I have multiple views where I need to handle the network connection of socket.io, so I created singleton class namely MC_SocketHandler. Below is the code of the MC_SocketHandler class.
// MC_SocketHandler.h
#import <Foundation/Foundation.h>
#import "SocketIO.h"
#interface MC_SocketHandler : NSObject <SocketIODelegate>
// SocketIO
//#property (nonatomic) SocketIO *socketConnection;
+ (MC_SocketHandler *) sharedSocketHanderObj;
+ (SocketIO *) initHandShake;
+ (SocketIO *) getSocketConnection;
-(bool) isConnected;
-(void) disConnect;
-(void) fireAgentLeftChat;
#end
// MC_SocketHandler.m
#import "MC_SocketHandler.h"
#import "MC_APIUtility.h"
#implementation MC_SocketHandler
SocketIO *socketConnection = nil;
static MC_SocketHandler *sharedSocketObj = nil;
+ (MC_SocketHandler *) sharedSocketHanderObj {
if (sharedSocketObj == nil)
sharedSocketObj = [[MC_SocketHandler alloc] init];
return sharedSocketObj;
}
+(SocketIO*) initHandShake {
if (socketConnection == nil) {
NSDictionary *headers = [NSDictionary dictionaryWithObjectsAndKeys:[MC_APIUtility getApiToken], #"token", nil];
socketConnection = [[SocketIO alloc] initWithDelegate:(id)self ];
[socketConnection connectToHost:domain onPort:447 withParams:headers];
}
return socketConnection;
}
+ (SocketIO *) getSocketConnection {
return socketConnection;
}
-(bool) isConnected {
if (socketConnection == nil)
return socketConnection.isConnected;
return false;
}
-(void) disConnect {
if (socketConnection != nil && socketConnection.isConnected)
[socketConnection disconnect];
NSLog(#"Disconnected --- %hhd", socketConnection.isConnected );
return;
}
// SocketIO Delegate
-(void) socketIODidConnect:(SocketIO *)socket {
NSLog(#"Socket has Connected....");
}
-(void) socketIO:(SocketIO *)socket didReceiveEvent:(SocketIOPacket *)packet {
NSString *data = packet.data;
NSLog(#"---- didReceoveEvent - data - %#", data);
// Grab data from packet
NSDictionary *dict = packet.dataAsJSON;
NSLog(#"EVENT DATA :- %# DICT :- %#", data, dict);
/*
EVENTS To Listen
onSuccessInit
visitor_info
new_visitor
agent_online
agent_offline
agent_logout
*/
dict = nil;
// Pull out args fro mdict
//NSArray *args = dict[#"args"];
}
-(void) socketIO:(SocketIO *)socket didReceiveMessage:(SocketIOPacket *)packet {
NSLog(#"Rcvd Message - %#", packet.data);
}
-(void) socketIO:(SocketIO *)socket didSendMessage:(SocketIOPacket *)packet {
NSLog(#"Send Msg - %#", packet.dataAsJSON);
}
-(void) socketIO:(SocketIO *)socket onError:(NSError *)error {
NSLog(#"Error - %#", error);
}
-(void) socketIODidDisconnect:(SocketIO *)socket disconnectedWithError:(NSError *)error {
NSLog(#"Disconnected With Error - %#", error);
}
-(void) fireAgentLeftChat {
NSMutableDictionary *dict = [NSMutableDictionary dictionary];
[dict setObject:[MainAppDataObject sharedAppDataObject].activeAgentChatItem.chatSessionId forKey:#"chat_session_id"];
[socketConnection sendEvent:#"agentLeftChat" withData:dict];
return;
}
- (void)dealloc {
socketConnection = nil;
}
#end
Code that I use it in 1 of my views :
// Init SocketIO
SocketIO *socket = [MC_SocketHandler initHandShake];
// Fire Agent Online event
[socket sendEvent:#"setAgentOnline" withData:nil];
Handshake is being done properly, setAgentOnline event is send properly. Other events that I fire are also done properly. BUT,
when socket gets connected thru initHandshake, I believe "Socket has Connected...." should be seen in logs as that is written in socketIODidConnect delegate method. Similarly, I receive event (I see logs of socket.m class), but my delegate method didReceiveEvent is never called. Same way I don't see any logs of any delegate methods.
