I'm trying to use my own form of connection pooling to handle database connections but it seems to be blocking for some reason even though I used a thread, can someone help me point out my mistake please.
This is the servlet code with the thread class.
protected void processRequest(HttpServletRequest request,
HttpServletResponse response) throws ServletException, IOException {
// PrintWriter out = response.getWriter();
OutputStream ostream = response.getOutputStream();
PrintStream out = new PrintStream(ostream, true, "UTF8");
try {
response.setContentType("text/html");
String test = request.getParameter("test");
System.out.println("Received text: " + test);
if(test.equals("free"))
{
for (int i = 0; i < list.size(); i++) {
dbcm.freeConnection(list.get(i));
}
list.clear();
}else
{
GetConnThread gct = new GetConnThread(test, dbcm);
gct.start();
}
} catch (Exception e) {
e.printStackTrace();
out.println("fail");
} finally {
out.close();
}
}
private class GetConnThread extends Thread
{
private String test;
private DBConnectionManager dbcm;
public GetConnThread(String test, DBConnectionManager dbcm)
{
this.test = test;
this.dbcm = dbcm;
}
public void run()
{
try {
Connection conn = dbcm.getConnection(test);
list.add(conn);
System.out.println(conn);
System.out.println("list size: " + list.size());
} catch (Exception e) {
e.printStackTrace();
}
}
}
This is the getConnection method in the DBConnectionManager
public synchronized Connection getConnection(String test) throws CGFatalException {
Connection con = null;
boolean connectionIsValid = false;
if (freeConnections.size() > 0) {
con = (Connection) freeConnections.firstElement();
freeConnections.removeElementAt(0);
connectionIsValid = validateConnection(con);
if (connectionIsValid == false) {
con = getConnection(test);
}
} else if (maxConn == 0 || checkedOut < maxConn) {
con = newConnection();
connectionIsValid = validateConnection(con);
if (connectionIsValid == false) {
con = getConnection(test);
}
}else
{
System.out.println("No available connections for " + test + ", try again in 2 secs....");
try {
Thread.sleep(2000);
con = getConnection(test);
} catch (Exception e) {
e.printStackTrace();
}
}
if (con != null && connectionIsValid == true) {
checkedOut++;
}
System.out.println("checkedOut: " + checkedOut);
System.out.println("maxConn: " + maxConn);
return con;
}
I set the max connections to 2 so after I call the servlet the 3rd time it goes to this line of code:
System.out.println("No available connections for " + test + ", try again in 2 secs....");
When I call it the 4th time, I'm expecting
System.out.println("No available connections for " + test + ", try again in 2 secs....");
to start as a seperate thread, but the 3rd call seems to be blocking it, the endless loop is expected because I was hoping to call "free" to clear the connections and everything goes back to normal.
Your getConnection method is synchronized. Every other thread is going to block on that lock acquisition until the "third" request successfully gets a connection and proceeds.
Related
Explanation
I'm currently trying to create a Multiplayer Game with Java where up to five Players can play together.
The problem is that when I'm trying to connect multiple Clients to my Server I get an Exception and the Server doesn't work anymore.
With one Client at a time, everything works fine.
So what I need is a Server that can handle up to five players at a time and the clients should always get some new game data from the Server
every few seconds (Connected Players, etc.).
The "Game data" in the code below is the String I'm sending through the Object Stream.
Normally I would send an Object which has all the game data, but with the String, I get the same problem.
I'm struggling with the problem that only one Client can connect without any errors occurring for some days now and I didn't find a solution to my problem.
I saw that there are things like java.nio or the ExecutorService, but I didn't really understand those that much, so I don't know if they can help.
I have made a smaller program that simulates the same problem I get with my bigger program.
To Start the Server, you need to Start the GameMultiPlayerCreate.java Class, and for the Client, the Client.java class.
I'm new to Sockets so if something is unnecessary or if something can be made better please let me know.
