Trying to use GCDAsyncSocket for buffered transfer - ios

(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.

Related

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

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;
...
}
}

Not getting more messages after receiving first message from Java server in iOS client using NSInputStream

I've got a Java server (and it's able to correctly read a request from my iOS client -- it even generates a response and appears to send it correctly, though I got First message response from server every time but not getting other messages after receiving first message):
sequence of communication
Step 1-> client send login message to server
Step 2-> server validate the user and sends login info to the clients
Step 3-> Message Packet1
Message Packet2
Message Packet3
Message Packet4
step-4-> I have checked server log and it says server has send 4 string
messages
Step-5 -> On client side I am receiving only first message i.e. Message
Packet1, and there no other packets on NSInputStream showing. or NSStreamEventHasBytesAvailable option in delegate method->
- (void)stream:(NSStream *)theStream
handleEvent:(NSStreamEvent)streamEvent
Not calling most of the time more than one but sometimes It calls and gets MessagePacket2 or MessagePacket4 data.
Please help me out, I am unable to figure out why I am receiving only first packet from server instead of 4 packets, as server sending 4 packets.
I have used code from the below tutorial ->
http://www.raywenderlich.com/3932/networking-tutorial-for-ios-how-to-create-a-socket-based-iphone-app-and-server#comments
My code is here->
#interface NetworkManager()<NSStreamDelegate>
#property (strong, nonatomic)NSInputStream *objInputStream;
#property (strong, nonatomic)NSOutputStream *objOutputStream;
#end
- (void)initializeNetworkCommunicationToServer
{
self.networkOpened = NO;
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL,
(CFStringRef)SERVER_HOSTNAME,
SERVER_PORT_ADDR,
&readStream,
&writeStream);
self.objInputStream = (__bridge_transfer NSInputStream *)readStream;
self.objOutputStream = (__bridge_transfer NSOutputStream*)writeStream;
[self.objInputStream setDelegate:self];
[self.objOutputStream setDelegate:self];
[self.objInputStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[self.objOutputStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[self.objInputStream open];
[self.objOutputStream open];
}
//------------------------------------------------------
pragma NSStreamDelegate delegate method
//------------------------------------------------------
- (void)stream:(NSStream *)theStream
handleEvent:(NSStreamEvent)streamEvent
{
switch (streamEvent)
{
case NSStreamEventNone:
{
NSLog(#"NSStreamEventNone");
break;
}
case NSStreamEventOpenCompleted:
{
NSLog(#"NSStreamEventOpenCompleted");
}
break;
case NSStreamEventHasBytesAvailable:
{
NSLog(#"NSStreamEventHasBytesAvailable:");
if (theStream == self.objInputStream)
{
while ([self.objInputStream hasBytesAvailable])
{
uint8_t buffer[1024];
unsigned int len = 0;
len = [self.objInputStream read:buffer
maxLength:sizeof(buffer)];
if (len > 0)
{
NSString *output =
[[NSString alloc] initWithBytes:buffer
length:len
encoding:NSASCIIStringEncoding];
if (nil != output)
{
NSLog(#"server said: %#", output);
}
}//end of if(len > 0)
}//end of while
} //end of if (theStream == self.objInputStream)
}
break;
case NSStreamEventErrorOccurred:
{
NSLog(#"NSStreamEventErrorOccurred: Can not connect to the host!");
}
break;
case NSStreamEventEndEncountered:
{
NSLog(#"NSStreamEventEndEncountered & network connection ended");
[theStream close];
[theStream removeFromRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
theStream = nil;
}
break;
// The NSStreamEventHasSpaceAvailable event indicates that you can write (at least one byte!) to the stream without blocking. That does not mean that previously written data is completely delivered to the other endpoint of the connection.
case NSStreamEventHasSpaceAvailable:
{
NSLog(#"NSStreamEventHasSpaceAvailable");
if(NO == self.networkOpened)
{
self.networkOpened = YES;
[self sendMessage:#"login:username,password"];
}
}
break;
default:
{
NSLog(#"Unknown event");
}
}
}
//------------------------------------------------------
#pragma mark - send packet
//------------------------------------------------------
- (void)sendMessage:(NSString*)lstrMessage
{
NSMutableData *data = [[NSMutableData alloc] initWithData:
[lstrMessage dataUsingEncoding:NSASCIIStringEncoding]];
unsigned char suffixBytes[] = {1, 1, 0};
[data appendBytes:suffixBytes length:3];
[self.objOutputStream write:[data bytes] maxLength:[data length]];
NSLog(#"message sent->%#",[NSString stringWithUTF8String:[data bytes]]);
}
I have no idea what is wrong with your code, but my experience with streams tuning tells me that there will be make sence to try another way to subscribe to Core Foundation streams using CF API instead of toll-free-bridging it to NSInputStream. I mean CFReadStreamSetClient and CFReadStreamScheduleWithRunLoop functions. You can see example how to do so in my helper class for testing POSInputStreamLibrary.