In initHandShake method only I have set the delegate also :
socketConnection = [[SocketIO alloc] initWithDelegate:(id)self ];
yet why these methods aren't called.
I was also wondering, when I receive events, on different events I got to perform different actions. How will I transfer to particular view (View's obj won't be shared with this to call his method) ? And If I create delegate, then I will have to handle all delegate methods in all views. What's will be the best method to work out with this ? And why this Singleton & delegate methods aren't being linked & called when I have set the delegate. Where am I going wrong ?
Any help, guidance is highly appreciative. Thanks alot.
In SocketIO, you create a SocketIO
Is that right?
In fact called "socketConnection". Am i right?
AT THAT TIME...
you must set the delegate !!!
Essentially, your code must look like this,
socketConnection = make one of these.
socketConnection.delegate = self;
It's possible this is your fundamental problem. I hope it helps!
PS you should, almost certainly, use only properties in iOS development. get rid of your "traditional" variables and use only properties.
Related
I have an object like this:
typedef void (^ Completion) (Response *);
// Response class
#interface Response : NSObject {
NSDictionary * kdata;
}
- (id)initWithJson:(NSDictionary *)data;
#property (nonatomic, assign) NSDictionary * data;
#end
#implementation Response
- (id)initWithJson:(NSDictionary *)data { kdata = data; }
- (NSDictionary *) data { return kdata; }
- (void) setData: (NSDictionary *)data { kdata = data; }
- (NSDictionary *) msg { return kdata[#"msg"]; }
#end
// inside a networking class X implementation
- (void) doSomething:(completionBlock)completion {
NSDictionary * json = // get from networking function, which will always have key "msg".
Response * responseObj = [[Response alloc] initWithJson:json];
dispatch_async(dispatch_get_main_queue(), ^{
if (completion != nil) { completion (responseObj); }
});
}
// inside caller method
[X doSomething:^(Response * response) {
NSLog (#"%#", [response msg]);
}
This code will raise error on accessing kdata[#"msg"], even though I'm sure from the debug that the object was initialised properly with a dictionary contains key "msg". When I debug the object, on the watch window, it shows me that the kdata data type keeps changing, from NSArrayM, NSSet, NSDictionary, etc. And its contents also keep changing. I even add retain keyword when calling completion ([responseObj retain]); but still produce error.
But if the code in class X is changed into like this:
// inside a networking class X implementation
- (void) doSomething:(completionBlock)completion {
NSDictionary * json = // get from networking function, which will always have key "msg".
Response * responseObj = [[Response alloc] initWithJson:json];
if (completion != nil) { completion (responseObj); } // here is the change, no more switching to main thread
}
// inside caller method - no change here
[X doSomething:^(Response * response) {
NSLog (#"%#", [response msg]);
}
The code works perfectly. Why is that happened? This is built in Xcode without ARC.
EDIT: someone mentioned about the init. This is my mistake that what was written above is not exactly my code, and I copy the init method wrong. This is my init method:
- (instancetype) initWithData:(NSDictionary *)freshData {
NSParameterAssert(freshData); // make sure not nil
self = [super init];
if (self) {
kdata = freshData;
}
return self;
}
The problem is the object get's released right when you call the 'async' .
The way you declared your object is added to the autorelease pool since the control does not wait for 'async' to complete and the control return's by reaching the end of function 'doSomething' and releasing it's local objects which were added to the autorelease pool, and after that the memory location is used for other data and that's what you see confusing data.
I think by adding the __block specifier in front of your declaration you instruct the code to capture this object in following blocks strongly and release it when the block finished executing. Give it a try.
// inside a networking class X implementation
- (void) doSomething:(completionBlock)completion {
NSDictionary * json = // get from networking function, which will always have key "msg".