So the Error I'm getting when I connect two or more Clients is:
java.io.StreamCorruptedException: invalid stream header: 00050131
at java.io.ObjectInputStream.readStreamHeader(Unknown Source)
at java.io.ObjectInputStream.<init>(Unknown Source)
at Server.waitForData(Server.java:89) //I highlighted that in the code with a comment
at Server.loopWaitForData(Server.java:49)
at Server.run(Server.java:34)
at java.lang.Thread.run(Unknown Source)
Code
GameMultiPlayerCreate.java: Should start the Server threads if a Client connects
public class GameMultiPlayerCreate {
ServerSocket socketServer = null;
static String settingIp = "localhost";
static String settingPort = "22222";
static byte settingPlayers = 5;
public static int connectedPlayers = 0;
public static void main(String[] args) {
try {
GameMultiPlayerCreate objGameMultiPlayerCreate = new GameMultiPlayerCreate();
objGameMultiPlayerCreate.createServer();
} catch (NumberFormatException | IOException | InterruptedException e) {
e.printStackTrace();
}
}
public void createServer() throws NumberFormatException, UnknownHostException, IOException, InterruptedException {
while (connectedPlayers < settingPlayers) {
socketServer = new ServerSocket(Integer.parseInt(settingPort), 8, InetAddress.getByName(settingIp));
System.out.println("Server is waiting for connection...");
Socket socket = socketServer.accept();
new Thread(new Server(socket)).start();
Thread.sleep(5000);
socketServer.close();
}
}
}
Server.java: This is the Class of which a new Thread should be created for each connected Client (Client Handler)
public class Server implements Runnable {
protected static Socket socket = null;
private int loops;
private int maxLoops = 10;
private int timeout = 10000;
protected static boolean killThread = false;
private boolean authenticated = true; //true for testing
protected static String ip;
protected static int port;
public Server(Socket socket) throws IOException {
Server.socket = socket;
}
public void run() {
try {
socket.setSoTimeout(timeout);
} catch (SocketException e) {
System.out.println("Error while trying to set Socket timeout. ");
System.out.println("Closing Thread..." + Thread.currentThread());
disconnectClient();
}
if (!killThread) {
GameMultiPlayerCreate.connectedPlayers = GameMultiPlayerCreate.connectedPlayers + 1;
loopWaitForData();
}
}
private void disconnectClient() {
System.out.println("Kicking Client... " + Thread.currentThread());
killThread = true;
GameMultiPlayerCreate.connectedPlayers = GameMultiPlayerCreate.connectedPlayers - 1;
}
public void loopWaitForData() {
while (!killThread) {
System.out.println(maxLoops + ", " + loops);
if (maxLoops - loops > 0) {
try {
waitForData();
} catch (SocketTimeoutException e) {
System.out.println("Error occurred while waiting for Data. Thread disconnected? Sending reminder. " + Thread.currentThread());
if (!authenticated) {
System.out.println("Kicking Client: Not authenticated");
disconnectClient();
} else {
commandReminder();
}
} catch (ClassNotFoundException | IOException e) {
loops = loops + 1;
System.out.println("Error occurred while waiting for Data. Waiting for more Data. " + Thread.currentThread());
e.printStackTrace();
loopWaitForData();
}
} else if (maxLoops - loops == 0) {
System.out.println("Error occurred while waiting for Data. Maximum trys reached. Disbanding connection. " + Thread.currentThread());
disconnectClient();
loops = loops + 1;
} else {
System.out.println("Closing Thread..." + Thread.currentThread());
disconnectClient();
}
}
}
private void commandReminder() {
System.out.println("Reminder");
try {
String code = new String("0");
ObjectOutputStream outputObject = new ObjectOutputStream(Server.socket.getOutputStream());
outputObject.writeObject(code);
} catch (IOException e) {
System.out.println("Error occurred while trying to authenticate Client: " + e + " in " + Thread.currentThread());
}
}
public void waitForData() throws IOException, ClassNotFoundException {
String code;
System.out.println("Waiting for Data...");
//Next line is where the error occurres
ObjectInputStream inputObject = new ObjectInputStream(socket.getInputStream());
while ((code = (String) inputObject.readObject()) != null) {
System.out.println("Received Data...");
System.out.println("Input received: " + code);
return;
}
}
}
Client.java: This is the Client
public class Client {
public static Socket socket = new Socket();
private int loops = 0;
private int maxLoops = 10;
private static boolean killThread = false;
private String ip;
private int port;
public Client(String receivedIp, String receivedPort) {
ip = receivedIp;
port = Integer.parseInt(receivedPort);
try {
System.out.println("Trying to connect to Server...");
socket.connect(new InetSocketAddress(ip, port));
System.out.println("Connected!");
} catch (IOException e) {
System.out.println("Error occurred while trying to connect to Server.");
}
loopWaitForData();
}
public static void main(String[] args) {
#SuppressWarnings("unused")
Client objClient = new Client("localhost", "22222");
}
public void loopWaitForData() {
while (!killThread) {
System.out.println(maxLoops + ", " + loops);
if (maxLoops - loops > 0) {
try {
waitForData();
} catch (IOException | ClassNotFoundException e) {
loops = loops + 1;
try {
Thread.sleep(2000);
} catch (InterruptedException e1) {
}
System.out.println("Error occurred while waiting for Data. Waiting for more Data. " + Thread.currentThread());
e.printStackTrace();
loopWaitForData();
}
} else if (maxLoops - loops == 0){
System.out.println("Error occurred while waiting for Data. Maximum trys reached. Disbanding connection. " + Thread.currentThread());
try {
socket.close();
} catch (IOException e) {
System.out.println("Failed to close Socket " + Thread.currentThread());
}
loops = loops + 1;
} else {
System.out.println("Closing Thread..." + Thread.currentThread());
killThread = true;
}
}
}
public void waitForData() throws IOException, ClassNotFoundException {
InputStream input = socket.getInputStream();
ObjectInputStream inputObject = new ObjectInputStream(input);
String code;
System.out.println("Waiting for Data...");
while ((code = (String) inputObject.readObject()) != null) {
System.out.println("Received Data...");
System.out.println("Input received: " + code);
answer();
return;
}
}
private void answer() {
try {
String code = new String("1");
ObjectOutputStream outputObject = new ObjectOutputStream(socket.getOutputStream());
outputObject.writeObject(code);
} catch (IOException e) {
System.out.println("Error occurred while trying to answer: " + e + " in " + Thread.currentThread());
}
}
}
I try to implement Server-Sent-Event in my Webapp with Java Serlvet on server.
