Java Sockets - receiving but not what was sent! - java

I've been trying to debug this for 2 hours and i just can't explain it.
I have a server and a client. (server manages some Auctions).
What happens:
The client request something , server sends data back and client receives it just fine.
The client sends something to the server, and the server updates some data.
The client makes the same request as first time (1.), the server send back the updated
data, but the client does not receive the new update data, instead it receives the old data (as it got it in the first request (1.).
The data that is being sent is just a Java Bean with two List-s.
And the code:
// CLIENT CLASS
// creates socket, sends and listens on the socket
// listening is done on a separate thread
public class ServerConnector {
private Socket socket = null;
private ObjectOutputStream out = null;
private Display display;
private ServerListener listener;
public ServerConnector(Display display) {
this.display = display;
try {
socket = new Socket("localhost",33333);
out = new ObjectOutputStream(socket.getOutputStream());
} catch (UnknownHostException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
listener = new ServerListener(socket, display);
new Thread(listener).start();
}
public void sendRequest(Request request) {
try {
out.writeObject(request);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
class ServerListener implements Runnable {
private Socket socket;
private ObjectInputStream in = null;
private Display display;
public ServerListener(Socket socket,Display display) {
this.socket = socket;
this.display = display;
try {
in = new ObjectInputStream(socket.getInputStream());
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
#Override
public void run() {
Response response =null;
try {
while ((response = (Response)in.readObject()) != null) {
if (response.getCars().size() > 0) {
display.showAvailableCars(response.getCars());
}
if(response.getAucs().size() > 0) {
List<Auction> auctionz = response.getAucs();//HERE 1st time it gets the GOOD data, 2nd time should get UPDATED DATA but instead receives the OLD DATA (same as 1st time).
display.showOpenAuctions(auctionz);
}
response = null;
}
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (ClassNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
//CLIENT CLASS
// controls when something should be sent, and print out responses
public class Display {
Scanner console = new Scanner(System.in);
ServerConnector server = new ServerConnector(this);
List<Car> cars;
List<Auction> aucs;
public void show() {
int opt = 0;
System.out.println("1. Show available cars for auction.");
System.out.println("2. Show open auctions.");
opt = console.nextInt();
Request request = new Request();
if (opt == 1)
request.setRequest(Request.GET_CARS);
if (opt == 2) {
request.setRequest(Request.GET_OPEN_AUCTIONS);
}
server.sendRequest(request);
}
public void showAvailableCars(List<Car> cars) {
int i = 0;
for (Car c : cars ){
i++;
System.out.println(i +". " + c.getMaker() + " " + c.getModel() + " price: " + c.getPrice());
}
System.out.println("Select car to open Auction for:");
int selectedCar = console.nextInt();
if (selectedCar != 0) {
if (selectedCar <= cars.size()) {
Request request= new Request();
request.setRequest(Request.OPEN_AUCTION);
Car c = cars.get(selectedCar-1);
request.setCar(c);
server.sendRequest(request);
}
}
show();
}
public void setCars(List<Car> cars) {
this.cars = cars;
}
public void showOpenAuctions(List<Auction> aucs2) {
int i = 0;
for (Auction auc : aucs2) {
i++;
System.out.println(i+ ". " + auc.getCar().getModel() + " " + auc.getCar().getMaker() + " last price: " + auc.getPrice());
}
System.out.println("You can now make offers");
System.out.println("Input auction number:");
int selectedAuction = 0;
selectedAuction = console.nextInt();
if (selectedAuction > 0 && selectedAuction <= aucs2.size()) {
System.out.println("Offer new price:");
int price = console.nextInt();
Request request= new Request();
request.setRequest(Request.MAKE_OFFER);
request.setAuctionId(aucs2.get(selectedAuction-1).getId());
request.setPrice(price);
server.sendRequest(request);
}
show();
}
public void setOpenAuctions(List<Auction> aucs2) {
this.aucs = aucs2;
}
}
// SERVER CLASS : send and receives
public class ClientManager implements Runnable {
private AuctionManager manager = new AuctionManagerImpl();
private Socket client;
private ObjectInputStream in = null;
private ObjectOutputStream out = null;
public ClientManager(Socket socket) {
this.client = socket;
try {
in = new ObjectInputStream(client.getInputStream());
out = new ObjectOutputStream(client.getOutputStream());
} catch(Exception e1) {
try {
e1.printStackTrace();
client.close();
}catch(Exception e) {
System.out.println(e.getMessage());
}
return;
}
}
#Override
public void run() {
Request req = null;
try {
while ((req = (Request)in.readObject()) != null) {
if (req.getRequest() != null) {
if (req.getRequest().equals(Request.GET_CARS)) {
Response response = new Response();
response.setCars(manager.getAvailableCars());
out.writeObject(response);
continue;
}
if (req.getRequest().equals(Request.OPEN_AUCTION)) {
manager.openAuction(req.getCar());
continue;
}
if (req.getRequest().equals(Request.GET_OPEN_AUCTIONS)) {
Response response = new Response();
response.setAucs(manager.getHoldedAuctions()); //this line ALWAYS sends to the client GOOD, UPDATED DATA
out.writeObject(response);
out.flush();
continue;
}
if (req.getRequest().equals(Request.MAKE_OFFER)) {
Auction auction = manager.getOpenAuction(req.getAuctionId());
manager.updateAuction(auction, req.getPrice(),client.getRemoteSocketAddress().toString());
continue;
}
}
}
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (ClassNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}