__block Response * responseObj = [[Response alloc] initWithJson:json];
dispatch_async(dispatch_get_main_queue(), ^{
if (completion != nil) { completion (responseObj); }
});
}
- (id)initWithJson:(NSDictionary *)data { kdata = data; }
You need call supers init here and return self.
Start to learn basics.
I'm trying to use delegate methods from NMSSH library in iOS but could not get it working. Let's take an example.
CustomViewController.h
#import <UIKit/UIKit.h>
#import <NMSSH/NMSSH.h>
#interface CustomViewController : UIViewController<NMSSHSessionDelegate, NMSSHChannelDelegate>
- (IBAction)connectButton:(UIButton *)sender;
#end
CustomViewController.m
#import "CustomViewController.h"
#implementation CustomViewController
-(void)viewDidLoad{
[super viewDidLoad];
}
- (IBAction)connectButton:(UIButton *)sender {
[self serverConnect:#"10.0.0.1"];
}
-(void)serverConnect:(NSString *)address{
NMSSHSession *session = [NMSSHSession connectToHost:address withUsername:#"username"];
NMSSHChannel *myChannel = [[NMSSHChannel alloc]init];
if (session.isConnected) {
[session authenticateByPassword:#"password"];
if (session.isAuthorized) {
NSLog(#"Authentication succeeded");
[session setDelegate:self];
[myChannel setDelegate:self];
}
}
NSError *error = nil;
//session.channel.requestPty = YES; (tried and later ignored)
NSString *response = [session.channel execute:#"mkdir" error:&error];
NSLog(#"Response from device: %#", response);
}
- (void)session:(NMSSHSession *)session didDisconnectWithError:(NSError *)error{
NSLog(#"log if session disconnects...Delegate method");
}
- (void)channel:(NMSSHChannel *)channel didReadError:(NSString *)error{
NSLog(#"Error received...Delegate method");
}
- (void)channel:(NMSSHChannel *)channel didReadRawData:(NSData *)data{
NSLog(#"Read Raw Data...Delegate method");
}
Connection to the server, sending a single line command and acknowledgement back from the server in Console is OK.
I have decent idea how to pass values from one View Controller to another using delegate (went through few tutorials with practical implementation).
With the same knowledge I am attempting to get response from delegate methods parts of NMSSH library but it's driving me round and round. I've found http://cocoadocs.org/docsets/NMSSH/2.2.1/ pretty nice API of this library but with my limited knowledge of iOS, I'm bit stuck.
Please help me.
My search finally came to an end with NMSSH AsyncAPI (branch) which supports multithreading.
I have a class, "WebAPI", that handles all web API calls, the class uses NSURLConnection through its asynchronous delegate-based calls.
Whenever an object needs to communicate with the web API it will use an instance of WebAPI and call the required method as shown below in the case of signing in I make the folowing call from the AppDelegate:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
WebAPI *webAPI = [[WebAPI alloc] init];
[webAPI performLoginWithUserName:#"test1#myserver.com" andPassword:#"password"];
}
The problem is that once the performLoginWithUserName:andPassword call is made, the code progresses on and any/all response is received in the delegate methods that are implemented in WebAPI.m.
This is a real issue because I need to be able to get response codes and any data received within the class method from where the call to the WebAPI, originated . I would like to be able to this :
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
WebAPI *webAPI = [[WebAPI alloc] init];
WebAPIResponse * webAPIRespnse = [webAPI performLoginWithUserName:#"test1#myserver.com" andPassword:#"password"];
}
Where WebAPIResponse class is a custom class that will contain the HTTP Status code and any data that is received.
This is achievable if I change WebAPI.m to use NSURLConnection sendSynchronousRequest, but that doesnt enable me to receive all HTTP codes.
What would be the best way to fulfill this requirement?
Thank you for your help.
You could use blocks to handle responses.
