I'm implementing an event-oriented layer over Java's Sockets, and I was wondering if there was a way to determine if there is data pending to read.
My normal approach would be to read from the socket into a buffer, and call the provided callbacks when the buffer is filled over a given amount of bytes (which could be 0, if the callback needs to be fired every time anything arrives), but I suspect Java is already doing the buffering for me.
Is the available()
method of InputStream reliable for this? Should I just read()
and do my own buffering on top of the Socket? Or is there another way?
Firstly, we need to declare and initialize ServerSocket, Socket, and DataInputStream variables: ServerSocket server = new ServerSocket(port); Socket socket = server. accept(); DataInputStream in = new DataInputStream(new BufferedInputStream(socket.
A socket is one endpoint of a two-way communication link between two programs running on the network. A socket is bound to a port number so that the TCP layer can identify the application that data is destined to be sent to. An endpoint is a combination of an IP address and a port number.
Let's provide an example of how we can create a secured connection to a server: String host = getHost(...); Integer port = getPort(...); SSLSocketFactory sslsocketfactory = SSLSocketFactory. getDefault(); SSLSocket sslsocket = (SSLSocket) sslsocketfactory . createSocket(host, port); InputStream in = sslsocket.
Shortly put, no. available()
is not reliable (at least it was not for me). I recommend using java.nio.channels.SocketChannel
connected with Selector
and SelectionKey
. This solution is somewhat event-based, but is more complicated than just plain sockets.
For clients:
socket
), open a selector (selector = Selector.open();
). socket.configureBlocking(false);
socket.register(selector, SelectionKey.OP_CONNECT);
socket.connect(new InetSocketAddress(host, port));
selector.select();
OP_READ
; if the "new" refers to data available, just read from the socket.However, in order to have it asynchronous you would need to set up a separate thread (despite the socket being created as non-blocked, the thread will block anyway) that checks whether something has arrived or not.
For servers, there is ServerSocketChannel
and you use OP_ACCEPT
for it.
For reference, this is my code (client), should give you a hint:
private Thread readingThread = new ListeningThread();
/**
* Listening thread - reads messages in a separate thread so the application does not get blocked.
*/
private class ListeningThread extends Thread {
public void run() {
running = true;
try {
while(!close) listen();
messenger.close();
}
catch(ConnectException ce) {
doNotifyConnectionFailed(ce);
}
catch(Exception e) {
// e.printStackTrace();
messenger.close();
}
running = false;
}
}
/**
* Connects to host and port.
* @param host Host to connect to.
* @param port Port of the host machine to connect to.
*/
public void connect(String host, int port) {
try {
SocketChannel socket = SocketChannel.open();
socket.configureBlocking(false);
socket.register(this.selector, SelectionKey.OP_CONNECT);
socket.connect(new InetSocketAddress(host, port));
}
catch(IOException e) {
this.doNotifyConnectionFailed(e);
}
}
/**
* Waits for an event to happen, processes it and then returns.
* @throws IOException when something goes wrong.
*/
protected void listen() throws IOException {
// see if there are any new things going on
this.selector.select();
// process events
Iterator<SelectionKey> iter = selector.selectedKeys().iterator();
while(iter.hasNext()) {
SelectionKey key = iter.next();
iter.remove();
// check validity
if(key.isValid()) {
// if connectable...
if(key.isConnectable()) {
// ...establish connection, make messenger, and notify everyone
SocketChannel client = (SocketChannel)key.channel();
// now this is tricky, registering for OP_READ earlier causes the selector not to wait for incoming bytes, which results in 100% cpu usage very, very fast
if(client!=null && client.finishConnect()) {
client.register(this.selector, SelectionKey.OP_READ);
}
}
// if readable, tell messenger to read bytes
else if(key.isReadable() && (SocketChannel)key.channel()==this.messenger.getSocket()) {
// read message here
}
}
}
}
/**
* Starts the client.
*/
public void start() {
// start a reading thread
if(!this.running) {
this.readingThread = new ListeningThread();
this.readingThread.start();
}
}
/**
* Tells the client to close at nearest possible moment.
*/
public void close() {
this.close = true;
}
And for server:
/**
* Constructs a server.
* @param port Port to listen to.
* @param protocol Protocol of messages.
* @throws IOException when something goes wrong.
*/
public ChannelMessageServer(int port) throws IOException {
this.server = ServerSocketChannel.open();
this.server.configureBlocking(false);
this.server.socket().bind(new InetSocketAddress(port));
this.server.register(this.selector, SelectionKey.OP_ACCEPT);
}
/**
* Waits for event, then exits.
* @throws IOException when something goes wrong.
*/
protected void listen() throws IOException {
// see if there are any new things going on
this.selector.select();
// process events
Iterator<SelectionKey> iter = selector.selectedKeys().iterator();
while(iter.hasNext()) {
SelectionKey key = iter.next();
// do something with the connected socket
iter.remove();
if(key.isValid()) this.process(key);
}
}
/**
* Processes a selection key.
* @param key SelectionKey.
* @throws IOException when something is wrong.
*/
protected void process(SelectionKey key) throws IOException {
// if incoming connection
if(key.isAcceptable()) {
// get client
SocketChannel client = (((ServerSocketChannel)key.channel()).accept());
try {
client.configureBlocking(false);
client.register(this.selector, SelectionKey.OP_READ);
}
catch(Exception e) {
// catch
}
}
// if readable, tell messenger to read
else if(key.isReadable()) {
// read
}
}
Hope this helps.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With