Is it possible to check in Servlet that connection is closed by client? The loop while(true) in Servlet is infinite even if client browser is closed.
Client code
function startLogSSE(lastEventId, level) {
var eventSource = new EventSource("log-sse?last-event-id=" + lastEventId + "&level=" + level);
eventSource.onmessage = function (event) {
document.getElementById('log').innerHTML = event.data + "\n" + document.getElementById('log').innerHTML;
};
}
Server code
public class LogSSEServlet extends HttpServlet {
private static final Logger logger = LoggerFactory.getLogger(LogSSEServlet.class);
#Override
protected void doGet(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException {
response.setContentType("text/event-stream");
response.setCharacterEncoding("UTF-8");
PrintWriter writer = response.getWriter();
// get logger purgerDB appender
PurgerDBAppender appender = LogUtils.getPurgerDBAppender();
if (appender == null) {
writer.write("data: [ERROR] Appender 'purgerDB' isn't found for logger 'com.bp3'\n\n");
writer.close();
return;
}
int eventId = 0;
// get last-event-id
String lastEventId = request.getHeader("last-event-id");
if (lastEventId == null) {
// try to get lastEventId from parameter
lastEventId = request.getParameter("last-event-id");
}
if (lastEventId != null) {
try {
eventId = Integer.parseInt(lastEventId);
} catch (NumberFormatException e) {
logger.error("Failed to parse last-event-id: " + lastEventId);
}
}
String minLevel = request.getParameter("level");
if (minLevel == null) {
minLevel = "TRACE";
}
// get logs from purgerDB logger appender
LogServices logServices = new LogServices();
try {
logServices.open();
} catch (SQLException e) {
throw new ServletException(e);
}
try {
while (true) {
List<LogMessage> messages = logServices.getLastMessages(Level.toLevel(minLevel), eventId, 0);
if (messages.size() > 0) {
writer.write("id: " + messages.get(0).getEventId() + "\n");
writer.write("data: " + LogUtils.formatLog(messages) + "\n");
writer.flush();
}
try {
Thread.sleep(100);
} catch (InterruptedException e) {
break;
}
}
} catch (SQLException e) {
throw new ServletException(e);
} finally {
logServices.closeQuietly();
}
}
}
Is it possible to check in Servlet that connection is closed by client?
Eventually an exception will be thrown: either an IOException: connection reset if you are streaming directly to the socket, or an OutOfMemoryError if the container is streaming to memory, which it does when you aren't using a fixed-length or chunked transfer mode.
The loop while(true) in Servlet is infinite even if client browser is closed.
No it isn't.
One way to check, wihin the Servlet, that connection is closed, is using the writer.checkError() method. I tested this fix on Chrome and it works. Your code would be:
boolean error=false;
while (!error) {
//...
writer.write("data: " + /*...*/ "\n");
//writer.flush();
error = writer.checkError(); //internally calls writer.flush()
}
Details:
The PrintWriter's API says:
Methods in this class never throw I/O exceptions, although some of its
constructors may. The client may inquire as to whether any errors have
occurred by invoking checkError().
and the checkError() says:
Flushes the stream if it's not closed and checks its error state
Disclaimer- I am not a Java programmer. Odds are I'll need to do my homework on any advice given, but I will gladly do so :)
That said, I wrote a complete database-backed socket server which is working just fine for my small tests, and now I'm getting ready for initial release. Since I do not know Java/Netty/BoneCP well- I have no idea if I made a fundamental mistake somewhere that will hurt my server before it even gets out the door.
For example, I have no idea what an executor group does exactly and what number I should use. Whether it's okay to implement BoneCP as a singleton, is it really necessary to have all those try/catch's for each database query? etc.
I've tried to reduce my entire server to a basic example which operates the same way as the real thing (I stripped this all in text, did not test in java itself, so excuse any syntax errors due to that).
The basic idea is that clients can connect, exchange messages with the server, disconnect other clients, and stay connected indefinitely until they choose or are forced to disconnect. (the client will send ping messages every minute to keep the connection alive)
The only major difference, besides untesting this example, is how the clientID is set (safely assume it is truly unique per connected client) and that there is some more business logic in checking of values etc.
Bottom line- can anything be done to improve this so it can handle the most concurrent users possible? Thanks!