It could be because you are using ObjectOutputStreams. Remember that ObjectOutputStreams will cache all objects written to them so that if the same object is written again in the future it can write a back-reference instead of re-writing the whole object. This is necessary when writing an Object graph.
Your code fragment:
if (req.getRequest().equals(Request.GET_CARS)) {
Response response = new Response();
response.setCars(manager.getAvailableCars());
out.writeObject(response);
continue;
}
is writing the object returned by manager.getAvailableCars(). The next time a request is received the same object (but now with different contents) is written - but the ObjectOutputStream doesn't know about the new contents so it just writes a back-reference. The ObjectInputStream at the other end sees the back-reference and returns the same object it read last time, i.e. the original data.
You can fix this by calling ObjectOutputStream.reset() after each response. This will clear the stream's cache.

See ObjectOutputStream.writeUnshared() and .reset().

Ok. I just found out the solution.
from here http://java.sun.com/developer/technicalArticles/ALT/sockets/ :
Object Serialization Pitfall
When working with object serialization it is important to keep in mind that the ObjectOutputStream maintains a hashtable mapping the objects written into the stream to a handle. When an object is written to the stream for the first time, its contents will be copied to the stream. Subsequent writes, however, result in a handle to the object being written to the stream. This may lead to a couple of problems:
If an object is written to the stream then modified and written a second time, the modifications will not be noticed when the stream is deserialized. Again, the reason is that subsequent writes results in the handle being written but the modified object is not copied into the stream. To solve this problem, call the ObjectOutputStream.reset method that discards the memory of having sent an object so subsequent writes copy the object into the stream.
An OutOfMemoryError may be thrown after writing a large number of objects into the ObjectOutputStream. The reason for this is that the hashtable maintains references to objects that might otherwise be unreachable by an application. This problem can be solved simply by calling the ObjectOutputStream.reset method to reset the object/handle table to its initial state. After this call, all previously written objects will be eligible for garbage collection.
The reset method resets the stream state to be the same as if it had just been constructed. This method may not be called while objects are being serialized. Inappropriate invocations of this method result in an IOException.

