Reputation: 108
I followed a few tutorials and found out how to use threads for multithreading socket servers. I've created a Server class that has ClientServiceThread class for clients. When the thread receives a message from the client, how can I access that information using the Server class?
Here is my Server Thread:
public void run(){
game = new Game();
try{
serverSocket = new ServerSocket(port);
System.out.println("Server Started");
}
catch (IOException e){
System.out.println(e);
}
while(true) {
try {
Socket clientSocket = serverSocket.accept();
ClientServiceThread cliThread = new ClientServiceThread(clientSocket);
threads.add(cliThread);
cliThread.start();
} catch(IOException e) {
e.printStackTrace();
}
}
}
Here is my ClientServiceThread class:
public void run() {
boolean m_bRunThread = true;
System.out.println("Accepted Client Address - " + socket.getInetAddress().getHostAddress());
try {
out = new ObjectOutputStream(socket.getOutputStream());
in = new ObjectInputStream(socket.getInputStream());
while(m_bRunThread) {
String clientCommand = in.readUTF();
System.out.println("Client Says :" + clientCommand);
if(!gameStarted) {
out.writeUTF("GAME_ALREADY_STARTED");
out.flush();
}
}
} catch(Exception e) {
e.printStackTrace();
}
}
EDIT 1: Essentially, I'm listening to commands/messages on the client handler threads. I later want to process them into my Server so I can manipulate my Game object through it.
Upvotes: 0
Views: 2099
Reputation: 3801
The approach I'd recommend is to pass the game object to the client threads (it has to be thread-safe!), and then let the client threads take the actions on the game object directly. This will simplify your server class, and give you a single place to handle incoming messages.
Upvotes: 0