writeData on a syncsocket always blocks on iPhone - iphone

I use the asyncsocket sample as a starting point to learn more about wlan communication on iPhone.
On the Mac I start a sample server opening port 0. This works, since I can write data with a test client running on the mac.
On the iPhone I think I managed to connect since "streams connected" returns YES.
Then I would like to send data with a syncsocket: (EDITED VERSION WITH COMPLETE CODE)
import "InterfaceTestAppDelegate.h"
import "InterfaceTestViewController.h"
import "AsyncSocket.h"
import "SyncSocket.h"
#implementation InterfaceTestAppDelegate
#synthesize window;
#synthesize viewController;
(void)onSocket:(AsyncSocket *)sock didConnectToHost:(NSString *)remoteHost port:(UInt16)remotePort
{
NSLog(#"Socket is connected!");
NSLog(#"Remote Address: %#:%hu", remoteHost, remotePort);
NSString *localHost = [sock localHost];
UInt16 localPort = [sock localPort];
NSLog(#"Local Address: %#:%hu", localHost, localPort);
}
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
NSLog(#"application:didFinishLaunchingWithOptions:");
/*
asyncSocket = [[AsyncSocket alloc] initWithDelegate:self];
NSError *err = nil;
if (![asyncSocket connectToHost: #"192.168.0.30" onPort: 1234 error: &err])
{
NSLog(#"Error connecting: %#", err);
}
NSData *data = [#"testxyz" dataUsingEncoding:NSUTF8StringEncoding];
NSLog(#"trace 1");
[asyncSocket writeData:data withTimeout:10 tag:0];
NSLog(#"trace 2");
*/
syncSocket = [[SyncSocket alloc] initWithTimeout: 10];
syncSocket.nsLog = YES;
if (![syncSocket connectToHost: #"192.168.0.30" onPort: 12345])
{
NSLog(#"Error connecting syncSocket:");
}
NSData *data = [#"testxyz" dataUsingEncoding:NSUTF8StringEncoding];
NSLog(#"syncSocket trace 1");
[syncSocket writeData:data];
NSLog(#"syncSocket trace 2");
[window addSubview:viewController.view];
[window makeKeyAndVisible];
return YES;
}
It never continues to send the data, the writeData always blocks.
The IP 192.168.0.30 is my Mac's IP. I just used any port 12345 now as you suggested above.
But I don't really know what I have to do on the Mac to receive??
As you can see I actually use syncsocket, then it blocks.
I also tried asyncSocket, then I get the message in the asyncsocket class: writeStream Can NOT Accept Bytes
Maybe its that I don't setup the Mac correctly,ie what app do I need to run on the Mac to test?
Many thank!

For what it's worth, this is specifically how you typically read in some data using AsyncSocket:
-(void)onSocket:(AsyncSocket *)sock
didReadData:(NSData*)data withTag:(long)tag
{
[data getBytes:&getMe length:sizeof(CommProt)];
// now, you must roll in the next read...
[sock readDataToLength:sizeof(CommProt) withTimeout:-1 tag:0];
// CommProt is your communications protocol, so sizeof(CommProt)
// is how much to read at a chunk.
// you can now simply access the fields of getMe,
// for example getMe.x, getMe.y, getMe.latestValue etc etc.
// hope it helps!
}
Of course, you would have previously rolled in the first "primer" read command:
You do that when you connect to a host, hence:
-(void)onSocket:(AsyncSocket *)sock
didConnectToHost:(NSString *)host port:(UInt16)port
{
if ( yourAppSaysItsOkToConnectAtThisMoment == NO )
{
[sock disconnect]; // (so easy, AsyncSockets is a masterpiece)
return;
}
// .. blah blah
// the critical 'primer' read command
[sock readDataToLength:sizeof(CommProt) withTimeout:-1 tag:0];
// .. blah blah
}
Don't forget you must roll in the next read in two places, (a) when you first connect and (b) of course, after each read!
In the example your communications protocol would look like this ...
typedef struct _CommProt // v.3
{
BOOL pressExplosionButton;
BOOL pressFireworksButton;
float usersSteering;
float usersTemperature;
float usersAltitude;
float usersAngle;
}
CommProt;
Variable like "getMe" in the example would simply look like this:
CommProt getMe;
CommProt sendMe;
If you are struggling to understand this type of communications protocol, also try this long answer:
Tablet(iPad/Android)-Server Communication Protocol
AsyncSocket is incredibly beautiful, it was written by the mysterious Justin Voss who seemed to drop off the internet after giving it to the world - it's one of the best libraries ever written, it's a masterpiece.
Hope it helps.

Related

How do I read data using CocoaAsyncSocket?

