Server: "Knock knock!"
Client: "Who's there?"
Server: "Dexter."
Client: "Dexter who?"
Server: "Dexter halls with boughs of holly."
Client: "Groan."
The example consists of two independently running Java programs: the
client program and the server program. The client program is
implemented by a single class, KnockKnockClient
,
and is very similar to the
EchoClient
example from the previous section.
The server
program is implemented by two classes: KnockKnockServer
and
KnockKnockProtocol
, KnockKnockServer
contains the main
method for the
server program and performs the work of listening to the port,
establishing connections, and reading from and writing to the socket.
KnockKnockProtocol
serves up the jokes. It keeps track of the current
joke, the current state (sent knock knock, sent clue, and so on), and
returns the various text pieces of the joke depending on the current
state. This object implements the protocol-the language that the client
and server have agreed to use to communicate.
The following section looks in detail at each class in both the client and the server and then shows you how to run them.
KnockKnockServer
class.
The server program begins by creating a new ServerSocket
object to
listen on a specific port (see the statement in bold in the following
code segment). When writing a server, choose a port that is not already
dedicated to some other service. KnockKnockServer
listens on port 4444
because 4 happens to be my favorite number and port 4444 is not being
used for anything else in my environment:
try { serverSocket = new ServerSocket(4444); } catch (IOException e) { System.out.println("Could not listen on port: 4444"); System.exit(-1); }
ServerSocket
is a java.net
class that
provides a system-independent implementation of the server side of a
client/server socket connection. The constructor for ServerSocket
throws an exception if it can't listen on the specified port (for
example, the port is already being used). In this case, the
KnockKnockServer
has no choice but to exit.
If the server successfully binds to its port, then the ServerSocket
object is successfully created and the server continues to the next
step--accepting a connection from a client (shown in bold):
Socket clientSocket = null; try { clientSocket = serverSocket.accept(); } catch (IOException e) { System.out.println("Accept failed: 4444"); System.exit(-1); }
accept
method waits until a client starts up and
requests a connection on the host and port of this server (in this
example, the server is running on the hypothetical machine taranis on
port 4444). When a connection is requested and successfully
established, the accept method returns a new Socket
object
which is bound to the same local port and has its remote address and
remote port set to that of the client.
The server can communicate with the
client over this new Socket
and continue to listen for
client connection requests on the original ServerSocket
This particular version of the
program doesn't listen for more client connection requests. However, a
modified version of the program is provided in
Supporting Multiple Clients.
After the server successfully establishes a connection with a client, it communicates with the client using this code:
PrintWriter out = new PrintWriter( clientSocket.getOutputStream(), true); BufferedReader in = new BufferedReader( new InputStreamReader( clientSocket.getInputStream())); String inputLine, outputLine; // initiate conversation with client KnockKnockProtocol kkp = new KnockKnockProtocol(); outputLine = kkp.processInput(null); out.println(outputLine); while ((inputLine = in.readLine()) != null) { outputLine = kkp.processInput(inputLine); out.println(outputLine); if (outputLine.equals("Bye.")) break; }
while
loop).
KnockKnockProtocol
object-the object that keeps track of the current joke, the current
state within the joke, and so on.
After the KnockKnockProtocol
is created, the code calls
KnockKnockProtocol
's processInput
method to
get the first message that the server sends to the client. For this
example, the first thing that the server says is "Knock! Knock!" Next,
the server writes the information to the PrintWriter
connected to the client socket, thereby sending the message to the
client.
Step 3 is encoded in the while
loop. As long as the client and server
still have something to say to each other, the server reads from and
writes to the socket, sending messages back and forth between the
client and the server.
The server initiated the conversation with a "Knock! Knock!" so
afterwards the server must wait for the client to say "Who's there?" As
a result, the while loop iterates on a read from the input stream. The
readLine method waits until the client responds by writing something to
its output stream (the server's input stream). When the client
responds, the server passes the client's response to the
KnockKnockProtocol
object and asks the KnockKnockProtocol
object for a
suitable reply. The server immediately sends the reply to the client
via the output stream connected to the socket, using a call to println.
If the server's response generated from the KnockKnockServer
object is
"Bye." this indicates that the client doesn't want any more jokes and
the loop quits.
The KnockKnockServer
class is a well-behaved server, so
the last several lines of this section of KnockKnockServer
clean up by closing all of the input and output streams, the client
socket, and the server socket:
out.close(); in.close(); clientSocket.close(); serverSocket.close();
KnockKnockProtocol
class implements the protocol that the client and server use to
communicate. This class keeps track of where the client and the server
are in their conversation and serves up the server's response to the
client's statements. The KnockKnockServer
object contains the text of
all the jokes and makes sure that the client gives the proper response
to the server's statements. It wouldn't do to have the client say
"Dexter who?" when the server says "Knock! Knock!"
