how to read file with asyncSocket without knowing the file length? - ios

I have a file server(base on java), it's very simple, when the client connect to it, it will automatically send a file to the client.
On the client side, it's also very simple, it just read from the socket until the read method return -1.
The implement code base on java looks like this:
InputStream is = socket.getInputStream();
byte[] buffer = new byte[1024];
int size = 0;
while((size = is.read(buffer)) != -1){
LogUtils.LOGD(TAG,"we have data in");
...
}
But now I want to implement the client on iOS device, and I deploy AsyncSocket ,
[sock connectToHost:hostname onPort:SYNC_DATABASE_PORT error:&err];
[sock readDataWithTimeout:3.0 tag:2];
and then, when the delegate callback:
-(void)socket:(GCDAsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag
{
NSLog(#"didReadData read data,len:%ld",(unsigned long)[data length]);
if (tag == 2) {
_totalReceivedLen += [data length];
[sock readDataWithTimeout:0.5 tag:2];
[self writeFile:data];
}
In this way, all data will be received, but I don't know how to determine wether the transmission have been completed?
I have tried another way like this:
[sock readDataToData:[[NSString stringWithFormat:#"%x",EOF] dataUsingEncoding:NSUTF8StringEncoding] withTimeout:-1 tag:2];
I supposed to end the reading when the data came to the -1 signal, but it actually doesn't work, the delegate was not called at all.
Thank you for you time, hope you can give me some advices.

jsut add “[sock readDataToData:[[NSString stringWithFormat:#"%x",EOF] dataUsingEncoding:NSUTF8StringEncoding] withTimeout:-1 tag:2];” in this funchtion:
func onSocket(sock: AsyncSocket!, didConnectToHost host: String!, port: UInt16) {
[sock readDataToData:[[NSString stringWithFormat:#"%x",EOF] dataUsingEncoding:NSUTF8StringEncoding] withTimeout:-1 tag:2]
}

I found a way to get around with it. When I look insight the asyncSocket source code, I found that When the server finished sending the file to client, it will automatically disconnect the client.So I do the ending file job at the socketDidDisconnect delegate like this:
-(void)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err {
if (flag > 0) {
NSLog(#"done with sync database");
flag = 0;
...
}
}

Related

Cocoaasyncsocket multiple write operations

I have implemented gcdasynsocket in my app and performing multiple write operations. The delegate didWriteDataWithTag is called twice but didreaddata is called only once (ie) for only one write operation.
-(void)connectToHost:(NSString*)ip andPort:(NSString*)port
{
if(![asyncSocket isConnected])
{
dispatch_queue_t mainQueue = dispatch_get_main_queue();
asyncSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:mainQueue];
NSError *error = nil;
uint16_t portNumber = (uint16_t)[port integerValue];
if (![asyncSocket connectToHost:ip onPort:portNumber withTimeout:-1 error:&error])
{
NSLog(#"Error connecting: %#", error);
}
else
{
NSLog(#"Connecting...");
}
}}
GCDasyncsocket delegate methods
-(void)socket:(GCDAsyncSocket *)sock didConnectToHost:(NSString *)host port:(uint16_t)port
{
NSLog(#"connected to host");
[asyncSocket writeData:dataToBeWritten1 withTimeout:-1 tag:1000];
[asyncSocket writeData:dataToBeWritten2 withTimeout:-1 tag:2000];
}
-(void)socket:(GCDAsyncSocket *)sock didWriteDataWithTag:(long)tag
{
[asyncSocket readDataWithTimeout:-1 tag:tag];
}
-(void)socket:(GCDAsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag
{
if (tag==1000)
{
NSLog(#"didReadData and tag-----%#-----%ld",data,tag);
[asyncSocket readDataWithTimeout:-1 tag:2000];
}
else if(tag==2000)
{
NSLog(#"didReadData and tag-----%#-----%ld",data,tag);
[asyncSocket readDataWithTimeout:-1 tag:1000];
}
}
I am not sure what is going wrong. Please help me to fix the issue
I think you're getting tripped up by the inner workings of the TCP protocol. TCP is a stream-based protocol, not a message-based protocol. In other words, it guarantees that bytes will arrive in the exact same order they were sent, but there are no guarantees about how those bytes will be grouped into packets or read operations.
Specifically, I suspect your two writes are being aggregated, either in the transmitter or receiver, into a single read. In other words, this behavior is entirely normal and expected.
You'll need to separate your data into logical units using some other way besides relying on every write causing exactly one read in the receiver. One common technique is to start every message with a length field that allows the receiver to not only read each message but also to know how long it is and to be able to find where the next message starts.
Here's a good explanation on how to go about doing that: Proper technique for sending multiple pieces of data of arbitrary length over TCP socket