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: Socket Networking Fundamentals using CFStreamCreatePairWithSocketToHost

Use Case
I'm using sockets to send and receive data using CFStreamCreatePairWithSocketToHost() and am trying to wrap my head around how this is done when send multiple sets of data (i.e. not just 1 request).
Problem
Currently I can send data and receive a response (i.e. 1 round trip). However, after I send all the data in the outputStream the stream gets closed (i.e. receives NSStreamEventEndEncountered).
Question
So the question is, what happens when I want to send multiple data requests?
Do I setup a new socket every time I have a new data object to send?
Do I have to reset outputStream and send more data.
Code
Most of this code came from the Cocoa Streams Documentation:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
_data = [[NSMutableData alloc] init];
[self initNetworkCommunication];
[self sendString:#"Hello World!"];
}
- (void)initNetworkCommunication {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)#"123.456.0.0", 1234, &readStream, &writeStream);
inputStream = (NSInputStream *)readStream; // ivar
[inputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
outputStream = (NSOutputStream *)writeStream; // ivar
[outputStream setDelegate:self];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream open];
}
- (void)sendString:(NSString *)string {
NSData *data = [[NSData alloc] initWithData:[string dataUsingEncoding:NSASCIIStringEncoding]];
[_data appendData:data];
[data release];
}
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent {
NSLog(#"stream event %u", streamEvent);
switch (streamEvent) {
case NSStreamEventOpenCompleted:
NSLog(#"Stream opened");
break;
case NSStreamEventHasSpaceAvailable: {
uint8_t *readBytes = (uint8_t *)[_data mutableBytes];
readBytes += byteIndex; // ivar
int data_len = [_data length];
unsigned int len = ((data_len - byteIndex >= 1024) ? 1024 : (data_len - byteIndex));
uint8_t buf[len];
(void)memcpy(buf, readBytes, len);
len = [(NSOutputStream *)theStream write:(const uint8_t *)buf maxLength:len];
NSLog(#"Sending buffer of len: %d", len);
byteIndex += len;
break;
}
case NSStreamEventHasBytesAvailable:
if (theStream == inputStream) {
uint8_t buffer[1024];
int len;
while ([inputStream hasBytesAvailable]) {
len = [inputStream read:buffer maxLength:sizeof(buffer)];
if (len > 0) {
NSString *output = [[NSString alloc] initWithBytes:buffer length:len encoding:NSASCIIStringEncoding];
if (nil != output) {
NSLog(#"server said: %#", output);
}
}
}
[self sendString:#"Another Test"];
}
break;
case NSStreamEventErrorOccurred:
NSLog(#"Can not connect to the host!");
break;
case NSStreamEventEndEncountered:
NSLog(#"Closing stream...");
[theStream close];
[theStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[theStream release];
theStream = nil;
break;
default:
NSLog(#"Unknown event");
}
}
Response:
2012-08-15 08:16:30.896 Sockets[34836:f803] Opened input stream.
2012-08-15 08:16:30.898 Sockets[34836:f803] Opened output stream.
2012-08-15 08:16:30.899 Sockets[34836:f803] Sending buffer of len: 12
2012-08-15 08:16:30.900 Sockets[34836:f803] Sending buffer of len: 0
2012-08-15 08:16:30.901 Sockets[34836:f803] Closing output stream.
2012-08-15 08:16:30.939 Sockets[34836:f803] server said: Hello World!
Note the outputStream stream closes after I send the data. I try reinitiating outputStream before [self sendString:#"Another Test"];. I also tried idz's answer.
Per the documentation, I believe the Sending buffer of len: 0 is my problem.
If the delegate receives an NSStreamEventHasSpaceAvailable event and
does not write anything to the stream, it does not receive further
space-available events from the run loop until the NSOutputStream
object receives more bytes. When this happens, the run loop is
restarted for space-available events.
However, the documentation doesn't say anything about closing the stream when the end of the stream is reached. So I'm confused…
A socket is a bidirectional stream connecting two programs, possibly on two different computers. It just transfers the data you write at one end to be read at the other end. It enforces no structure in the data and doesn’t know anything about requests or responses.
The CFStreamCreatePairWithSocketToHost API splits a single connection into two independent streams - one you can read from and one you can write to. This is a nice touch, the underlying socket API uses only one file descriptor both for reading and writing which can get quite confusing.
The connection stays open until one side closes the socket. There is also the possibility of shutting down the socket only in one direction. It is also possible to close the connection only in one direction. If the remote closes it’s read stream your write stream will be closed and vice versa.
Do I setup a new socket every time I have a new data object to send?
You should avoid doing that. It takes some time to establish a new connection, and it takes even more time before your connection gets to full speed. So you should reuse the same connection as much as possible.
Do I have to reset outputStream and send more data.
No, this is not necessary, just send more data.
Per the documentation, I believe the Sending buffer of len: 0 is my
problem.
Writing nothing (that is a buffer of length 0) shouldn’t be a problem. The documentation doesn’t specify what will happen though. So I wrote I test program today to see what will happen, expecting nothing. As it turns out writing a buffer of length 0 closes the output stream. So this was really your problem. I will file a bug on the Apple Bug Reporter about that documentation issue, and so should you.
The part of the documentation you quoted is about something different. If you don’t write after you get a space available notification you won’t get another one until you have written something. That is useful, because so the system doesn’t waste CPU cycles to tell your code over and over again that you could write something if you don’t have anything to write.

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.

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