.getInputStream();
sockOutput = sock.getOutputStream();
}
catch (IOException e){
e.printStackTrace(System.err);
}
// Do something with the socket - read bytes from the
// socket and write them back to the socket until the
// other side closes the connection.
handleConnection(sockInput, sockOutput);
// Now we close the socket.
try {
System.err.println("Closing socket.");
sock.close();
}
catch (Exception e){
System.err.println("Exception while closing socket.");
e.printStackTrace(System.err);
}
System.err.println("Finished with socket, waiting for next connection.");
}
}
public static void main(String argv[]) {
int port = 54321;
VerySimpleServer server = new VerySimpleServer(port);
server.waitForConnections();
}
My question is :
When I use sockOutput.write and I can get back those message back by sockInput.read. So, those message has been saved, right? If this true, does it saved on Server I have created or just saved in some other thing such as Socket Object.
If I have written to socket String A1, A2,... An so I will receive A1, A2, ... An String respectively, right?
A socket is an abstraction that you use to talk to something across the network. See diagram below...
In Java, to send data via the socket, you get an OutputStream (1) from it, and write to the OutputStream (you output some data).
To read data from the socket, you get its InputStream, and read input from this second stream.
You can think of the streams as a pair of one-way pipes connected to a socket on the wall. What happens on the other side of the wall is not your problem!
In your case, the server has another socket (the other end of the connection) and another pair of streams. It uses its InputStream (2) to read from the network, and its OutputStream (3) to write the same data back across the network to your client, which reads it again via its InputStream (4) completing the round trip.
Client Server
1. OutputStream -->\ /--> 2. InputStream -->
Socket <--> network <--> ServerSocket |
4. InputStream <--/ \<--3. OutputStream <--
Updated: in reply to comment:
Note that the streams and sockets just send raw bytes; they have no notion of a "message" at this level of abstraction. So if you send X bytes and another X bytes, then read X bytes and read another X bytes, then your system behaves as if there are two messages, because that's how you've divided up the bytes.
If you send X bytes, and another X bytes, then read a reply of length 2X, then you might be able to read a single combined "message", but as you've noticed, the underlying implementation of the streams can choose when to deliver chunks of bytes, so it might return X bytes, then X bytes, later, or 2X at once, or 0.5X four times...
InputStream and OutputStream are two completely separate streams. What you write into one has no a priori relation to what you read from the other. The InputStream gives you whatever data the server decides to send to you. I would also like to comment on this piece of your code:
sockOutput.write(msg.getBytes(), 0, test.length());
sockOutput.write("Hello StackOverFlow".getBytes(), 0, test.length());
You use the length of a string test (not shown in your code), which has nothing to do with the byte array you are passing as the first argument. This can cause an ArrayIndexOutOfBoundsException or truncation of your intended message.
Additional comments to your updated question
Reviewing your server-side code, it is not quite correctly written. You need to have try { handleConnection(...); } finally { socket.close(); } to ensure proper cleanup after an error, as well as when completing normally. Your code never closes anything on the server side.
Finally, and most critically, your entire code is written in a way that can result in a deadlock. Normally you need a separate thread to read and to write; otherwise the following may happen:
You attempt to write some data to the output;
The server reads it and tries to respond with data in your input;
But, since the buffers are too small, you don't manage to send everything because the server wants to first send something to you, then receive the rest; but you don't get to the receiving part before you have sent everything you've got.

Java client socket using writeBytes

I'm reading a string from a buffer and writing it to a server. The problem I'm having is that the string never gets received by the server when I leave the socket open and write in a loop.
When I use this:
try {
Socket send = new Socket("localhost", 1490);
DataOutputStream out = new DataOutputStream(send.getOutputStream());
String message = null;
while ((message = buffer.get()) != null){
out.writeBytes(message);
}
out.close();
send.close();
} catch (IOException ex) {
ex.printStackTrace();
}
}
the server doesn't receive the string, but when I do this it works properly:
try {
String message = null;
while ((message = buffer.get()) != null){
Socket send = new Socket("localhost", 1490);
DataOutputStream out = new DataOutputStream(send.getOutputStream());
out.writeBytes(message);
out.close();
send.close();
}
} catch (IOException ex) {
ex.printStackTrace();
}
}
Obviously I don't want to keep opening and closing the socket, though. What is the problem?
You need to flush your socket every time you want to send a data packet.
Closing a socket forces an automatic flush and that explains why your data is getting sent on socket close.
The data is not being written to the socket even when you close it? (in your first snippet that is)
Also, have you tried to use the flush method? You can read about it here: http://docs.oracle.com/javase/1.4.2/docs/api/java/io/DataOutputStream.html#flush() and your code will look like:
try {
Socket send = new Socket("localhost", 1490);
DataOutputStream out = new DataOutputStream(send.getOutputStream());
String message = null;
while ((message = buffer.get()) != null){
out.writeBytes(message);
out.flush();
}
out.close();
send.close();
} catch (IOException ex) {
ex.printStackTrace();
}
Let me make a guess.
Does the buffer.get() method block? If so, then the problem is that out.writeBytes(message) does not guarantee that the entire byte representation to be pushed to the server. Instead. there is a good chance that your client has buffered bytes waiting to be flushed through to the server.
If this is what is going on, then calling flush after each call to writeBytes will fix the problem.
But if the buffer.get() method doesn't block, then calling flush won't make any difference. In fact, it will just increase the network traffic. So adding the flush "just in case" is a bad idea.
Another possibility is that there is something wrong with the server-side code.