ios Read data at fast rate in UDP

i am establishing a UDP connection using GCDAsyncSocket(ios device). Everything working fine and im able to send and receive messages, my problem is that i want to exchange data fast. I can send pretty fast data from my iphone to a pc but i cant get at that speed data from pc, more specific i want to be able to get data every 100ms.
I use this function when i connect successfully:
-(void)startRead {
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(startRead) userInfo:nil repeats:YES];
[asyncSocket readDataWithTimeout:-1 tag:0];
}
With this i can read data with 1sec interval but if i try to put 0.1 seconds my program freezes.(Same with values under 1second) Im sure that im doing something wrong here and there will be a way to achieve what i want so if anybody know plz help!!
thanx
I believe the above comment is correct, you've not set the Delegate correctly on init. The socket creation should be something like this
GCDAsyncUdpSocket* udpSocket = [[GCDAsyncUdpSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
NSError *error = nil;
if (![udpSocket bindToPort:0 error:&error])
{
[self logError:[NSString stringWithFormat:#"Error binding: %#", error]];
return;
}
if (![udpSocket beginReceiving:&error])
{
[self logError:[NSString stringWithFormat:#"Error receiving: %#", error]];
return;
}
NSString *_host = nil;
uint16_t _port = 0;
[GCDAsyncUdpSocket getHost:&_host port:&_port fromAddress:udpSocket.localAddress];
[self logInfo:[NSString stringWithFormat:#"Socket setup on host %#:%d", _host, _port]];
[self logInfo:#"Socket created successfully."];
Unless you're using a different version of GCDAsyncUdpSocket than I'm familiar with, the correct callback method is actually the below method. This is called automatically when the delegate is set and a packet is received on the correct port.
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didReceiveData:(NSData *)data fromAddress:(NSData *)address withFilterContext:(id)filterContext