//MAIN
public class MainServer {
public static void main(String[] args) {
EdgeController edgeController = new EdgeController();
edgeController.connect();
}
}
//EdgeController
public class EdgeController {
public void connect() throws Exception {
ServerBootstrap b = new ServerBootstrap();
ChannelFuture f;
try {
b.group(new NioEventLoopGroup(), new NioEventLoopGroup())
.channel(NioServerSocketChannel.class)
.localAddress(9100)
.childOption(ChannelOption.TCP_NODELAY, true)
.childOption(ChannelOption.SO_KEEPALIVE, true)
.childHandler(new EdgeInitializer(new DefaultEventExecutorGroup(10)));
// Start the server.
f = b.bind().sync();
// Wait until the server socket is closed.
f.channel().closeFuture().sync();
} finally { //Not quite sure how to get here yet... but no matter
// Shut down all event loops to terminate all threads.
b.shutdown();
}
}
}
//EdgeInitializer
public class EdgeInitializer extends ChannelInitializer<SocketChannel> {
private EventExecutorGroup executorGroup;
public EdgeInitializer(EventExecutorGroup _executorGroup) {
executorGroup = _executorGroup;
}
#Override
public void initChannel(SocketChannel ch) throws Exception {
ChannelPipeline pipeline = ch.pipeline();
pipeline.addLast("idleStateHandler", new IdleStateHandler(200,0,0));
pipeline.addLast("idleStateEventHandler", new EdgeIdleHandler());
pipeline.addLast("framer", new DelimiterBasedFrameDecoder(8192, Delimiters.nulDelimiter()));
pipeline.addLast("decoder", new StringDecoder(CharsetUtil.UTF_8));
pipeline.addLast("encoder", new StringEncoder(CharsetUtil.UTF_8));
pipeline.addLast(this.executorGroup, "handler", new EdgeHandler());
}
}
//EdgeIdleHandler
public class EdgeIdleHandler extends ChannelHandlerAdapter {
private static final Logger logger = Logger.getLogger( EdgeIdleHandler.class.getName());
#Override
public void userEventTriggered(ChannelHandlerContext ctx, Object evt) throws Exception{
if(evt instanceof IdleStateEvent) {
ctx.close();
}
}
private void trace(String msg) {
logger.log(Level.INFO, msg);
}
}
//DBController
public enum DBController {
INSTANCE;
private BoneCP connectionPool = null;
private BoneCPConfig connectionPoolConfig = null;
public boolean setupPool() {
boolean ret = true;
try {
Class.forName("com.mysql.jdbc.Driver");
connectionPoolConfig = new BoneCPConfig();
connectionPoolConfig.setJdbcUrl("jdbc:mysql://" + DB_HOST + ":" + DB_PORT + "/" + DB_NAME);
connectionPoolConfig.setUsername(DB_USER);
connectionPoolConfig.setPassword(DB_PASS);
try {
connectionPool = new BoneCP(connectionPoolConfig);
} catch(SQLException ex) {
ret = false;
}
} catch(ClassNotFoundException ex) {
ret = false;
}
return(ret);
}
public Connection getConnection() {
Connection ret;
try {
ret = connectionPool.getConnection();
} catch(SQLException ex) {
ret = null;
}
return(ret);
}
}
//EdgeHandler
public class EdgeHandler extends ChannelInboundMessageHandlerAdapter<String> {
private final Charset CHARSET_UTF8 = Charset.forName("UTF-8");
private long clientID;
static final ChannelGroup channels = new DefaultChannelGroup();
#Override
public void channelActive(ChannelHandlerContext ctx) throws Exception {
Connection dbConnection = null;
Statement statement = null;
ResultSet resultSet = null;
String query;
Boolean okToPlay = false;
//Check if status for ID #1 is true
try {
query = "SELECT `Status` FROM `ServerTable` WHERE `ID` = 1";
dbConnection = DBController.INSTANCE.getConnection();
statement = dbConnection.createStatement();
resultSet = statement.executeQuery(query);
if (resultSet.first()) {
if (resultSet.getInt("Status") > 0) {
okToPlay = true;
}
}
} catch (SQLException ex) {
okToPlay = false;
} finally {
if (resultSet != null) {
try {
resultSet.close();
} catch (SQLException logOrIgnore) {
}
}
if (statement != null) {
try {
statement.close();
} catch (SQLException logOrIgnore) {
}
}
if (dbConnection != null) {
try {
dbConnection.close();
} catch (SQLException logOrIgnore) {
}
}
}
if (okToPlay) {
//clientID = setClientID();
sendCommand(ctx, "HELLO", "WORLD");
} else {
sendErrorAndClose(ctx, "CLOSED");
}
}
#Override
public void channelInactive(ChannelHandlerContext ctx) throws Exception {
channels.remove(ctx.channel());
}
#Override
public void messageReceived(ChannelHandlerContext ctx, String request) throws Exception {
// Generate and write a response.
