Wait for network input thread to receive vector

Hi!

I have a multi-threaded server waiting for incoming connections. When a client connects, an input and an output thread are created to handle I/O to that client. The server’s output thread starts to send a Vector to the client.

The client, when constructed, joins the server and creates a thread to handle all input coming from the server. The thread starts when constructed and waits for the Vector to be sent. After joining, the client creates a GameBoard, giving it a reference to the input thread. The GameBoard, when constructed, tries to retrieve the Vector from the input thread.

The issue is, the GameBoard is constructed before the input thread can receive the Vector. I need the GameBoard constructor to wait for the input thread to receive it’s first update of the vector, or have the client wait for the thread to receive it before constructing the GameBoard. I hope this makes sense!

If there’s an easier solution to this mess, then please tell me. Also, if you notice anything else that’s wrong or could be better, don’t hesitate to mention it. Thanks! :slight_smile:

-CLIENT-

package tw.client;

import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.DataOutputStream;
import java.io.ObjectOutputStream;
import java.net.InetAddress;
import java.net.Socket;

import javax.swing.JButton;
import javax.swing.JFrame;


public class Client implements ActionListener {

	// Frame
	private					JFrame		frame		= null;
	public static final 	int 		W_WIDTH 	= 800;
	public static final 	int 		W_HEIGHT 	= 600;
	private					JButton		joinButton	= null;
	
	// Network
	private static final 	int 				PORT 	= 2720;
	private					Socket				socket	= null;
	private		 			InputThread 		input	= null;
	private					DataOutputStream 	output	= null;
	
	// Game loop and game board
	private static final 	int 		FRAMES_PER_SECOND 	= 25;
	private static final 	int 		SKIP_TICKS			= 1000 / FRAMES_PER_SECOND;	
	private 				GameBoard 	gameBoard;
	private 				boolean 	running 			= true;
		
	
	/**
	 * Client constructor.
	 * Initializes a frame, game board and network connection.
	 */
	public Client() {		
		// Initialize the frame
		frame = new JFrame("Tank Wars - Client");
		frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		frame.setSize(W_WIDTH, W_HEIGHT);
		frame.setLocationRelativeTo(null);		
		frame.setResizable(false);
		frame.setVisible(true);			
		
		// Initialize network connection
		joinServer();
		
		// Add game board to frame
		gameBoard = new GameBoard(input, output);
		//gameBoard.setVisible(false);		
		frame.add(gameBoard);
		gameBoard.requestFocusInWindow();
		
		// Start game loop
		run();
		
		// Initialize join button
		/*joinButton = new JButton("Join");
		joinButton.setActionCommand("Join");
		joinButton.addActionListener(this);
		frame.getContentPane().add(joinButton);*/
	}
	
	@Override
	public void actionPerformed(ActionEvent e) {
		if (e.getActionCommand() == "Join") {
			//client.joinServer();
			joinButton.setEnabled(false);
			joinButton.setVisible(false);
			gameBoard.setVisible(true);
			frame.validate();
			
			// Start game loop
			run();
		}		
	}
	
	/**
	 * Starts the game loop.
	 */
	private void run() {
		// While client is not connected to server
		/*while (!client.isConnected()) {
			System.out.println("Client not connected to server.");
		}*/
		
		long nextGameTick = System.nanoTime() / 1000000;
		long sleepTime;
		
		while (running) {
			gameBoard.updateGame();
			gameBoard.repaint();
			
			nextGameTick += SKIP_TICKS;
			sleepTime = nextGameTick - System.nanoTime() / 1000000;

			if (sleepTime > 0) {
				try {
					Thread.sleep(sleepTime);
				}
				catch(Exception e){
					e.getStackTrace();
				}
			} // if
		} // while
	} // run
	