Related

Can't send objects using Sockets

Hello Im writing an app in which client sends name of room to server, server creates it and then sends back whole list of rooms. I have problem with receiving this object from server also whats interesting when I close clients' app and open again I have list of rooms just like it should be. I refresh room list in client app but its always empty only reopening helps that's pretty weird and I don't know an issue of this.
On client side:
getIs() method is returning is object
getOs() method returning os object
this.os = new ObjectOutputStream(clientSocket.getOutputStream());
this.is = new ObjectInputStream(clientSocket.getInputStream());
private void createRoom(ActionEvent event) {
String roomName = "CreateRoom ";
roomName += setRoomName();
String response = null;
try {
client.getOs().writeObject(roomName);
response = (String) client.getIs().readObject();
System.out.println(response);
} catch (IOException | ClassNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private void refreshRooms() {
String response = null;
try {
client.getOs().writeObject("RefreshRooms");
response = (String) client.getIs().readObject();
System.out.println(response);
rooms = (Rooms) client.getIs().readObject();
System.out.println("Print in client: ");
rooms.printAllRooms();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (ClassNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
Server:
this.os = new ObjectOutputStream(connection.getOutputStream());
this.is = new ObjectInputStream(connection.getInputStream());
public void run() {
String inputRequest = null;
try {
while((inputRequest = (String) ois.readObject()) != null) {
System.out.println(inputRequest);
handleRequest(inputRequest);
}
} catch (IOException | ClassNotFoundException e) {
System.out.println("Client has disconnected.");
e.printStackTrace();
}
}
private void handleRequest(String request) {
String response = null;
String[] msg = request.split(" ");
if(msg[0].equals("CreateRoom")) {
try {
oos.writeObject("You want create a room.");
Room newRoom = new Room(msg[1]);
rooms.addRoom(newRoom);
System.out.println("Created room: " + newRoom.getName());
System.out.println("\n Print after creation: ");
rooms.printAllRooms();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}else if (msg[0].equals("RefreshRooms")) {
try {
oos.writeObject("You want list of rooms.");
System.out.println("Print before send.");
rooms.printAllRooms();
oos.writeObject(rooms);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
///EDIT:
So I removed PrintWriter and BufferedReader objects and now Im using only Object Streams. What doesn't work now is:
I create some rooms one after another and then refresh rooms list on clients app - in that case I get all rooms
But when I create one room refresh then create another and refresh I get only 1 room after 2nd refresh, so basically when I refresh server sends me always the same object from 1st send and I don't know how to change it.
Also Im printing these rooms on server side and always get all rooms so room creation is OK.
You could try to flush the buffered streams:
os.flush()
This will force the stream to actually send the bytes of the serialized object. Without that, the BufferedOutputStream might just wait around and buffer data, as the name says. This is done so that the size of the sent packets does not become too small, which would result in a lot of overhead if you want to send multiple objects.
If you are done, you should close the stream anyway.

Why is this message getting sent to the wrong client? (Deduping)