Trying to use GCDAsyncSocket for buffered transfer

(UPDATED) I am trying to read a large file ( a video or a picture) and send it to a remote server via a SOAP request. I need to encode the data as a Base64 string. I am trying to do this as follows:
Create a template xml for the SOAP request that will go "around" the base64 encoded data
push the first part of the SOAP xml into a buffer
open the video file and encode it in chunks and push each encoded chunk into the buffer
finally, push the second part of the SOAP xml
To be able to "enqueue" parts as above, I am trying to use GCDAsyncSocket with its buffering capabilities. I figure that since GCDAsyncSocket operates on TCP level, I need to write the HTTP POST header myself. So, there are many moving parts which I only vaguely understand and I might be doing it all incorrectly. But my socket never seems to even take off and I am not even sure how to debug it. Here is my relevant code, try to see if you spot any obvious errors:
NSString *soapBody = ...; //Create the SOAP xml here with the part in the middle reserved for the Base64 encoded data (marked with string "CUT_HERE";
NSArray *soapBodyArray = [soapBody componentsSeparatedByString:#"CUT_HERE"];
self.p_soapBodyPart1 = [soapBodyArray[0] dataUsingEncoding:NSUTF8StringEncoding];
self.p_soapBodyPart2 = [soapBodyArray[1] dataUsingEncoding:NSUTF8StringEncoding];
socketQueue = dispatch_queue_create("socketQueue", NULL);//socketQueue is an ivar
self.p_socket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:socketQueue];//create the socket
NSError *err = nil;
if (![p_socket connectToHost:myURL onPort:80 error:&err]) // Asynchronous!
{
NSLog(#"I goofed: %#", err);
return;
}
NSString* httpHeader = [NSString stringWithFormat:#"POST %# HTTP/1.1\r\nHost: %#\r\nAccept-Encoding: gzip, deflate\r\nContent-Type: text/xml\r\nAccept-Language: en-us\r\nAccept: */*\r\nSOAPAction: http://tempuri.org/myAction\r\nConnection: keep-alive\r\nUser-Agent: ...\r\n\r\n", webserviceOperationsPath, webserviceHost];//Create the HTTP POST header
[p_socket writeData:[httpHeader dataUsingEncoding:NSUTF8StringEncoding] withTimeout:-1 tag:1]; //enqueue the HTTP header
[p_socket writeData:self.p_soapBodyPart1 withTimeout:-1 tag:2]; //enqueue the first part of the SOAP xml
[self setUpStreamsForInputFile: [self.p_mediaURL path]];//set up NSInputStream to read from media file and encode it as Base64
The socket seems to always connect all right, which I see using this delegate method:
- (void)socket:(GCDAsyncSocket *)sock didConnectToHost:(NSString *)host port:(uint16_t)port
{
NSLog(#"Socket Connected");
}
setUpStreamsForInputFile method (that is called in the first code listing above):
- (void)setUpStreamsForInputFile:(NSString *)inpath {
self.p_iStream = [[NSInputStream alloc] initWithFileAtPath:inpath];
[p_iStream setDelegate:self];
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,0);
dispatch_async(queue, ^ {
[p_iStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[p_iStream open];
[[NSRunLoop currentRunLoop] run];
});
}
Now, the NSInputStream setup in the previous method will send events to this delegate:
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode {
switch(eventCode) {
case NSStreamEventHasBytesAvailable:
{
if (stream == self.p_iStream){
if(!self.p_tempMutableData) {
self.p_tempMutableData = [NSMutableData data];
}
uint8_t buf[24000];
unsigned int len = 0;
len = [p_iStream read:buf maxLength:24000];//read a chunk from the file
if(len) {
[p_tempMutableData appendBytes:(const void *)buf length:len];
NSString* base64encData = [Base64 encodeBase64WithData:self.p_tempMutableData];//encode the chunk
self.p_streamEncData = [base64encData dataUsingEncoding:NSUTF8StringEncoding];
[p_socket writeData:self.p_streamEncData withTimeout:-1 tag:3];//write the encoded chunk to the socket
}
}
break;
}
case NSStreamEventEndEncountered:
{
[stream close];
[stream removeFromRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
stream = nil;
[p_socket writeData:self.p_soapBodyPart2 withTimeout:-1 tag:4];//write the second part of SOAP xml
break;
}
... //some other events handled here
}
}
The socket is supposed to output things to the log with this delegate
- (void)socket:(GCDAsyncSocket *)sock didWriteDataWithTag:(long)tag
{
if (tag == 1)
NSLog(#"HTTP Header Written");
else if (tag == 2)
NSLog(#"Soap Part 1 written");
else if (tag == 3)
NSLog(#"File written");
else if (tag == 4)
NSLog(#"Soap Part 2 written");
}
but this happens kind of randomly. For example, sometimes I see the first 2 if's called and sometimes not. When I do and it reaches the third "if" (the one where I am writing the actual encoded data), it writes it only 2 or 3 times and that's it - too few times, I think, given the size of the file. I never see it reach the last "if", where it should write the last part of SOAP xml.
Would appreciate any help! Thanks in advance.
Further update (3/19/13)
Today testing the socket I am no longer getting the write events at all, which tells me that it is random and I am doing something terribly wrong. Today the connection opens but then times out at some point, as I can see with the following delegate method:
- (void)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err
{ // This method is executed on the socketQueue (not the main thread)
dispatch_async(dispatch_get_main_queue(), ^{
#autoreleasepool {
NSLog(#"socketDidDisconnect:withError: \"%#\"", err);
}
});
}
which returns
socketDidDisconnect:withError: "Error Domain=NSPOSIXErrorDomain Code=60 "Operation timed out" UserInfo=0x1cd89b00 {NSLocalizedFailureReason=Error in connect() function, NSLocalizedDescription=Operation timed out}"
while I am still running writes of Base64 data in the stream delegate above.