	/**
	 * When called, establishes connection to server.
	 */
	public void joinServer() {
		try {
			// Open socket to server
			System.out.println("Initializing ...");
			InetAddress addr = InetAddress.getLocalHost();
			socket = new Socket(addr, PORT);
			System.out.println("The new socket: " + socket);
			
			// Initialize I/O
			input = new InputThread(socket);
			output = new DataOutputStream(socket.getOutputStream());
			
		} catch(Exception e) {
			e.printStackTrace();
		}
	}	
	
	/**
	 * Stops the game loop.
	 */
	public void stop() {
		running = false;
	}
	
	/**
	 * MAIN METHOD
	 * @param args
	 */
	public static void main(String[] args) {
		new Client();
	}
}

-InputThread-

package tw.client;

import java.io.IOException;
import java.io.ObjectInputStream;
import java.net.Socket;
import java.util.Vector;

import tw.Projectile;
import tw.Tank;


public class InputThread extends Thread {
	
	private 	ObjectInputStream 	in					= null;
	private 	boolean 			running				= true;
	
	private		int					playerNr			= 0;
	private 	Vector<Tank>		updatedTanks		= null;
	private		Vector<Projectile>	updatedProjectiles 	= null;			
	
	
	/**
	 * ClientThread constructor.
	 */
	public InputThread(Socket socket) {
		// Initialize input stream
		try {
			in = new ObjectInputStream(socket.getInputStream());
		} catch (IOException e) {
			e.printStackTrace();
		}
		
		// Initialize empty tank vector
		updatedTanks = new Vector<Tank>();
		
		start();
	}	
	
	
	/**
	 * Run method, called when thread is started.
	 */
	@SuppressWarnings("unchecked")
	public void run() {
		
		// Receive player number from server
		try {
			playerNr = in.readInt();
			System.out.println("playerNr " + playerNr);
		} catch (IOException e1) {
			e1.printStackTrace();
		}
		
			// Receive current turn and entity vector
			try {
				while (running) {
					updatedTanks = (Vector<Tank>) in.readObject();
				}
			} 
			catch (IOException e) {
				e.printStackTrace();	
			} 
			catch (ClassNotFoundException e) {
				e.printStackTrace();
			}
	} // run	
	
	
	/**
	 * Sets 'running' to 'false', stopping the input loop.
	 */
	public void stopRunning() {
		running = false;
	}
	
	
	/**
	 * Getter of the property <tt>playerNr</tt>
	 * @return Returns playerNr
	 * @uml.property name="playerNr"
	 */
	public int getPlayerNr() {
		return playerNr;
	}
	
	
	/**
	 * Getter of the property (vector) <tt>updatedEntitites</tt>
	 * @return  Returns the updatedEntities vector.
	 * @uml.property  name="updatedEntities"
	 */
	public Vector<Tank> getUpdatedTanks() {		
		return updatedTanks;
	}
}

-GameBoard-

package tw.client;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.io.DataOutputStream;
import java.io.IOException;
import java.util.Vector;

import javax.swing.JComponent;

import tw.Projectile;
import tw.Tank;


/**
 * .
 */
public class GameBoard extends JComponent implements KeyListener {
	
	// Network
	private InputThread			input		= null;
	private DataOutputStream 	output 		= null;
	
	// Status panel
	private StatusPanel 		statusPanel	= null;
	
	// Players and entities
	private int					playerNr	= 0;
	private Vector<Tank> 		tanks		= null;
	private Vector<Projectile>	projectiles	= null;
	private Tank				pTank		= null;
	
	
	/**
	 * GameBoard constructor.
	 * @param client
	 */
	public GameBoard(InputThread input, DataOutputStream output) {
		// Give access to input thread and output stream
		this.input = input;
		this.output = output;
		
		// Setup panel
		setFocusable(true);
		setBackground(Color.LIGHT_GRAY);
		setDoubleBuffered(true);
		setSize(Client.W_WIDTH, Client.W_HEIGHT);

		// Setup key listener
		addKeyListener(this);
		//setFocusTraversalKeysEnabled(false);
		
