I create a MySocketClient class which implements NSStreamDelegate, and implements the method - (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode
and then call the bellow function to connect the server:
- (void)connectToHost:(NSString *)host onPort:(UInt32)port{
NSLog(#"will connect...");
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (__bridge CFStringRef)host, port, &readStream, &writeStream);
_inputStream = (__bridge NSInputStream *)readStream;
_outputStream = (__bridge NSOutputStream *)writeStream;
_inputStream.delegate = self;
_inputStream.delegate = self;
[_inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[_outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[_inputStream open];
[_outputStream open];
}
It is great to connect my server, but the delegate method:
- (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode
not called.
The 'connectToHost' is called in the method - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions of AppDelegate.m file as bellow shown:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
GoEasySocketClient *client = [[GoEasySocketClient alloc] init];
[client connectToHost:#"myhost" onPort:myport];
});
But the strange thing is if I use the AppDelegate as the NSStreamDelegate, and implement the method - (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode
and when I call connectToHost method, the delegate method - (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode will be called and the eventCode is NSStreamEventOpenCompleted.
As you use the second thread you should run your own run loop according to apple documentation. So in your case it should be as follows:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
GoEasySocketClient *client = [[GoEasySocketClient alloc] init];
[client connectToHost:#"myhost" onPort:myport];
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]];
});
Or you can use [[NSRunLoop currentRunLoop] runUntilDate:[NSDate distantFuture]] instead of [[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]].
The only difference is that the first one "returns after either the first input source is processed or limitDate is reached" and
other one "runs the receiver in the NSDefaultRunLoopMode by repeatedly invoking runMode:beforeDate: until the specified expiration date".
I’ve tried the first one with NSURLConnection and it works perfectly.
You can also use main thread’s run loop. In this case you should change code as follows:
[_inputStream scheduleInRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
[_outputStream scheduleInRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
Regarding your question:
But the strange thing is if I use the AppDelegate as the
NSStreamDelegate, and implement the method - (void)stream:(NSStream
*)aStream handleEvent:(NSStreamEvent)eventCode and when I call connectToHost method, the delegate method - (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode will be called and the eventCode is NSStreamEventOpenCompleted.
It happens because you call connectToHost method from the main thread with its own run loop. This run loop starts automatically during app launch.
Related
I'm building an application that interfaces with external accessories (thus with the ExternalAccessory framework).
Part of this interfacing is waiting for events to occur on the in/out streams to the external device.
For that, I use a thread, and block it in the NSRunLoop to make sure it keeps waiting for events.
- (void)eventThreadSelector
{
// Setting up the environment
self.session = <got the EASession>;
self.inputStream = [self.session inputStream];
self.inputStream.delegate = self;
[self.inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[self.inputStream open];
self.outputStream = [self.session outputStream];
self.outputStream.delegate = self;
[self.outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[self.outputStream open];
// Waiting for events coming from the NSStreams
while (![[NSThread currentThread] isCancelled]) {
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:.1]];
}
// When the device is unplugged,
[self.inputStream close];
[self.inputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
self.inputStream.delegate = nil;
self.inputStream = nil;
[self.outputStream close];
[self.outputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
self.outputStream.delegate = nil;
self.outputStream = nil;
self.session = nil;
}
- (void)accessoryDidDisconnect:(EAAccessory *)accessory
{
DDLogVerbose(#"EID: Got accessoryDidDisconnect notification on main thread? %i", [[NSThread currentThread] isMainThread]);
[self.eventThread cancel];
self.eventThread = nil;
}
So far, all of this works great :) But there's one thing I can't wrap my head around.
When I unplug the external device, the processor briefly jumps to 100% and above. I've done a little bit of investigation, and this seems to be linked to the NSRunLoop going nuts. That CPU peak has a negative impact on the UI :(
How can I avoid this processor usage peak?