All client/server pairs must have some protocol by which they speak to each other; otherwise, the data that passes back and forth would be meaningless. The protocol that your own clients and servers use depends entirely on the communication required by them to accomplish the task.
KnockKnockClient
class implements the client program
that speaks to the KnockKnockServer
.
KnockKnockClient
is based on the
EchoClient
program in the previous section,
Reading from and Writing to a Socket
and should be somewhat familiar to you.
But we'll go over the program anyway
and look at what's happening in the client
in the context of what's going on in the server.
When you start the client program, the server should already be running and listening to the port, waiting for a client to request a connection. So, the first thing the client program does is to open a socket that is connected to the server running on the hostname and port specified:
kkSocket = new Socket("taranis", 4444); out = new PrintWriter(kkSocket.getOutputStream(), true); in = new BufferedReader(new InputStreamReader( kkSocket.getInputStream()));
KnockKnockClient
uses the host name taranis
,
the name of a hypothetical machine on our network.
When you type in and run this program,
change the host name to the name of a machine on your network.
This is the machine on which you will run the KnockKnockServer
.
The KnockKnockClient
program also specifies the port
number 4444 when creating its socket. This is a remote port
number--the number of a port on the server machine--and is the
port to which KnockKnockServer
is listening. The client's
socket is bound to any available local port--a port on the
client machine. Remember that the server gets a new socket as well.
That socket is bound to local port number 4444 on its
machine. The server's socket and the client's socket are connected.
Next comes the while loop that implements the communication between the client and the server. The server speaks first, so the client must listen first. The client does this by reading from the input stream attached to the socket. If the server does speak, it says "Bye." and the client exits the loop. Otherwise, the client displays the text to the standard output and then reads the response from the user, who types into the standard input. After the user types a carriage return, the client sends the text to the server through the output stream attached to the socket.
while ((fromServer = in.readLine()) != null) { System.out.println("Server: " + fromServer); if (fromServer.equals("Bye.")) break; fromUser = stdIn.readLine(); if (fromUser != null) { System.out.println("Client: " + fromUser); out.println(fromUser); } }
In the interest of good housekeeping, the client closes its input and output streams and the socket:
out.close(); in.close(); stdIn.close(); kkSocket.close();
Next, run the client program. Note that you can run the client on any machine on your network; it does not have to run on the same machine as the server.
If you are too quick, you might start the client before the server has a chance to initialize itself and begin listening on the port. If this happens, you will see a stack trace from the client. If this happens, just restart the client.
If you forget to change the host name in the source code for the
KnockKnockClient
program, you will see the following error message:
Don't know about host: taranis
KnockKnockClient
program and provide a valid
host name for your network. Recompile the client program and try
again.
If you try to start a second client while the first client is connected to the server, the second client just hangs. The next section, Supporting Multiple Clients, talks about supporting multiple clients.
When you successfully get a connection between the client and server, you will see the following text displayed on your screen:
Server: Knock! Knock!
Who's there?
Server: Knock! Knock! Who's there? Client: Who's there? Server: Turnip
Turnip who?"
Server: Knock! Knock! Who's there? Client: Who's there? Server: Turnip Turnip who? Client: Turnip who? Server: Turnip the heat, it's cold in here! Want another? (y/n)
If at any point you make a typing mistake, the KnockKnockServer
object catches it and the server responds with a message similar to this:
Server: You're supposed to say "Who's there?"!
Server: Try again. Knock! Knock!
KnockKnockProtocol
object is particular
about spelling and punctuation but not about capitalization.
KnockKnockServer
example simple,
we designed it to listen for and handle a single connection request.
However, multiple client requests can come into the same port and,
consequently, into the same ServerSocket
.
Client connection requests are queued at the port, so the
server must accept the connections sequentially. However, the server
can service them simultaneously through the use of threads - one thread
per each client connection.
The basic flow of logic in such a server is this:
while (true) { accept a connection ; create a thread to deal with the client ; end while
KnockKnockServer
so that it can service multiple clients at
the same time. Two classes compose our solution:
KKMultiServer
and
KKMultiServerThread
.
KKMultiServer
loops forever,
listening for client connection requests on a ServerSocket
.
When a request comes in, KKMultiServer
accepts the connection,
creates a new KKMultiServerThread
object to process it,
hands it the socket returned from accept, and starts the thread.
Then the server goes back to
listening for connection requests. The KKMultiServerThread
object
communicates to the client by reading from and writing to the socket.
Run the new Knock Knock server and then run several clients in
succession.