Sending data from Java to C using socket programming

i am making a program that sends a string from a Java client to a C server using WinSock2. I am using DataOutputStream to send the data through the socket.
The C server, acknowledges the bytes received, but when i try accessing the data, nothing is displayed.
SERVER
Socket socket = null;
DataOutputStream dataOutputStream = null;
DataInputStream dataInputStream = null;
try {
socket = new Socket("10.40.0.86", 2007);
dataOutputStream = new DataOutputStream(socket.getOutputStream());
dataInputStream = new DataInputStream(socket.getInputStream());
//dataOutputStream.writeUTF("How are you doing let us see what is the maximum possible length that can be supported by the protocal");
String line = "hey";
dataOutputStream.writeUTF(line);
dataOutputStream.flush();
//System.out.println(dataInputStream.readLine());
System.out.println((String)dataInputStream.readLine().replaceAll("[^0-9]",""));
//System.out.println(dataInputStream.readInt());
//System.out.println(dataInputStream.readUTF());
} catch (UnknownHostException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
CLIENT
if (socket_type != SOCK_DGRAM)
{
retval = recv(msgsock, Buffer, sizeof(Buffer), 0);
printf("Server: Received datagram from %s\n", inet_ntoa(from.sin_addr));
}
output
Server: Received 5 bytes, data "" from client
BUFFER :
Server: Echoing the same data back to client...
BUFFER :
Server: send() is OK.
Your C code needs to understand the data format written by writeUTF() (see the Javadoc), or else more simply you need to use write(char[]) or write(byte[]) at the Java end.
Here is how I solved this :-)
dataOutputStream.write(line.getBytes());
Or to be more specific here is my code:
out.write(("Hello from " + client.getLocalSocketAddress()).getBytes());

Java File Transfer getting stuck halfway

I am trying to send a file (an image sent as a byte array) with the client and then the server should receive said byte array to make further use of it. However when I click on the "send" to send the image the file transfer starts (as I get a sentImage.jpg in my Desktop) but it gets stuck for some reason I can't figure out and the image never gets correctly sent.
Here's the part that receives from the server (it already accepted the connection):
public void run(){
try {
byte[] receivedData = new byte[1024];
BufferedInputStream bis = new BufferedInputStream(client.getInputStream());
// while(bis.read() != -1){
s.acquireUninterruptibly();
BufferedOutputStream bos = new BufferedOutputStream(new FileOutputStream("C:\\Users\\Admin\\Desktop\\sentImage.jpg"));
while ((incoming = bis.read(receivedData)) != -1) {
bos.write(receivedData, 0, incoming);
}
s.release();
n.release();
bis.close();
bos.flush();
// }
} catch (IOException e) {
e.printStackTrace();
}
}
and the client is sending here:
public void sendImageResult() {
new Thread(new Runnable() {
public void run() {
try {
int inside = 0;
Socket socket = new Socket("localhost", 4444);
File myImageFile = new File("C:\\Users\\Admin\\Desktop\\test.jpg");
BufferedInputStream bis = new BufferedInputStream(new FileInputStream(myImageFile));
BufferedOutputStream bos = new BufferedOutputStream(socket.getOutputStream( ));
byte[] byteArray = new byte[1024];
while ((inside = bis.read(byteArray)) != -1){
bos.write(byteArray,0,inside);
}
bis.close();
bos.flush();
} catch (UnknownHostException ex) {
System.out.println("No se pudo establecer la conexión.");
ex.printStackTrace();
} catch (FileNotFoundException fnf){
fnf.printStackTrace();
} catch(IOException ioe){
ioe.printStackTrace();
}
}
}).start();
}
It does not appear that the OutputStream (bos) that is used to write to disk is being closed. This could lead to unexpected results.
As jt said, the OutputStream writing to disk is not being closed, but neither is the OutputStream being used to send the data, nor is the Socket being closed from the sending side. The sending side may be buffering the data at the tcp level, waiting for more bytes before sending the last packet. You are calling flush, but that can be ignored, it's not guaranteed to work like you expect. Another thing to try is calling shutdownOutput on the Socket and seeing if that forces it to flush. You can also try setTcpNoDelay(true) when you open the Socket. If none of that works, get a tcp trace program (I like tcpdump) and use it to see if the packets are actually being sent, it will at least narrow it down to either the send or receive end of things.

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