I am newbie in ios development, I am doing an application using tcp socket, and followed several tutorials and everything related to the connection works great. but the ui freezes until my authentication is completed. for this use "dispatch_queue" follows
-(BOOL)Connect {
queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,0);
dispatch_async(queue, ^ {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)IP,PORT, &readStream, &writeStream);
inputStream = (__bridge NSInputStream *)readStream;
outputStream =(__bridge NSOutputStream *)writeStream;
[inputStream setDelegate:self];
[outputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
[outputStream open];
[[NSRunLoop currentRunLoop] run];
});
return true;
}
up here, the connection works fine and does not lock. now my problem is that when I write something on the outputstream not send anything.
from another class by pressing a button I need to send something to the server, the function is called but does not send nothing, because it is in another thread I think.
-(void)Send:(NSMutableData *)_output{
[outputStream write:[_output bytes] maxLength:[_output length]];
}
How I can send something in outputstream if it is in another thread?
excuse my spelling, I do not speak much English
reading some forums, I found that NSThreads can pass data between them with:
performSelector:onThread:withObject:waitUntilDone:
but i don't know how I can create an instance of thread that is already running. Someone can help me?
for NS Thread just add all the above code in a function and call it like this:
[self performSelectorOnMainThread:#selector(TcpSocketFunction) withObject:nil waitUntilDone:NO];
Where TcpSocketFunction is the function name with a defination like.
- (void) TcpSocketFunction {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)IP,PORT, &readStream, &writeStream);
inputStream = (__bridge NSInputStream *)readStream;
outputStream =(__bridge NSOutputStream *)writeStream;
[inputStream setDelegate:self];
[outputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
[outputStream open];
[[NSRunLoop currentRunLoop] run];
}
I'm trying to connect to a server in a custom GCD queue. This is how I'm doing it.
- (void) initNetworkCommunication{
if(!self.connQueue){
self.connQueue = dispatch_queue_create("connection_queue", NULL);
}
dispatch_async(self.connQueue, ^(void) {
if(self.inputStream ==nil && self.outputStream ==nil) {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
NSString *host= [[NSUserDefaults standardUserDefaults] objectForKey:#"ip_preference"];
NSNumber *portNum = [[NSUserDefaults standardUserDefaults] objectForKey:#"port_preference"];
int port = [portNum intValue];
CFStreamCreatePairWithSocketToHost(NULL, (__bridge CFStringRef)host, port, &readStream, &writeStream);
CFReadStreamSetProperty(readStream, kCFStreamNetworkServiceType, kCFStreamNetworkServiceTypeVoIP);
CFWriteStreamSetProperty(writeStream, kCFStreamNetworkServiceType, kCFStreamNetworkServiceTypeVoIP);
self.inputStream = (__bridge NSInputStream *)readStream;
self.outputStream = (__bridge NSOutputStream *)writeStream;
[self.inputStream setDelegate:self];
[self.outputStream setDelegate:self];
[self.inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
[self.outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
[self.outputStream open];
[self.inputStream open];
} else {
NSLog(#"persistant connection alerady opened");
return;
}
});
}
Now, if I write this piece of code in dispatch_sync, it calls delegate function correctly.
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent
But, when I use dispatch_asynch, which is what I want to do, it does not call my delegate function.
From what I've read on SO so far, GCD queues have a runloop associated with them but these are not run by the system and we need to do so ourselves. I understand this in theory, but but how is it done. Dispatch sources associated with this somehow?
Thank You in advance.
Add this method after [self.inputStream open];
[[NSRunLoop currentRunLoop]run];
This puts the receiver into a permanent loop, during which time it processes data from all attached input sources.
See apple docs about RunLoops
The other way let run on dispatch_get_main_queue when use dispatch_async();
I have an application that creates a background thread for the network messages. The application works nearly perfectly unless the server it connects to closes the connection. I am unsure of why this happens but any advice is greatly appreciated. I've included the snippets of code that can be followed to the problem. If something is vague or more detail is needed please let me know.