I have a chat program. The problem is that I am trying to disallow dupe names. Essentially, whenever a name change request is sent to the server, it is checked against the list of names currently in use and if it is already taken, the person is added to my shitlist (not allowed to post) and they are sent a message that they need to change their name.
I commented the crap out of the code since there is a lot so you can understand it easily.
The problem is that the wrong person is being sent the message that the name is already in use! I have spent the last 8 hours trying to find it and It's bloody driving me mad!
The server side code is long; I'll post the relevant bits and any further will be provided on request. I'll also link to the complete program. (Not the source, the JAR.)
JAR: https://www.mediafire.com/?4t2shjdjf7blpg2
//...Irrelevant bits ommitted...//
public class Server
{
// The server object reference
static Server server;
// Declarations:
private ArrayList<ObjectOutputStream> clientOutputStreams; // out streams
private ArrayList<String> takenNames = new ArrayList<>(); // taken names
private InetAddress ip;
private final int serverPort; // the port the server is running on
private static ObjectOutputStream changer; // the last person to change names
private ArrayList<ObjectOutputStream> shitList = new ArrayList<>();
private HashMap <InetAddress, ObjectOutputStream> ipMap =
new HashMap<>(); // <ip, outputstream>
//...Irrelevant bits ommited...//
// Don't mind this non-indentation, it is supposed to be.
public void tellEveryone(Message message, InetAddress senderIP)
{
// First check some special conditions..
if(message.getType() == Message.TYPE.IN_USE)
{
try
{
changer.writeObject(message);
}
catch (IOException e)
{
e.printStackTrace();
}
}
// If someone is on my shitlist,
if(shitList.contains(ipMap.get(senderIP)))
{
// Warn them of their sins...
Message nopeMessage = new Message(Message.TYPE.SERVER,
"You may not send any messages until you change your name!",
"Server");
try
{
ipMap.get(senderIP).writeObject(nopeMessage);
}
catch(IOException e)
{
e.printStackTrace();
}
}
else
{
// Send message normally to everyone...
// Sync, just to be safe
synchronized(clientOutputStreams)
{
for(ObjectOutputStream oo : clientOutputStreams) // while more clients...
{
try
{
oo.writeObject(message);
oo.flush();
}
catch(IOException e)
{
System.out.println("IOException caught during tellEveryone()");
e.printStackTrace();
}
}
}
System.out.println(getTimeStamp() + ": Message Sent by:".
concat(" " + senderIP + "/ " + message.getSenderName()));
}
}
The server handler inner class...
public class ServerHandler implements Runnable
{
#Override
public void run()
{
// Create a list of client out streams to send stuff...
clientOutputStreams = new ArrayList<>();
try // To establish a connection with clients
{
// Create server socket...
ServerSocket serverSocket = new ServerSocket(serverPort);
while(true) // Will always run! Blocks!
{
// Assign a client socket to any new socket connections...
// (The var used here is temp, but will be passed off soon.)
Socket clientSocket = serverSocket.accept();
// Get's the ip of the client that connected...
ip = clientSocket.getInetAddress();
System.out.println(ip + " " + "connected.");
// Create ooStream to send messages to client...
ObjectOutputStream ooStream =
new ObjectOutputStream(
clientSocket.getOutputStream());
// Add the client oo stream to the list of outputs...
clientOutputStreams.add(ooStream);
// Add user IP data to map of ip's
ipMap.putIfAbsent(ip, ooStream);
// Create new thread to run inner class ClientHandler...
Thread t = new Thread(new ClientHandler(clientSocket));
// Running the thread makes it safe to overwrite the...
// ...clientsocket variable.
t.start();
}
}
catch (IOException e)
{
System.out.println("Exception in server.run()");
// TODO: Revise
e.printStackTrace();
}
}
}
The client handler inner class
public class ClientHandler implements Runnable
{
private ObjectInputStream oInStream; // The client's input stream.
private Socket socket; // Socket to the client
public ClientHandler(Socket clientSocket)
{
try // to create an input stream...
{
socket = clientSocket; // <-- The one passed in to the method
// Potential error from previous version... REMOVE WHEN TESTED
oInStream = new ObjectInputStream(socket.getInputStream());
}
catch(IOException e)
{
System.out.println("Error establishing input stream");
}
}
#Override
public void run()
{
Message message;
try // To process incoming messages...
{
while(socket.isClosed() == false) // If the socket is open...
{
// While there are more messages...
// Also assigns to the message var.
while((message = (Message)oInStream.readObject()) != null)
{
// Passes on the message and sender info.
if(message.getType() == Message.TYPE.NAME_REQUEST)
{
changer = ipMap.get(socket.getInetAddress());
System.out.println(socket.getInetAddress());
System.out.println(changer.toString());
handleNameRequests(message);
}
else
{
tellEveryone(message, ip); // TEST CHANGE- DELETED IF TEST
}
}
// TEST TEST TEST
synchronized(clientOutputStreams)
{
int index =
clientOutputStreams.indexOf(
socket.getOutputStream());
clientOutputStreams.remove(index);
System.out.println("Removed the client in sync");
}
}
// TEST TEST TEST
socket.close(); // TEST CLOSING SOCKET WHEN DONE.
System.out.println("Sock closed after while loop in ch run()");
}
catch(IOException e)
{
System.out.println("IOException caught when "
+ "reading message.");
}
catch (ClassNotFoundException e)
{
System.out.println("Some poor sap is going to have to debug"
+ "this!");
}
finally
{
// THIS WHOLE BLOCK: TEST TEST TEST
try
{
oInStream.close();
System.out.println("just closed oinStream");
}
catch(IOException e)
{
e.printStackTrace();
}
}
}
}
I FINALLY FOUND IT!
For any future people encountering a similar problem, the problem was that I was assigning the ip variable in the wrong place! This essentially resulted in the list of ip's being all the same! Another bug confounded that problem, in that when I disabled the sending ability of messages when on my shitlist (aren't programmers the darndest?), I disabled ALL types of messages, including those from the server, ect! Oops!
The lesson? Bugs hide in the darndest places. Walk through everything, and doubt what you know to be true. Assume nothing, verify everything. There are never enough print statements when debugging!

