I'm creating simple peer to peer game. Currently I'm working on Server/Client(Node) side. I occured strange problem, I can create ObjectOutputStream
from socket, but program stops at creation of ObjectInputStream
. To store sockets and create streams I'm using my own class(code below). What I'm doing wrong ?
public void run() {
try {
while (this.listen) {
temp = serverSocket.accept();
sockList.addSocket(temp);
sockList.addObjOutStrm(temp);
sockList.addObjInStrm(temp); // <------------------------ program stops
setChanged();
notifyObservers(temp);
System.out.println("SERVER: Dodalem uzytkownika, oto pelna lista:\n\n"
+ sockList + "\n");
synchronized (sockList) {
for (ObjectOutputStream oos : sockList.getOOSList()) {
oos.writeObject(sockList.extractToString());
}
}
}
} catch (IOException e) {
System.err.println("SERVER: Błąd I/O serwera podczas nasluchu");
//e.printStackTrace();
}
}
My Own class to store sockets and streams:
import java.io.IOException;
import java.io.ObjectInputStream;
import java.io.ObjectOutputStream;
import java.net.Socket;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
public class SocketList {
private List<ObjectOutputStream> obOutStrList;
private List<ObjectInputStream> obInStrList;
private List<Socket> sockList;
private int maxUsers;
private int currentUsers;
public SocketList() {
obOutStrList = Collections
.synchronizedList(new ArrayList<ObjectOutputStream>());
obInStrList = Collections
.synchronizedList(new ArrayList<ObjectInputStream>());
sockList = Collections.synchronizedList(new ArrayList<Socket>());
maxUsers = 4;
currentUsers = 0;
}
synchronized public void addSocket(Socket sock) {
if (sockList.size() < 4) {
sockList.add(sock);
currentUsers++;
} else {
System.out.println("sockList: Blad max uzytkownikow");
}
}
synchronized public void addObjOutStrm(Socket sock) {
try {
obOutStrList.add(new ObjectOutputStream(sock.getOutputStream()));
} catch (IOException e) {
System.out.println("Problem z uzyskaniem strumienia wyjsciowego dla " + sock.getInetAddress().getHostAddress().toString());
e.printStackTrace();
}
}
synchronized public void addObjInStrm(Socket sock) {
try {
obInStrList.add(new ObjectInputStream(sock.getInputStream()));
} catch (IOException e) {
System.out.println("Problem z uzyskaniem strumienia wejsciowego dla " + sock.getInetAddress().getHostAddress().toString());
e.printStackTrace();
}
}
synchronized public void removeSock(Socket s) {
if (sockList.contains(s)) {
System.out.println("SOCKETLIST: Usuwam " + s.toString());
sockList.remove((Socket) s);
}
}
synchronized public List<Socket> getSockList() {
return sockList;
}
synchronized public List<ObjectOutputStream> getOOSList() {
return obOutStrList;
}
synchronized public List<ObjectInputStream> getOISList() {
return obInStrList;
}
public String toString() {
return sockList.toString();
}
public String[] extractToString() {
String[] retArr = new String[currentUsers];
for (int i = 0; i < sockList.size(); i++)
retArr[i] = sockList.get(i).getInetAddress().getHostAddress()
.toString();
return retArr;
}
}
Are you sure, you want to do this? Reading an writing objects is not very portable, use some kind of protocol with a data structure like XML or JSON for communication. This is far more portable.
To your problem:
new ObjectInputStream(sock.getInputStream())
will block and wait until the header has been written to the stream, as the JavaDoc states:
This constructor will block until the corresponding ObjectOutputStream has written and flushed the header.
Overall, I strongly suggest you a different architecture, use multi-threading to handle the client connections on the server, possibly using a thread pool and maybe even message queues. See package java.util.concurrent
for all you need for this.
Have a look here, for a start: http://tutorials.jenkov.com/java-multithreaded-servers/multithreaded-server.html