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode {
switch(eventCode) {
case NSStreamEventErrorOccurred:
{
NSLog(#"NSStreamEventErrorOccurred");
[self Disconnect:self];
}
}
}
- (void)Disconnect:(id)sender {
[self performSelector:#selector(closeThread) onThread:[[self class]networkThread] withObject:nil waitUntilDone:YES];
[outputStream close];
[outputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream release];
outputStream = nil;
}
+ (NSThread*)networkThread
{
// networkThread needs to be static otherwise I get an error about a missing block type specifier
static NSThread* networkThread = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
networkThread = [[NSThread alloc] initWithTarget:self selector:#selector(networkThreadMain:) object:nil];
[networkThread start];
});
return networkThread;
}
The hang up occurs on the return networkThread line. After executing that line the application seems to hang and freeze and I can't put my finger on why.
Thanks in advance.
EDIT
Here is the snippet of code for CloseThread for those interested
- (void)closeThread
{
/*if(!inputStream)
return;
[inputStream close];
[inputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
[inputStream release];
inputStream = nil;*/
}
I suggest changing:
[self performSelector:#selector(closeThread) onThread:[[self class]networkThread] withObject:nil waitUntilDone:YES];
to:
[self performSelector:#selector(closeThread) onThread:[[self class]networkThread] withObject:nil waitUntilDone:NO];
That is, don't wait.
Does anyone know of a simple example that creates (network-based) NSStreams on a separate thread?
What I am actually trying to do is unschedule (from the main thread) and reschedule (to a helper/network thread) an open NSInputStream and NSOutputStream that I am receiving from a third party framework (see Can an open, but inactive, NSStream that is scheduled on the main thread be moved to a different thread?). Nobody has answered that question thus far, so I am trying to do this myself to see if it could be made to work.
To test what is possible, I am trying to modify the code here (which includes a iOS client and a very short, python-based server [awesome!]):
http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server
so that after the NSInputStream and NSOutputStream is created and opened I attempt to move it onto a helper thread.
The challenge that I am experiencing is that the helper thread does not seem to be responding to delegate messages from the streams or any messages that I am sending via:
performSelector:onThread:withObject:waitUntilDone:modes:. I suspect that I am doing something wrong with setting up the helper thread's NSRunLoop (see networkThreadMain below).
So, [ChatClientViewController viewDidLoad] now looks like:
- (void)viewDidLoad {
[super viewDidLoad];
[self initNetworkCommunication];
[self decoupleStreamsFromMainThread];
[self spoolUpNetworkThread];
inputNameField.text = #"cesare";
messages = [[NSMutableArray alloc] init];
self.tView.delegate = self;
self.tView.dataSource = self;
}
With these implementations:
- (void) initNetworkCommunication {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)#"localhost", 80, &readStream, &writeStream);
inputStream = (NSInputStream *)readStream;
outputStream = (NSOutputStream *)writeStream;
[inputStream setDelegate:self];
[outputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
[outputStream open];
}
- (void) decoupleStreamsFromMainThread
{
inputStream.delegate = nil;
outputStream.delegate = nil;
[inputStream removeFromRunLoop: [NSRunLoop currentRunLoop] forMode: NSDefaultRunLoopMode];
[outputStream removeFromRunLoop: [NSRunLoop currentRunLoop] forMode: NSDefaultRunLoopMode];
}
- (void) spoolUpNetworkThread
{
[NSThread detachNewThreadSelector: #selector(networkThreadMain) toTarget: self withObject: nil];
}
- (void) networkThreadMain
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool
static dispatch_once_t once;
dispatch_once(&once, ^{
[self rescheduleThreads];
((ChatClientAppDelegate * )[[UIApplication sharedApplication] delegate]).networkThread = [NSThread currentThread];
[inputStream setDelegate:self];
[outputStream setDelegate:self];
NSLog(#"inputStream status is: %#", [NSInputStream streamStatusCodeDescription: [inputStream streamStatus]]);
NSLog(#"outputStream status is: %#", [NSOutputStream streamStatusCodeDescription: [outputStream streamStatus]]);
[[NSRunLoop currentRunLoop] runUntilDate: [NSDate distantFuture]];
});
[pool release]; // Release the objects in the pool.
}
- (void) rescheduleThreads
{
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
Any ideas on what might be wrong? Thanks in advance!
Something along the lines of the code in the question below works well ( I have similar code in my app):
How to properly open and close a NSStream on another thread