For example:
WebApi.h
- (void)performLoginWithUsername:(NSString *)userName
andPassword:(NSString *)password
successBlock:(void(^)(NSData *response))successBlock
failureBlock:(void(^)(NSError *error))failureBlock;
WebApi.m
#interface WebAPI()
#property (nonatomic, copy) void(^authorizationSuccessBlock)(NSData *response);
#property (nonatomic, copy) void(^authorizationFailureBlock)(NSError *error);
#end
#implementation WebAPI
- (void)performLoginWithUsername:(NSString *)userName
andPassword:(NSString *)password
successBlock:(void(^)(NSData *response))successBlock
failureBlock:(void(^)(NSError *error))failureBlock {
self.authorizationSuccessBlock = successBlock;
self.authorizationFailureBlock = failureBlock;
// NSURLConnection call for authorization here
}
- (void)connectionDidFinishLoading:(NSURLConnection *)connection {
if (self.authorizationSuccessBlock != nil) {
self.authorizationSuccessBlock(data);
self.authorizationSuccessBlock = nil;
}
}
- (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error {
if (self.authorizationFailureBlock != nil) {
self.authorizationFailureBlock(error);
self.authorizationFailureBlock = nil;
}
}
AppDelegate.m
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
WebAPI *webAPI = [[WebAPI alloc] init];
[webAPI performLoginWithUserName:#"test1#myserver.com" andPassword:#"password" successBlock:^(NSData *response) {
// Handle result here
} failureBlock:^(NSError *error) {
// Handle error here
}];
}
Change your WebAPI class to provide a delegate interface of its own, or to use completion blocks on the request which are called when the asynchronous connection completes.
I've been trying to make a simple app on iOS that will receive a message, and then perform an action based on that message (at the moment I just want to show it via NSLog). I can connect to the service, but the service never seems to receive anything. Here's my .h file:
#import <Foundation/Foundation.h>
#import <arpa/inet.h>
#interface PalServiceController : NSObject <NSNetServiceDelegate>
#property (nonatomic, strong) NSNetService *ns;
#property (nonatomic, strong) NSOutputStream *ostream;
- (void)start;
+ (int)getPort;
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode;
#end
and my .m:
#import "PalServiceController.h"
#implementation PalServiceController
- (void)start
{
// Start a net service
int port = [PalServiceController getPort];
NSLog(#"Opening on port %i", port);
self.ns = [[NSNetService alloc] initWithDomain:#""
type:#"_TestingProtocol._tcp."
name:#"Test Name For iPhone"
port:port];
if (self.ns) {
[self.ns setDelegate:self];
[self.ns publish];
self.ns.delegate = self;
} else {
NSLog(#"Error starting service");
}
}
/*
* Code from: http://stackoverflow.com/a/11723158/657676
*/
+ (int) getPort
{
...
}
- (void)netServiceWillResolve:(NSNetService *)sender
{
NSLog(#"Resolving");
}
- (void)netServiceDidResolveAddress:(NSNetService *)sender
{
NSLog(#"Resolved Address");
}
- (void)netService:(NSNetService *)sender didNotPublish:(NSDictionary *)errorDict
{
NSLog(#"Error publishing");
}
- (void)netService:(NSNetService *)sender didAcceptConnectionWithInputStream:(NSInputStream *)inputStream outputStream:(NSOutputStream *)outputStream
{
NSLog(#"Got a connection! (server)");
// Close self down
[self.ns stopMonitoring];
[self.ns stop];
}
- (void)netService:(NSNetService *)sender didNotResolve:(NSDictionary *)errorDict
{
NSLog(#"Error resolving");
}
- (void)netServiceDidPublish:(NSNetService *)sender
{
NSLog(#"Published server");
}
- (void)netServiceDidStop:(NSNetService *)sender
{
NSLog(#"Server stopped");
}
- (void)netService:(NSNetService *)sender didUpdateTXTRecordData:(NSData *)data
{
NSLog(#"Updated TXT Record");
}
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode
{
NSLog(#"Event on server");
switch(eventCode) {
...