		// Get playerNr and tanks from server
		playerNr = input.getPlayerNr();
		tanks = input.getUpdatedTanks();
		
		// Set pTank to tank matching playerNr
		for (int i = 0; i < tanks.size(); i++)
			if (tanks.get(i).getPlayerNr() == playerNr)
				pTank = tanks.get(i);		
		
		// Initialize status panel
		statusPanel = new StatusPanel(pTank, playerNr);
		add(statusPanel);
		this.revalidate();
	}
	
	
	/**
	 * Update logic
	 */
	public void updateGame() entitieset updated entities
		tanks = input.getUpdatedTanks();
		
		// Get playerNr of currently active tank
		int activeTank = 0;
		for (int i = 0; i < tanks.size(); i++)
			if (tanks.get(i).isActive())
				activeTank = tanks.get(i).getPlayerNr();
		
		// Update status panel
		statusPanel.update(activeTank);
	}
	
	
	/**
	 * Render entities
	 */
	public void paintComponent(Graphics g) {
		// Clear off-screen bitmap
		super.paintComponent(g);
		
		// Cast to Graphics2D for more options
		Graphics2D g2d = (Graphics2D) g;
		
		// If there are entities in the entity vector and they are alive, draw those entities
		if (tanks != null) {
			for (int i = 0; i < tanks.size(); i++) {
				if (tanks.get(i).isAlive())
					tanks.get(i).draw(g2d);
			}
		}
	}
	
	
	
	////////////////////////////
	// - HANDLING KEY INPUT - //
	////////////////////////////
	
	/**
	 * Key input - when key is pressed.
	 */
	public void keyPressed(KeyEvent e) {
		int key = e.getKeyCode();
		
		if (pTank.isActive())
			if (key == KeyEvent.VK_UP || key == KeyEvent.VK_DOWN || key == KeyEvent.VK_LEFT || key == KeyEvent.VK_RIGHT) {
				try {
					output.writeInt(key);
					System.out.println("Client output: " + key);
				} 
				catch (IOException e1) {
					e1.printStackTrace();
				}				
			}
			
	}
	
	/**
	 * Key input - when key is released.
	 */
	public void keyReleased(KeyEvent e) {
		int key = e.getKeyCode();
		
		if (pTank.isActive())
			if (key == KeyEvent.VK_SPACE)
				try {				 
					output.writeInt(key);
					System.out.println("Client output: " + key);
				}
				catch (IOException e1) {
					e1.printStackTrace();
				}
	}
	
	public void keyTyped(KeyEvent e) {
		// do nothing
	}
}

No, you really really don’t, trust me. Making constructors block on threads just puts you in a world of pain. Wait for the Vector to be created (use any synchronization primitive that’s handy – I’m a fan of BlockingQueue), then pass it as a parameter to GameBoard’s constructor.

meaning

[quote]have the client wait for the thread to receive it before constructing the GameBoard.
[/quote]
right?

I’d hoped to keep Client clean of Vector and all the other things that are going to be sent through the socket by giving GameBoard direct access to the input thread.

I’ve never used BlockingQueue before, but I’ll read up on it and see what I can come up with. In the meantime, all hints are appreciated! :wink:

You are checking whether two references refer to the same object, which is not the same as equality of what the objects represent:

String a = "hi";
String b = "HI".toLowerCase();
// a != b, a.equals(b)==true

as ‘a’ and ‘b’ are different objects, both holding the text ‘hi’.

The server doesn’t seem to send the updated version of the tanks vector to the client. After receiving it the first time, the vector on the client side remains the same.

http://pastebin.com/dUBb4WM4 <-- write/readObject

I changed the code from write/readObject to write/readUnshared. Unfortunately, it’s still not working.

http://pastebin.com/UrqMCBNy <-- write/readUnshared

(Output at the bottom)

What am I doing wrong?