String[] segments_whitespace;
String command, command_args;
if (request.length() > 0) {
segments_whitespace = request.split("\\s+");
if (segments_whitespace.length > 1) {
command = segments_whitespace[0];
command_args = segments_whitespace[1];
if (command.length() > 0 && command_args.length() > 0) {
switch (command) {
case "HOWDY": processHowdy(ctx, command_args); break;
default: break;
}
}
}
}
}
#Override
public void exceptionCaught(ChannelHandlerContext ctx, Throwable cause) throws Exception {
TraceUtils.severe("Unexpected exception from downstream - " + cause.toString());
ctx.close();
}
/* */
/* STATES - / CLIENT SETUP */
/* */
private void processHowdy(ChannelHandlerContext ctx, String howdyTo) {
Connection dbConnection = null;
Statement statement = null;
ResultSet resultSet = null;
String replyBack = null;
try {
dbConnection = DBController.INSTANCE.getConnection();
statement = dbConnection.createStatement();
resultSet = statement.executeQuery("SELECT `to` FROM `ServerTable` WHERE `To`='" + howdyTo + "'");
if (resultSet.first()) {
replyBack = "you!";
}
} catch (SQLException ex) {
} finally {
if (resultSet != null) {
try {
resultSet.close();
} catch (SQLException logOrIgnore) {
}
}
if (statement != null) {
try {
statement.close();
} catch (SQLException logOrIgnore) {
}
}
if (dbConnection != null) {
try {
dbConnection.close();
} catch (SQLException logOrIgnore) {
}
}
}
if (replyBack != null) {
sendCommand(ctx, "HOWDY", replyBack);
} else {
sendErrorAndClose(ctx, "ERROR");
}
}
private boolean closePeer(ChannelHandlerContext ctx, long peerClientID) {
boolean success = false;
ChannelFuture future;
for (Channel c : channels) {
if (c != ctx.channel()) {
if (c.pipeline().get(EdgeHandler.class).receiveClose(c, peerClientID)) {
success = true;
break;
}
}
}
return (success);
}
public boolean receiveClose(Channel thisChannel, long remoteClientID) {
ChannelFuture future;
boolean didclose = false;
long thisClientID = (clientID == null ? 0 : clientID);
if (remoteClientID == thisClientID) {
future = thisChannel.write("CLOSED BY PEER" + '\n');
future.addListener(ChannelFutureListener.CLOSE);
didclose = true;
}
return (didclose);
}
private ChannelFuture sendCommand(ChannelHandlerContext ctx, String cmd, String outgoingCommandArgs) {
return (ctx.write(cmd + " " + outgoingCommandArgs + '\n'));
}
private ChannelFuture sendErrorAndClose(ChannelHandlerContext ctx, String error_args) {
ChannelFuture future = sendCommand(ctx, "ERROR", error_args);
future.addListener(ChannelFutureListener.CLOSE);
return (future);
}
}
When a network message arrive at server, it will be decoded and will release a messageReceived event.
If you look at your pipeline, last added thing to pipeline is executor. Because of that executor will receive what has been decoded and will release the messageReceived event.
Executors are processor of events, server will tell which events happening through them. So how executors are being used is an important subject. If there is only one executor and because of that, all clients using this same executor, there will be a queue for usage of this same executor.
When there are many executors, processing time of events will decrease, because there will not be any waiting for free executors.
In your code
new DefaultEventExecutorGroup(10)
means this ServerBootstrap will use only 10 executors at all its lifetime.
While initializing new channels, same executor group being used:
pipeline.addLast(this.executorGroup, "handler", new EdgeHandler());
So each new client channel will use same executor group (10 executor threads).
That is efficient and enough if 10 threads are able to process incoming events properly. But if we can see messages are being decoded/encoded but not handled as events quickly, that means there is need to increase amount of them.
We can increase number of executors from 10 to 100 like that:
new DefaultEventExecutorGroup(100)
So that will process event queue faster if there is enough CPU power.
What should not be done is creating new executor for each new channel:
pipeline.addLast(new DefaultEventExecutorGroup(10), "handler", new EdgeHandler());
Above line is creating a new executor group for each new channel, that will slow down things greatly, for example if there are 3000 clients, there will be 3000 executorgroups(threads). That is removing main advantage of NIO, ability to use with low thread amounts.
Instead of creating 1 executor for each channel, we can create 3000 executors at startup and at least they will not be deleted and created each time a client connects/disconnects.
.childHandler(new EdgeInitializer(new DefaultEventExecutorGroup(3000)));
Above line is more acceptable than creating 1 executor for each client, because all clients are connected to same ExecutorGroup and when a client disconnects Executors still there even if client data is removed.
If we must speak about database requests, some database queries can take long time to being completed, so if there are 10 executorss and there are 10 jobs being processed, 11th job will have to wait until one of others complete. This is a bottleneck if server receiving more than 10 very time consuming database job at the same time. Increasing count of executors will solve bottleneck to some degree.
I'm currently trying to implement the game of Nim using Java, I want to be able to have one player act as the server and another as the player.
I'm fairly new to Java networking and have only had experience using basic TCP/IP where the human client connects to a computer host.
The trouble I'm having is that I need to be able to differentiate between the different players whilst implementing the protocol for the game (The protocol being the logic for the game).
