I'm trying to dig deeper by using this example of an iPhone Chart Server and all is working as expected.
What I wanted to learn next is how to recover when the connection to the server is lost (for whatever reason).
First issue is that the app tries to open the input & output streams concurrently thus if I implement an alert, I get it two times.
The second is that if I'm another view controller and the connection is lost I can't seem to be able to recover it... I call the sendSocketMessage and if there is the error flat to try to use the initNetworkCommunication but I get a fatal error.
@interface ViewController ()
@end
@implementation ViewController
bool connectionError = false;
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
//[self initNetworkCommunication];
messages = [[NSMutableArray alloc] init];
}
- (void)initNetworkCommunication {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)@"192.168.1.1", 6035, &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];
}
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent {
switch (streamEvent) {
case NSStreamEventOpenCompleted:
NSLog(@"Stream opened");
break;
case NSStreamEventHasBytesAvailable:
connectionError = false;
if (theStream == inputStream) {
uint8_t buffer[204800];
int len;
while ([inputStream hasBytesAvailable]) {
len = [inputStream read:buffer maxLength:sizeof(buffer)];
if (len > 0) {
NSString *output = [[NSString alloc] initWithBytes:buffer length:len encoding:NSUTF8StringEncoding];
if (nil != output) {
//NSLog(@"server said: %@", output);
//NSLog(@"message received!");
[self messageReceived:output];
}
}
}
}
break;
case NSStreamEventErrorOccurred:
NSLog(@"Can not connect to the host!");
connectionError = true;
[self connectionLost];
break;
case NSStreamEventEndEncountered:
break;
default:
NSLog(@"Unknown event");
}
}
- (void) connectionLost {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Alert"
message:@"Connection to the server lost!"
delegate:nil
cancelButtonTitle:@"OK"
otherButtonTitles:nil];
[alert show];
}
- (void) messageReceived:(NSString *)message {
[messages addObject:message];
//NSLog(@"server said: %@", message);
//NSLog(@"message received!");
syncDevices *syncDev = [syncDevices new];
NSData *data = [message dataUsingEncoding:NSUTF8StringEncoding];
NSArray *devArr;
devArr = [syncDev parseDeviceXMLData:data];
// extra parsing blah blah...
}
- (IBAction)joinChat:(id)sender {
[self initNetworkCommunication];
[self sendSocketMessage: @"iam:" message: _inputNameField.text];
}
- (void) sendSocketMessage:(NSString*) sendCommand message:(NSString*) sendMessage
{
// do something...
if (connectionError == true) {
[self initNetworkCommunication];
}
NSString *response = [NSString stringWithFormat: @"%@%@", sendCommand, sendMessage];
NSData *data = [[NSData alloc] initWithData:[response dataUsingEncoding:NSASCIIStringEncoding]];
[outputStream write:[data bytes] maxLength:[data length]];
NSLog(@"clint sent: %@", response);
}
@end
The error I get is from here:
int main(int argc, char * argv[]) {
@autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
Thread 1: EXC_BAD_ACCESS(code=EXC_I386_GPFLT)
Any advice?
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