Java chatprogram, infinit loop stops

I have to build a chat program.
There is the server class, the client class and two threads to write and receive messages.
the two threads should run in an infinite loop and check all the time if there is an input and print that input afterwards.
But my program works for just one round. So the server and the client can write one single message, afterwards it stops and does not check for another message. Why does the thread not start again from the begin when it's never interrupted? --> see the code beneath
I hope you know what my problem is, it's quite hard for me to describe.
Thread to read a new Message
public class MsgWriter extends Thread {
private Socket s;
public MsgWriter(Socket s){
this.s = s;
}
public void run(){
int i = 0;
OutputStream out = null;
PrintWriter writer;
Scanner input;
while(!interrupted()){
try{
synchronized(s){
input = new Scanner (System.in);
out = s.getOutputStream();
writer = new PrintWriter(out);
String toserver = input.nextLine();
writer.write(toserver);
writer.flush();
System.out.println("me: " + toserver);
}
try {
Thread.sleep((int) (100 * Math.random()));
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}catch(Exception e) {
}
}
}
}
Thread to check if there is a new message and prints it.
public class MsgReader extends Thread {
Socket s;
public MsgReader(Socket s){
this.s = s;
}
public void run() {
int i = 0;
while (!interrupted()) {
try{
synchronized(s){
InputStream in = s.getInputStream();
BufferedReader reader = new BufferedReader(new InputStreamReader(in));
String s = null;
while((s=reader.readLine()) != null){
System.out.println("d");
}
}
try {
Thread.sleep((int) (100 * 1));
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}catch (Exception e){
}
}
}
}
The Server class starts a new server and waits for a client, afterwards it starts the two threads. The same with the client class, it connects to the server and starts the threads.
You're probably thowing an exception somewhere. In your catch blocks, print the error.
try {
} catch (Exception e) {
System.out.println("Error: " + e);
}