iPad GCDAsyncSocket doesn't read

I really need some help with my project...
I need to exchange data with my server written in Java. I tried using GCDAsyncSocket, and I can send message to server, read it on server, but when server sends response to client, I can't (don't know how to) read it on client. Here is part of my code:
- (void) someMethod{
NSError *err = nil;
asyncSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
if(![asyncSocket connectToHost:#"localhost" onPort:7777 error:&err]){
// If there was an error, it's likely something like "already connected" or "no delegate set"
NSLog(#"I goofed: %#", err);
}
NSString *requestStr = #"<?xml version='1.0' encoding='UTF-8' standalone='yes' ?><root><service>1</service><type>1</type><userProperties><username>ivo</username></userProperties></root>";
NSData *requestData = [requestStr dataUsingEncoding:NSUTF8StringEncoding];
[asyncSocket writeData:requestData withTimeout:-1.0 tag:0];
[asyncSocket readDataToData:[GCDAsyncSocket CRLFData] withTimeout:1.0 tag:0];
[asyncSocket disconnectAfterWriting];
}
- (void)socket:(GCDAsyncSocket *)sock didWriteDataWithTag:(long)tag{
if (tag == 0)
NSLog(#"First request sent");
else if (tag == 2)
NSLog(#"Second request sent");
}
- (void)socket:(GCDAsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag {
NSString *str = [[NSString alloc] initWithData:data encoding:NSUTF8StringEncoding];
NSLog(#"%#",str);
}
Please help, if there is another way I am willing to try as I am getting desperate...
I see that you're sending XML, with no particular terminator at the end of your request data, yet you're expecting the server to send a response terminated by a \r\n?
What does the protocol specify?
Sending and receiving data over tcp is a common cause of confusion because tcp is stream based. It has no concept of individual reads/writes. It treats all data as conceptually a never ending stream. The protocol dictates message boundaries. For a better explanation, see the "Common Pitfalls" article from GCDAsyncSocket's wiki:
https://github.com/robbiehanson/CocoaAsyncSocket/wiki/CommonPitfalls
I think it will help explain a lot.

asyncsocket ipad doesn't connect to server [closed]