}
}
#end
This is called via:
self.controller = [[PalServiceController alloc] init];
[self.controller start];
When I use Bonjour Browser, I can see the service, and when I use either my own implementation of an NSNetServiceBrowser or the example from Bill Dudney(blog post, code), it seems to connect (i.e. my own implementation receives the NSStreamEventHasSpaceAvailable and NSStreamEventOpenCompletedevents via stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode). However, none of the methods above get called on the server.
I'm still new to iOS, so I'm hoping that this is just some silly mistake that can be easily fixed.
-[NSNetService publish] simply publishes the service; you're responsible for creating a socket and listening on the port you give to the NSNetService initializer. You won't receive netService:didAcceptConnectionWithInputStream:outputStream: because the NSNetService knows nothing about the socket.
If you want the NSNetService to manage the socket for you—and send didAcceptConnection...—use -[NSNetService publishWithOptions:]:
[self.ns publishWithOptions:NSNetServiceListenForConnections];
In this case, you need to make sure that the port with which you initialize the NSNetService is unused. Your getPort method never closes the socket (and leaks the CFSocketRef), so it will be in use when you publish the service, leading to an error.
I'd recommend that you remove getPort and, as Apple suggests in NSNetServices.h, "[s]pecify a port number of zero to use a random port."
Alright, this involves a lot of network coding from this part of a multiplayer tutorial.
Basically, I'm trying to implement a multiplayer game using GameKit as per the tutorial linked above. I put in all of the necessary network coding and more or less understand it, however I've hit a snag somewhere along the line of method calls. Basically, the setup that I have is that one device acts as the host and the rest act as the clients. I have two separate UIViewcontrollers for the host and clients respectively where the connection is established.
Now the thing is, the connection gets established, but it's only the host that recognizes the connection, not the client. The problem is here:
- (void)sendPacketToAllClients:(Packet *)packet
{
[_players enumerateKeysAndObjectsUsingBlock:^(id key, Player *obj, BOOL *stop)
{
obj.receivedResponse = [_session.peerID isEqualToString:obj.peerID];
}];
GKSendDataMode dataMode = GKSendDataReliable;
NSData *data = [packet data];
NSError *error;
if (![_session sendDataToAllPeers:data withDataMode:dataMode error:&error])
{
NSLog(#"Error sending data to clients: %#", error);
}
}
This is implemented in GameMultiplayer, where the actual game will be implemented. What this method is supposed to be doing is sending data packets to each of the clients saying that the host received the connection request and is able to connect with them. After [_session sendDataToAllPeers:data withDataMode:dataMode error:&error] is called (the method in the if statement), this method is supposed to be triggered:
- (void)receiveData:(NSData *)data fromPeer:(NSString *)peerID inSession:(GKSession *)session context:(void *)context
{
#ifdef DEBUG
NSLog(#"Game: receive data from peer: %#, data: %#, length: %d", peerID, data, [data length]);
#endif
Packet *packet = [Packet packetWithData:data];
if (packet == nil)
{
NSLog(#"Invalid packet: %#", data);
return;
}
Player *player = [self playerWithPeerID:peerID];
if (player != nil)
{
player.receivedResponse = YES; // this is the new bit
}
if (self.isServer)
[self serverReceivedPacket:packet fromPlayer:player];
else
[self clientReceivedPacket:packet];
}
This method is in the next part of the tutorial I linked above (which is here) and is supposed to receive the packets that the host sends to all clients and implement the next methods in this networking chain. However, the method never gets called. No debug breakpoints are triggered and I get nothing in the console.
I understand if I need to provide more source material, but there is a lot of network coding already implemented, so I want to keep it down to what people need to see. Also, [_session setDataReceiveHandler:self withContext:nil] and _session.delegate = self are written in another method that is called in GameMultiplayer, so that's not the problem. Does anyone know what I need to fix?