Java the best way of waiting & getting data from your client

I started learning networking with the main networking package in JDK, it's pretty simple and easy after a few examples. But now I am interested into making multi-client applications like a chat system.
My structure idea so far is like this:
Connection handler class, which handles incoming connections, and holds the list of clients.
If new connection was found, create a new client object, start it's thread (Client object will implement runnable, so it will start it's own looping service, it will loop for new packets received), and add it to the list.
I create a new thread for each client instead of looping through all clients because the reading from client process stops the whole execution and will wait for the client to send data, which is kinda annoys me and this is my issue there.
I have created a simple console app that receives messages from the client, but now I want to detect disconnections. I read that bufferedReader .read() method returns -1 if user is not connected, so I thought I could loop and do that every number of seconds to every client, but the thing is, the client must send a packet in order to .read() it, so let's say if you do .read() it will wait & stop the whole thread until packet is received, (I think).
This is my current code which gets messages from client:
public boolean isConnected() {
try {
this.in.read();
this.lastCheck = System.currentTimeMillis();
return true;
} catch (IOException e) {
if (!inConnection()) {
System.out.println("User disconnected");
try {
this.destruct();
} catch (IOException e1) {
e1.printStackTrace();
}
}
}
return false;
}
private boolean inConnection() {
return System.currentTimeMillis() - lastCheck < this.maxTime;
}
public void startClientService() throws IOException {
while(!this.session.isClosed()) {
if (System.currentTimeMillis() - this.checkTime > 600) {
System.out.println(System.currentTimeMillis() - this.checkTime);
if (this.isConnected()) {
int packetType = this.dataIn.readInt();
packets.getPacket(packetType);
}
}
}
}
public void destruct() throws IOException {
this.session.close();
this.connection.removeClient(this);
System.out.println("Session killed");
}
Basically what happens here, I am sending a integer packed from the client, I might have many things to do so therefore I can set many unique packet ID's, so if I want to receive and process a chat message, the packet id is 216, the client sends a int 216, server reads the packet, enters the switch loop of all packet ids and detects if its really 216, if yes it gets the instance of the packed class that handles messages & gets the bytes of the received message like this:
public class Chat implements Packet {
#Override
public void processPacket(Session c) {
String message = readMessage(c);
System.out.println("Message: " + message);
}
private String readMessage(Session c) {
byte[] data = c.readBytes();
String message = null;
try {
message = new String(data, "UTF-8");
} catch (UnsupportedEncodingException e) {
e.printStackTrace();
}
return message;
}
}
And this is how I read bytes:
public byte[] readBytes() {
int len;
byte[] data = null;
try {
len = this.dataIn.readInt();
data = new byte[len];
if (len > 0) {
this.dataIn.readFully(data);
}
} catch (IOException e) {
e.printStackTrace();
}
return data;
}
Okay my problem:
after adding the is disconnected detection, when I send my message, nothing happens. This is probably due to the .read() it stops and is waiting for a response. BUT if I write a message again, I will get the message in server.
This is my temporary, ugly client:
public class Client {
public static void main(String[] args) throws UnknownHostException, IOException {
Socket socket = new Socket("127.0.0.1", 43594);
Scanner r = new Scanner(System.in);
PrintWriter out = new PrintWriter(socket.getOutputStream());
String input;
while(true) {
input = r.next();
if (input != null) {
sendMessage(input, out);
}
}
}
public static void sendMessage(String message, PrintWriter out) {
byte[] encoded = encode(message);
out.write(0);
out.println(encoded + "\n");
out.flush();
}
public static byte[] encode(String s) {
return DatatypeConverter.parseBase64Binary(s);
}
public static String decode(byte[] s) {
return DatatypeConverter.printBase64Binary(s);
}
}
My question is: What is a better way of reading data from client without making the application wait for it and actually loop everytime? OR maybe should I have a new thread for checking if user is online so it's 2 threads per 1 client?
If someone needs my session object (client object):
public class Session extends Thread implements Runnable {
private Socket session;
private Client client;
private PrintWriter out;
private BufferedReader in;
private PacketHandler packets;
private DataInputStream dataIn;
private ConnectionHandler connection;
private final int checkTime = 1600;
private final int maxTime = 22000;
private long lastCheck;
public Session(Socket session) {
this.session = session;
this.client = new Client(this);
try {
this.setStream();
} catch (IOException e) {
e.printStackTrace();
}
this.packets = new PacketHandler(this);
System.out.println("[New session created]: " + session.getRemoteSocketAddress());
}
public void setConnectionHandler(ConnectionHandler c) {
this.connection = c;
}
public void run() {
try {
this.startClientService();
} catch (IOException e) {
e.printStackTrace();
}
}
public void setStream() throws IOException {
this.out = new PrintWriter(this.session.getOutputStream());
this.in = new BufferedReader(new InputStreamReader(this.session.getInputStream()));
this.dataIn = new DataInputStream(this.session.getInputStream());
}
public Client getClient() {
return this.client;
}
public byte[] readBytes() {
int len;
byte[] data = null;
try {
len = this.dataIn.readInt();
data = new byte[len];
if (len > 0) {
this.dataIn.readFully(data);
}
} catch (IOException e) {
e.printStackTrace();
}
return data;
}
public String readMessage() {
try {
return this.in.readLine();
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
public boolean isConnected() {
try {
this.in.read();
this.lastCheck = System.currentTimeMillis();
return true;
} catch (IOException e) {
if (!inConnection()) {
System.out.println("User disconnected");
try {
this.destruct();
} catch (IOException e1) {
e1.printStackTrace();
}
}
}
return false;
}
private boolean inConnection() {
return System.currentTimeMillis() - lastCheck < this.maxTime;
}
public void startClientService() throws IOException {
while(!this.session.isClosed()) {
if (System.currentTimeMillis() - this.checkTime > 600) {
System.out.println(System.currentTimeMillis() - this.checkTime);
if (this.isConnected()) {
int packetType = this.dataIn.readInt();
packets.getPacket(packetType);
}
}
}
}
public void destruct() throws IOException {
this.session.close();
this.connection.removeClient(this);
System.out.println("Session killed");
}
}
Thanks!
While I don't have time to look over all the code, here are two things that could help you out.
1) Use a defined message header. Define X number of bytes of each message that the client will send to the server. Use these bytes to define how long the message will be, and what type of message it is. The server knows the length and layout of this header, and uses it to process the message in a particular way. Example could be a header of one byte. A value of 1 could be a I'm connected message. 2 could be I'm about to disconnect. 3 could be I'm currently away, and 4 could be an incoming chat message.
2) There are 2 ways you can handle the input. First is to use blocking IO, and create a separate thread to receive messages from each client. I believe this is what you are currently doing. The second is to use non-blocking IO, and have a separate thread iterate over the open sockets and do a read. Non-blocking will check if there is data to read, but if there is not, the thread will continue executing.