As it stands I can let one player (Client) interact with the Server. All that happens is the Client can play the game but there is no oppostion (The Server merely tracks the state of the game e.g. How many sticks left, valid input etc..).
How would I go about adding a second player to take the place of the host?
Edit:
The Client and Server code has been posted, it is the code I have used and I'm quite comfortable with, the question I am asking is would it be a suitable base to implement a multi-player game or would I need to do something completely different?
My Nim Protocol: (Untested)
public class NimLogic
{
private static final int WAITING = 0;
private static final int EVALUATING = 1;
private static final int ANOTHER = 2;
private int currentState = WAITING;
private int theInput = 0;
private int totalSticks = 10;
String processInput(String input) {
String theOutput = null;
try
{
theInput = Integer.parseInt(input);
}
catch (Exception e)
{
// Ignore conversion error
}
switch (currentState)
{
case WAITING:
theOutput = "Take how many sticks?";
currentState = EVALUATING;
break;
case EVALUATING:
if(theInput == 1 | theInput == 2 | theInput == 3)
{
if (theInput < totalSticks)
{
totalSticks -= theInput;
theOutput = "There are" + totalSticks + " left.";
}
else if (theInput > totalSticks)
{
theOutput = "Error: You cannot take more sticks than that are available";
currentState = EVALUATING;
}
}
if(totalSticks == 1)
{
theOutput = "Game Over! Play again? (Yes = 1, No = 0)...";
currentState = ANOTHER;
}
break;
case ANOTHER:
if (theInput == 1)
{
totalSticks = 10;
currentState = EVALUATING;
theOutput = "Take how many sticks?";
}
else
{
theOutput = "Bye.";
}
}
return theOutput;
}
}
Thanks for all the help!
Edit:
Client
public class Client
{
#SuppressWarnings("static-access")
public static void main(String machine[])
{
Socket kkSocket = null;
PrintStream os = null;
DataInputStream is = null;
try
{
kkSocket = new Socket(machine[0], 4444);
os = new PrintStream(kkSocket.getOutputStream());
is = new DataInputStream(kkSocket.getInputStream());
}
catch(UnknownHostException e)
{
System.err.println("Socket Connect failed on " + machine[0]);
}
catch (IOException e)
{
System.err.println("Streams failed on " + machine[0]);
}
if (kkSocket != null && os != null && is != null )
{
try
{
String fromServer, fromClient;
while((fromServer = is.readLine()) != null && !fromServer.equals("Bye."))
{
fromClient = JOptionPane.showInputDialog(fromServer);
os.println(fromClient);
}
JOptionPane.showMessageDialog(null, "Goodbye, keep smiling.");
os.close();
is.close();
kkSocket.close();
}
catch (UnknownHostException e)
{
System.err.println("Can't connect to " + machine[0] + e);
}
catch (IOException e)
{
e.printStackTrace();
System.err.println("I/O failed on " +machine[0]);
}
}
}
}
Server
public class Server
{
public static void main(String arg[])
{
ServerSocket serverSocket = null;
try
{
serverSocket = new ServerSocket(4444);
}
catch (IOException e)
{
System.err.println("Can't listen on 4444 -> " + e);
System.exit(1);
}
Socket clientSocket = null;
try // allow the client to connect
{
clientSocket = serverSocket.accept();
}
catch (IOException e)
{
System.err.println("Failed accept on 4444 -> " + e);
System.exit(1);
}
try
{
DataInputStream is =
new DataInputStream(new BufferedInputStream
(clientSocket.getInputStream()));
PrintStream os =
new PrintStream(new BufferedOutputStream
(clientSocket.getOutputStream(), 1024), false);
GuessState kks = new GuessState();
String inputLine, outputLine;
outputLine = kks.processInput(null);
os.println(outputLine);
os.flush();
while((inputLine = is.readLine()) != null
&& !outputLine.equals("Bye."))
{
outputLine = kks.processInput(inputLine);
os.println(outputLine);
os.flush();
}
os.close();
is.close();
clientSocket.close();
serverSocket.close();
}
catch (IOException e)
{
e.printStackTrace();
}
}
}
I'm not quite sure if I'm answering your question here, so apologies if I'm not. Also, it's been a little while since I did any Java networking code, so there might be a few wrinkles here which hopefully others can sort out.
The following is a bit of a brain dump of the changes I'd probably make, for better or worse...
Rework the networking code to accept multiple connections. Normally you'd do this by handing off the socket returned by ServerSocket.accept to a thread to process. If you were dealing with a lot of connections, you could do it using NIO instead, but that's probably too far to fast for now.
Separate the game state from the client conversation code. To keep things simple, embed the client conversation code in the thread object. The game state needs to be in an object that's shared between all the threads servicing the socket.
I'd recommend making the game state a proper 'domain object' rather than having it parsing strings etc. It should have operations like 'take(clientID, int)' rather than 'processInput'.
Consider using the observer pattern to distribute events from the domain object to the socket threads. Examples of events might be 'turnTaken' or 'gameComplete'.