EDIT: As requested, here's where GKSession is initialized:
#property (nonatomic, strong, readonly) GKSession *session; //This is done in the header file
#synthesize session = _session; //This is done in the main file
- (void)startAcceptingConnectionsForSessionID:(NSString *)sessionID
{
if (_serverState == ServerStateIdle)
{
_serverState = ServerStateAcceptingConnections;
_connectedClients = [NSMutableArray arrayWithCapacity:self.maxClients];
_session = [[GKSession alloc] initWithSessionID:sessionID displayName:nil sessionMode:GKSessionModeServer];
_session.delegate = self;
_session.available = YES;
}
}
The session is initialized in MatchmakingServer, which is used in the host view controller. The session is then passed on to the main view controller of the app, which then initializes GameMultiplayer and sends the GKSession to it. Here's where the host view controller sends it to the main view controller:
- (IBAction)startAction:(id)sender
{
if (_matchmakingServer != nil && [_matchmakingServer connectedClientCount] > 0)
{
NSString *name = [self.nameTextField.text stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]];
if ([name length] == 0)
name = _matchmakingServer.session.displayName;
[_matchmakingServer stopAcceptingConnections];
[self.delegate hostViewController:self startGameWithSession:_matchmakingServer.session playerName:name clients:_matchmakingServer.connectedClients];
}
}
and then the main view controller handles that method call here:
- (void)hostViewController:(MatchmakerHost *)controller startGameWithSession:(GKSession *)session playerName:(NSString *)name clients:(NSArray *)clients
{
[self dismissViewControllerAnimated:NO completion:^
{
[self startGameWithBlock:^(GameMultiplayer *aGame)
{
[aGame startServerGameWithSession:session playerName:name clients:clients];
}];
}];
}
and finally, this is where that method call is implemented in GameMultiplayer:
- (void)startServerGameWithSession:(GKSession *)session playerName:(NSString *)name clients:(NSArray *)clients
{
_clients = clients;
const char* className = class_getName([[_clients objectAtIndex:0] class]);
NSLog(#"yourObject is a: %s", className);
self.isServer = YES;
_session = session;
_session.available = NO;
_session.delegate = self;
[_session setDataReceiveHandler:self withContext:nil];
_state = GameStateWaitingForSignIn;
[self.delegate gameWaitingForClientsReady:self];
// Create the Player object for the server.
Player *player = [[Player alloc] init];
player.name = name;
player.peerID = _session.peerID;
player.position = PlayerPositionBottom;
[_players setObject:player forKey:player.peerID];
// Add a Player object for each client.
int index = 0;
for (NSString *peerID in clients)
{
Player *player = [[Player alloc] init];
player.peerID = peerID;
[_players setObject:player forKey:player.peerID];
if (index == 0)
player.position = ([clients count] == 1) ? PlayerPositionTop : PlayerPositionLeft;
else if (index == 1)
player.position = PlayerPositionTop;
else
player.position = PlayerPositionRight;
index++;
}
NSLog(#"Players:");
Packet *packet = [Packet packetWithType:PacketTypeSignInRequest];
[self sendPacketToAllClients:packet];
// for (int i = 0; i < [_players count]; i++) {
// NSLog([NSString stringWithFormat:#"%#", [clients objectAtIndex:i]]);
// }
}
I think you are calling send to fast. When server realize about connection it will send confirmation to client to really establish connection - so client knows about it succeed.
If you are sending packets before that happens - it will be lost.
Just do this:
[self performSelector:#selector(sendPacketToAllClients) withObject:nil afterDelay:1.0];
instead of:
[self sendPacketToAllClients];
I had the same problem that connection is established in different moment with small delay on client. The best is to send first packet from client that he is ready to receive packets from server - and than proceed normally from there.
Also try debugging:
- (void)session:(GKSession *)session peer:(NSString *)peerID didChangeState:(GKPeerConnectionState)state
On both devices (server and client).
I have also had my troubles with GKSession. I was interested to learn (on this site) today that GKSession is being deprecated in favor of using the Multipeer Connectivity Framework. With luck, Wenderlich et al. will do a tutorial using the new technology. :)
The system has some similarities to GKSession, so is not too hard to wrap your head around.
Apple's doc link.