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Closed 11 years ago.
My application times out while trying to connect to host. The timeout time is set to unlimited so I take it that the client is really just unable to connect at all.
I have an iPad app running asyncsockets and I'm trying to get it to connect to a server on my desktop also using asyncsockets. The iPad is specifically iOS 5 and is using GCD asyncsockets.
The server is being invoked through a NSRunLoop. It receives no form of connection from the client (none of breakpoints are caught like they are for telnet connections).
I'm able to telnet into the server from other machines just fine. I'm also able to connect the iPad client to host:google.com on port:80 just fine.
I've tried connecting the iPad to the server on ports 8080, 4500, and 50000 all to no success (they all work for telnet though).
I believe there is something in the server code causing this but I am not sure.
My server code is from a sample found here: http://mysterycoconut.com/blog/2010/07/tweak-away/
My client code is modified HTTP client code from the sample GCD code supplied by the asyncsockets repository: https://github.com/robbiehanson/CocoaAsyncSocket/blob/master/Examples/GCD/SimpleHTTPClient/Mobile/SimpleHTTPClient/SimpleHTTPClientAppDelegate.m
Here is my server code:
- (id) init;
{
self = [super init];
if (self != nil)
{
debugServer = [[AsyncSocket alloc] initWithDelegate:self];
connectedClients = [[NSMutableArray alloc] initWithCapacity:1];
running = false;
}
return self;
}
- (void) dealloc;
{
[self stop];
[connectedClients release];
[debugServer release];
[super dealloc];
}
- (void) startOnPort
{
if (running) return;
if (_port < 0 || _port > 65535)
_port = 0;
NSError *error = nil;
if (![debugServer acceptOnPort:_port error:&error])
return;
NSLog(#"My Awesome Debug Server has started on port %hu", [debugServer localPort]);
running = true;
}
- (void) stop;
{
if (!running) return;
[debugServer disconnect];
for (AsyncSocket* socket in connectedClients)
[socket disconnect];
running = false;
}
- (void) setPort:(int)in_port{
_port = in_port;
}
- (void)onSocket:(AsyncSocket *)socket didAcceptNewSocket:(AsyncSocket *)newSocket;
{
[connectedClients addObject:newSocket];
}
- (void)onSocketDidDisconnect:(AsyncSocket *)socket;
{
[connectedClients removeObject:socket];
}
- (void)onSocket:(AsyncSocket *)socket didConnectToHost:(NSString *)host port:(UInt16)port;
{
NSLog(#"Accepted client %#:%hu", host, port);
NSData *welcomeData = [#"Welcome to my Awesome Debug Server\r\n\r\n"
dataUsingEncoding:NSUTF8StringEncoding];
[socket writeData:welcomeData withTimeout:-1 tag:WelcomeMsgTag];
[socket readDataWithTimeout:-1 tag:GenericMsgTag];
}
- (void)onSocket:(AsyncSocket *)socket didReadData:(NSData *)data withTag:(long)tag;
{
NSString *tmp = [NSString stringWithUTF8String:[data bytes]];
NSString *input = [tmp stringByTrimmingCharactersInSet:
[NSCharacterSet whitespaceAndNewlineCharacterSet]];
NSLog(#"%#",input);
if ([input isEqualToString:#"exit"])
{
NSData *byeData = [#"Bye!\r\n" dataUsingEncoding:NSUTF8StringEncoding];
[socket writeData:byeData withTimeout:-1 tag:GenericMsgTag];
[socket disconnectAfterWriting];
return;
}
[socket readDataWithTimeout:-1 tag:GenericMsgTag];
}
#end
...and here is my client code:
- (id) init
{
if (self = [super init]) {
// AsyncSocket optionally uses the Lumberjack logging framework.
//
// Lumberjack is a professional logging framework. It's extremely fast and flexible.
// It also uses GCD, making it a great fit for GCDAsyncSocket.
//
// As mentioned earlier, enabling logging in GCDAsyncSocket is entirely optional.
// Doing so simply helps give you a deeper understanding of the inner workings of the library (if you care).
// You can do so at the top of GCDAsyncSocket.m,
// where you can also control things such as the log level,
// and whether or not logging should be asynchronous (helps to improve speed, and
// perfect for reducing interference with those pesky timing bugs in your code).
//
// There is a massive amount of documentation on the Lumberjack project page:
// https://github.com/CocoaLumberjack/CocoaLumberjack
//
// But this one line is all you need to instruct Lumberjack to spit out log statements to the Xcode console.
[DDLog addLogger:[DDTTYLogger sharedInstance]];
// Create our GCDAsyncSocket instance.
//
// Notice that we give it the normal delegate AND a delegate queue.
// The socket will do all of its operations in a background queue,
// and you can tell it which thread/queue to invoke your delegate on.
// In this case, we're just saying invoke us on the main thread.
// But you can see how trivial it would be to create your own queue,
// and parallelize your networking processing code by having your
// delegate methods invoked and run on background queues.
asyncSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
// Now we tell the ASYNCHRONOUS socket to connect.
//
// Recall that GCDAsyncSocket is ... asynchronous.
// This means when you tell the socket to connect, it will do so ... asynchronously.
// After all, do you want your main thread to block on a slow network connection?
//
// So what's with the BOOL return value, and error pointer?
// These are for early detection of obvious problems, such as:
//
// - The socket is already connected.
// - You passed in an invalid parameter.
// - The socket isn't configured properly.
//
// The error message might be something like "Attempting to connect without a delegate. Set a delegate first."
//
// When the asynchronous sockets connects, it will invoke the socket:didConnectToHost:port: delegate method.