Embed the notion of 'turns' into the game object, and have the server broadcast an event to the socket threads announcing whose turn it is.
Hope that gives you a starter for ten?
The server/client aspect should have no bearing on the communication of the two players. You should be able to spawn two instances of the Nim game, one that listen for an incoming connection on some port(Server), and one that connects to it (Client). Once the connection is established, you can pass Objects between the two instances over your connection that represent game information. Each instance of your Nim game is responsible for parsing that game data and running the Nim logic on it.
In essence, each instance of the game can run as a server or a client. Here's some code I wrote for Chess that should be applicable. Read through it. Elsewhere I instance a Server or Client and store it in a reference of type NetworkIdenitity.
private abstract class NetworkEntity
extends Thread {
ObjectOutputStream outputStream;
ObjectInputStream inputStream;
Socket connectionHandle;
Object messageToSend;
Object receivedMessage;
public NetworkEntity(final String name) {
super(name);
}
#Override
public abstract void run();
public void getStreams()
throws IOException {
this.outputStream = new ObjectOutputStream(this.connectionHandle.getOutputStream());
this.outputStream.flush();
this.inputStream = new ObjectInputStream(this.connectionHandle.getInputStream());
}
public void closeConnection() {
try {
if (this.outputStream != null) {
this.outputStream.close();
}
if (this.inputStream != null) {
this.inputStream.close();
}
if (this.connectionHandle != null) {
this.connectionHandle.close();
chatPanel.writeToDisplay("Connection closed with "
+ this.connectionHandle.getInetAddress().getHostName());
}
}
catch (final IOException e) {
JOptionPane.showMessageDialog(thisFrame, "Problems experienced when closing connection",
"Notification", JOptionPane.ERROR_MESSAGE);
}
}
public void processIncomingData()
throws IOException {
do {
try {
this.receivedMessage = this.inputStream.readObject();
}
catch (final ClassNotFoundException e) {
JOptionPane.showMessageDialog(thisFrame, "read() error: message from "
+ this.connectionHandle.getInetAddress().getHostName() + " not received", "Notification",
JOptionPane.ERROR_MESSAGE);
}
if (this.receivedMessage instanceof Move) {
final Move m = (Move) this.receivedMessage;
System.out.println(getName() + " got move" + m);
requestMove(Table.this.chessBoard, Table.this.currentPlayer, Table.this.currentOpponent, m, false);
repaint();
}
else if (this.receivedMessage instanceof Board) {
final Board b = (Board) this.receivedMessage;
System.out.println(getName() + " received this board:");
b.printCurrentBoardState();
// System.out.println("local copy looked like this: " );
// chessBoard.printCurrentBoardState();
// chessBoard.setGameBoard(b.getGameBoard());
// switchCurrentPlayer();
// chessBoard.updateBoardState(currentPlayer,
// currentOpponent);
repaint();
}
else if (this.receivedMessage instanceof String) {
chatPanel.writeToDisplay((String) this.receivedMessage);
}
} while (/* !message.equals("SERVER>>> TERMINATE") */true);
}
public void sendData(final Object obj_to_send) {
try {
this.outputStream.writeObject(obj_to_send);
this.outputStream.flush();
}
catch (final IOException e) {
}
}
}
private final class Client
extends NetworkEntity {
private final String hostName;
private final int serverPort;
public Client(final String host, final int port) {
super("CLIENT");
this.hostName = host;
this.serverPort = port;
}
#Override
public void run() {
try {
connectToServer();
getStreams();
processIncomingData();
}
catch (final EOFException eof) {
}
catch (final IOException ioe) {
}
catch (final NullPointerException npe) {
}
finally {
closeConnection();
}
}
private void connectToServer()
throws IOException {
try {
this.connectionHandle = new Socket(InetAddress.getByName(this.hostName), this.serverPort);
connectionEstablished = true;
chatPanel.writeToDisplay("Successfully connected to "
+ this.connectionHandle.getInetAddress().getHostName());
}
catch (final IOException e) {
chatPanel.writeToDisplay("Failed to connect to: " + this.hostName);
}
}
}
private final class Server
extends NetworkEntity {
private ServerSocket server;
private final int listenPort;
public Server(final int listen_port) {
super("SERVER");
this.listenPort = listen_port;
}
#Override
public void run() {
try {
this.server = new ServerSocket(this.listenPort, 1);
chatPanel.writeToDisplay("Listening on port " + this.listenPort);
try {
waitForConnection();
getStreams();
processIncomingData();
}
catch (final EOFException eof) {
// System.out.println(getName() + "exception: " +eof);
// eof.printStackTrace();
}
catch (final IOException ioe) {
// System.out.println(getName() + "exception: " +ioe);
// ioe.printStackTrace();
}
finally {
closeConnection();
}
}
catch (final IOException e) {
JOptionPane.showMessageDialog(thisFrame, "Network Error: " + e, "Notification",
JOptionPane.ERROR_MESSAGE);
}
}
private void waitForConnection()
throws IOException {
this.connectionHandle = this.server.accept();
connectionEstablished = true;
chatPanel.writeToDisplay("Connection received from:" + this.connectionHandle.getInetAddress().getHostName());
}
#Override
public void closeConnection() {
super.closeConnection();
try {
this.server.close();
}
catch (final IOException e) {
chatPanel.writeToDisplay(getName() + "failed to disconnect from the network");
}
}
I have a single thread trying to connect to a database using JDBCTemplate as follows:
JDBCTemplate jdbcTemplate = new JdbcTemplate(dataSource);
try{
jdbcTemplate.execute(new CallableStatementCreator() {
#Override
public CallableStatement createCallableStatement(Connection con)
throws SQLException {
return con.prepareCall(query);
}
}, new CallableStatementCallback() {
#Override
public Object doInCallableStatement(CallableStatement cs)
throws SQLException {
cs.setString(1, subscriberID);
cs.execute();
return null;
}
});
} catch (DataAccessException dae) {
throw new CougarFrameworkException(
"Problem removing subscriber from events queue: "
+ subscriberID, dae);
}
I want to make sure that if the above code throws DataAccessException or SQLException, the thread waits a few seconds and tries to re-connect, say 5 more times and then gives up. How can I achieve this? Also, if during execution the database goes down and comes up again, how can i ensure that my program recovers from this and continues running instead of throwing an exception and exiting?