ServerSocket java-server reads input only once?

I have written a java server and here is the code:
try
{
ss = new ServerSocket(8080);
while (true)
{
socket = ss.accept();
System.out.println("Acess given");
in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
//out = new PrintWriter(socket.getOutputStream(),true);
line = in.readLine();
System.out.println("you input is :" + in.readLine());
}
}
And an iphone application is the client and there is the code for it:
- (void)viewDidLoad {
[super viewDidLoad];
socket = [[LXSocket alloc]init];
if ([socket connect:#"10.211.55.2" port:8080]) {
NSLog(#"socket has been created");
}
else {
NSLog(#"socket couldn't be created created");
}
#try {
}#catch (NSException * e) {
NSLog(#"Unable to send data");
}
[super viewDidLoad];
}
-(IBAction)sendData{
[socket sendString:#"A\n"];
}
I am having 2 problems here: first is that the server is only reading the input once. The second is that when ever I try to output the data it doesn't output until I have called the method twice (clicked on the uibutton twice). Not sure what is happening here. What am I doing wrong?
You are creating a new reader everytime in your while loop. Instead move the code outside the while loop and block on the readLine() call.
socket = ss.accept();
in = new BufferedReader(new InputStreamReader(socket.getInputStream());
String line = "";
while ( true) {
line = in.readLine();
System.out.println("you input is :" + line);
if ( "Bye".equals(line) )
break;
}
Here is an example server side program.
Since alphazero posted the pattern, I will post a brief stripped down implementation:
This is the Server:
try {
ServerSocket ss = new ServerSocket(portNumber);
logger.info("Server successfully started on port " + portNumber);
// infinite loop that waits for connections
while (true) {
SocketThread rst = new SocketThread(ss.accept());
rst.start();
}
} catch (IOException e) {
logger.info("Error: unable to bind to port " + portNumber);
System.exit(-1);
}
The SocketThread is something like:
public class SocketThread extends Thread {
private Socket communicationSocket = null;
public SocketThread(Socket clientSocket) {
communicationSocket = clientSocket;
try {
input = new ObjectInputStream(communicationSocket.getInputStream());
} catch (IOException e) {
logger.info("Error getting communication streams to transfer data.");
try {
communicationSocket.close();
} catch (IOException e1) {
e1.printStackTrace();
}
}
}
public void run() {
boolean listening=true;
DataObject command = null;
while (listening) {
try {
Object currentObject = input.readObject();
if (currentObject != null
&& currentObject instanceof DataObject) {
command = (DataObject) currentObject;
}
} catch (IOException e) {
e.printStackTrace();
} catch (ClassNotFoundException e) {
e.printStackTrace();
} finally {
// If we got to this point is because we received a request from
// the client
// we can exit the loop
listening = false;
}
}
}
}
Note: "DataObject" is just a custom class which could be more practical since you can read the Dataobject itself from the socket without worrying about how many bytes you are reading, etc. Only condition is that DataObject is flagged as Serializable.
Hope it helps.
Tushar,
The general pattern is this (almost java but pseudo-code):
while (server-socket is accepting new connections)
{
// The server-socket's job is to listen for connection requests
// It does this typically in a loop (until you issue server-shutdown)
// on accept the server-socket returns a Socket to the newly connected client
//
socket s = server-socket.accept-connection();
// various options here:
//
// typically fire off a dedicated thread to servie this client
// but also review NIO or (home-grown) connection-map/handler patterns
// the general pattern:
// create a dedicated thread per connection accepted.
// pass Socket (s) to the handler method (a Runnable) and start it off
// and that is it.
// Here we use the general pattern and create a dedicated
// handler thread and pass of the new connections' socket reference
//
Thread handler-thread = new Thread (handler-routine-as-runnable, s);
handler-thread.start();
}

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