NSError *error = nil;
#if USE_SECURE_CONNECTION
uint16_t port = 443; // HTTPS
#else
uint16_t port = 8080; // HTTP
#endif
DDLogVerbose(#"port: %d\t host: %#",port,#"130.85.92.12");
if (![asyncSocket connectToHost:#"130.85.92.12" onPort:port error:&error])
{
DDLogError(#"Unable to connect to due to invalid configuration: %#", error);
}
else
{
DDLogVerbose(#"Connecting...");
}
#if USE_SECURE_CONNECTION
// The connect method above is asynchronous.
// At this point, the connection has been initiated, but hasn't completed.
// When the connection is establish, our socket:didConnectToHost:port: delegate method will be invoked.
//
// Now, for a secure connection we have to connect to the HTTPS server running on port 443.
// The SSL/TLS protocol runs atop TCP, so after the connection is established we want to start the TLS handshake.
//
// We already know this is what we want to do.
// Wouldn't it be convenient if we could tell the socket to queue the security upgrade now instead of waiting?
// Well in fact you can! This is part of the queued architecture of AsyncSocket.
//
// After the connection has been established, AsyncSocket will look in it's queue for the next task.
// There it will find, dequeue and execute our request to start the TLS security protocol.
//
// The options passed to the startTLS method are fully documented in the GCDAsyncSocket header file.
// The deusty server only has a development (self-signed) X.509 certificate.
// So we tell it not to attempt to validate the cert (cause if it did it would fail).
NSDictionary *options = [NSDictionary dictionaryWithObject:[NSNumber numberWithBool:NO]
forKey:(NSString *)kCFStreamSSLValidatesCertificateChain];
[asyncSocket startTLS:options];
#endif
}
return self;
}
- (void)socket:(GCDAsyncSocket *)sock didConnectToHost:(NSString *)host port:(UInt16)port
{
DDLogVerbose(#"socket:didConnectToHost:%# port:%hu", host, port);
// HTTP is a really simple protocol.
//
// If you don't already know all about it, this is one of the best resources I know (short and sweet):
// http://www.jmarshall.com/easy/http/
//
// We're just going to tell the server to send us the metadata (essentially) about a particular resource.
// The server will send an http response, and then immediately close the connection.
NSString *msg = #"iOS client connected\r\n\r\n";
NSData *msgdata = [msg dataUsingEncoding:NSUTF8StringEncoding];
[asyncSocket writeData:msgdata withTimeout:-1.0 tag:0];
// Side Note:
//
// The AsyncSocket family supports queued reads and writes.
//
// This means that you don't have to wait for the socket to connect before issuing your read or write commands.
// If you do so before the socket is connected, it will simply queue the requests,
// and process them after the socket is connected.
// Also, you can issue multiple write commands (or read commands) at a time.
// You don't have to wait for one write operation to complete before sending another write command.
//
// The whole point is to make YOUR code easier to write, easier to read, and easier to maintain.
// Do networking stuff when it is easiest for you, or when it makes the most sense for you.
// AsyncSocket adapts to your schedule, not the other way around.
#if READ_HEADER_LINE_BY_LINE
// Now we tell the socket to read the first line of the http response header.
// As per the http protocol, we know each header line is terminated with a CRLF (carriage return, line feed).
[asyncSocket readDataToData:[GCDAsyncSocket CRLFData] withTimeout:-1.0 tag:0];
#else
// Now we tell the socket to read the full header for the http response.
// As per the http protocol, we know the header is terminated with two CRLF's (carriage return, line feed).
[asyncSocket readDataToData:[GCDAsyncSocket CRLFData] withTimeout:-1.0 tag:0];
#endif
}
- (void)socketDidSecure:(GCDAsyncSocket *)sock
{
// This method will be called if USE_SECURE_CONNECTION is set
DDLogVerbose(#"socketDidSecure:");
}
- (void)socket:(GCDAsyncSocket *)sock didWriteDataWithTag:(long)tag
{
DDLogVerbose(#"socket:didWriteDataWithTag:");
}
- (void)socket:(GCDAsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag
{
DDLogVerbose(#"socket:didReadData:withTag:");
NSString *httpResponse = [[NSString alloc] initWithData:data encoding:NSUTF8StringEncoding];
NSLog(#"%#",httpResponse);
#if READ_HEADER_LINE_BY_LINE
DDLogInfo(#"Line httpResponse: %#", httpResponse);
// As per the http protocol, we know the header is terminated with two CRLF's.
// In other words, an empty line.
if ([data length] == 2) // 2 bytes = CRLF
{
DDLogInfo(#"<done>");
}
else
{
// Read the next line of the header
[asyncSocket readDataToData:[GCDAsyncSocket CRLFData] withTimeout:-1.0 tag:0];
}
#else
DDLogInfo(#"Full httpResponse: %#", httpResponse);
#endif
[httpResponse release];
}
- (void)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err
{
// Since we requested HTTP/1.0, we expect the server to close the connection as soon as it has sent the response.
DDLogVerbose(#"socketDidDisconnect:withError: \"%#\"", err);
}
I've looked around for answers but have had no success. I figured the best course of action would be to ask you all rather than wrack my brain trying to solve it myself.
The solution was to connect to the local network differently. I was operating with a network that required a log in for local access but offered a "visitors" connection for wide area network access. The device (iPad) was automatically connecting as a "visitor" and I needed to log in manually.
So, if you aren't able to connect w/ this API, check out how your connecting to the network!

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