Thanks in advance.
Try this. My considerations are : run a loop until the statements executed successfully. If there is a failure, tolerate the failure for 5 times and each time it will wait for 2 seconds for the next execution.
JDBCTemplate jdbcTemplate = new JdbcTemplate(dataSource);
boolean successfullyExecuted = false;
int failCount = 0;
while (!successfullyExecuted){
try{
jdbcTemplate.execute(new CallableStatementCreator() {
#Override
public CallableStatement createCallableStatement(Connection con)
throws SQLException {
return con.prepareCall(query);
}
}, new CallableStatementCallback() {
#Override
public Object doInCallableStatement(CallableStatement cs)
throws SQLException {
cs.setString(1, subscriberID);
cs.execute();
return null;
}
});
successfullyExecuted = true;
} catch (DataAccessException dae) {
if (failedCount < 5){
failedCount ++;
try{java.lang.Thread.sleep(2 * 1000L); // Wait for 2 seconds
}catch(java.lang.Exception e){}
}else{
throw new CougarFrameworkException(
"Problem removing subscriber from events queue: "
+ subscriberID, dae);
}
} catch (java.sql.SQLException sqle){
if (failedCount < 5){
failedCount ++;
}else{
try{java.lang.Thread.sleep(2 * 1000L); // Wait for 2 seconds
}catch(java.lang.Exception e){}
throw new CougarFrameworkException(
"Problem removing subscriber from events queue: "
+ subscriberID, dae);
}
}
}
It might be worthwhile for you to look into Spring's Aspect support. What you're describing is retry with (constant) backoff, and chances are you'll eventually need it somewhere else, be it talking to a web service, an email server, or any other complicated system susceptible to transient failures.
For instance, this simple method invokes the underlying method up to maxAttempts times whenever an exception is thrown, unless it is a subclass of a Throwable listed in noRetryFor.
private Object doRetryWithExponentialBackoff(ProceedingJoinPoint pjp, int maxAttempts,
Class<? extends Throwable>[] noRetryFor) throws Throwable {
Throwable lastThrowable = null;
for (int attempts = 0; attempts < maxAttempts; attempts++) {
try {
pauseExponentially(attempts, lastThrowable);
return pjp.proceed();
} catch (Throwable t) {
lastThrowable = t;
for (Class<? extends Throwable> noRetryThrowable : noRetryFor) {
if (noRetryThrowable.isAssignableFrom(t.getClass())) {
throw t;
}
}
}
}
throw lastThrowable;
}
private void pauseExponentially(int attempts, Throwable lastThrowable) {
if (attempts == 0)
return;
long delay = (long) (Math.random() * (Math.pow(4, attempts) * 100L));
log.warn("Retriable error detected, will retry in " + delay + "ms, attempts thus far: "
+ attempts, lastThrowable);
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
// Nothing we need to do here
}
}
This advice could be applied to any bean you wish using Spring's Aspect support. See http://static.springsource.org/spring/docs/2.5.x/reference/aop.html for more details.
something like this:
private int retries;
/**
* Make this configurable.
*/
public void setRetries(final int retries) {
Assert.isTrue(retries > 0);
this.retries = retries;
}
public Object yourMethod() {
final int tries = 0;
Exception lastException = null;
for (int i = 0; i < this.retries; i++) {
try {
return jdbcTemplate.execute ... (your code here);
} catch (final SQLException e) {
lastException = e;
} catch (final DataAccessException e) {
lastException = e;
}
}
throw lastException;
}
How about writting an aspect (DBRetryAspect) over it;It will be more transparent.