I have created a TCP Socket connection in my appDelegate didFinishLaunchingWithOptions method. That was the easy part, and I have successfully connected to my server. I am having great difficulty with reading the data from the server in my View. I have been looking through tutorials on how to appropriately (step by step) read data using CocoaAsyncSocket, but I haven't come across anything useful.
This is my code from my appDelegate:
-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
socket = [[AsyncSocket alloc] initWithDelegate:self];
[self connect];
self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
// Override point for customization after application launch.
self.viewController = [[[tekMatrixViewController alloc] initWithNibName:#"tekMatrixViewController" bundle:nil] autorelease];
self.window.rootViewController = self.viewController;
[self.window makeKeyAndVisible];
return YES;
}
And here is my connect method, at the bottom of the appDelegate file:
- (void)connect
{
[socket connectToHost:#"9.5.3.3" onPort:11005 error:nil];
}
That was the easy part. I now need to read data from the server. I know some kind of NSData or NSMutableData object needs to be created for to take the value of the data I read from the server. I just have been very unsuccessful in finding any tutorial or documentation that points me in the right direction. There are several different read functions, some with different parameters, etc. If anyone could point me to a resource that goes over this in depth*(I am a newbie, after all =P)* I would really appreciate it -- Or if somebody knows of an easy way to accomplish this goal and wouldn't mind providing sample code here :D
This is the library I'm using: CocoaAsyncSocket. I'm using the library AsyncSocket.h and AsyncSocket.m
I've been stuck at this for hours, so any help would be great appreciated.
Thanks!
This should work:
- (void)onSocket:(AsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag
{
NSData *strData = [data subdataWithRange:NSMakeRange(0, [data length])];
NSString *msg = [[NSString alloc] initWithData:strData encoding:NSUTF8StringEncoding];
if(msg)
{
NSLog(#"RX:%#",msg);
}
}
You should also implement some other delegate methods, for example:
- (void)onSocket:(AsyncSocket *)sock willDisconnectWithError:(NSError *)err
{
NSLog(#"error - disconnecting");
//you'd probably want to start reconnecting procedure here...
}
- (void)onSocketDidDisconnect:(AsyncSocket *)sock
{
NSLog(#"disconnected");
}
- (void)onSocket:(AsyncSocket *)sock didConnectToHost:(NSString *)host port:(UInt16)port
{
NSLog(#"connected");
}
EDIT: if memory serves me right there is some documentation and also some examples available with the library.

AsyncSockets - ReadToData - Doesn't work like expected

It's my first specific question here on stackoverflow, cause I couldn't found any helpful solutions for my problem yet.
I need a low level socket connection between my iPhone and OSX Workstation (as TCP Server), to interchange some media data like pictures or audio files. So I think AsyncSockets is a good choise to get this to work. I've often used it for some tiny byte communication.
My Problem is, that I want to use a kind of a header/protocol to tell the server how much data bytes are still in pipe.
A simple communication like "hello world" is working fine, so there are no connection problems.
The mobile device (that wants to send a picture) does the following.
[self setHost:#"172.22.42.207"];
self.socket = [[[AsyncSocket alloc] initWithDelegate:self] autorelease];
NSError *err = nil;
[[self socket] connectToHost:self.host onPort:5009 error:&err];
...
NSData *t = UIImagePNGRepresentation(test);
NSString *header = [NSString stringWithFormat:#"%i", t.length];
NSMutableData *headerData = [[header dataUsingEncoding:NSUTF8StringEncoding] mutableCopy];
[headerData appendBytes:[AsyncSocket CRLFData] length:[[AsyncSocket CRLFData] length]];
[[self socket] writeData:headerData withTimeout:-1 tag:0];
The server is listening that way:
AsyncSocket *s = [[AsyncSocket alloc] initWithDelegate:self];
NSError *err = nil;
[s acceptOnPort:5009 error:&err];
if(err)
NSLog(#"EPIC FAIL...\n%#", err);
....
- (void)onSocket:(AsyncSocket *)sock didAcceptNewSocket:(AsyncSocket *)newSocket
{
NSLog(#"%s", __PRETTY_FUNCTION__);
[newSocket readDataToData:[AsyncSocket CRLFData] withTimeout:-1 tag:0];
}
Now: If I use readData:withTimeout:tag it all works like a charm. But once I change the code to readDataToData:withTimeout:tag, to split the header from the other content, the onSocket:didConnectToHost:port: method is never called. Here are some pretty function logs (I placed them in every delegate method)
Client side:
2012-01-31 13:40:32.962 AVMobile[20643:10703] -[SLViewController onSocket:didConnectToHost:port:]
2012-01-31 13:40:32.964 AVMobile[20643:10703] -[SLViewController onSocket:didWriteDataWithTag:]
Server side:
2012-01-31 13:40:32.961 AVServer[20618:707] -[SLAppDelegate onSocket:didAcceptNewSocket:]
So, next idea... just compare the sending and receiving bytes, so:
Sending: <33333736 35365cba>
Receiving: <33333736 35365cba>
Yeah... now my final question: What am I doing wrong!?
Why isn't it working out for me :)?
Greetings & thanks!
sniperosx
Found a solution:
Just don't use -1 as timeout.
With -1 timeout the AsyncSocket is reading data until the other side is closing the connection, so in this range no delegate method is called.
Cheerz
sniperosx
[Closed]

SSDP on the iPhone

I need to be able to send out a UDP message and also receive one in order to discover SSDP devices on the network from the iPhone.
I know that I need to send the packet to the multicast address and my HTTP request needs to look something like this:
M-SEARCH * HTTP/1.1
Host: 239.255.255.250:1900
Man: ssdp:discover
Mx: 3
ST: "urn:schemas-upnp-org:device:InternetGatewayDevice:1"
From reading the docs it appears that I can do all this with CFNetwork and despite reading (and re-reading the docs) I am struggling to get started. Can anyone recommend and tutorials or code snippets to get me over the initial learning hump?
I've got the CFNetwork programming guide:
http://developer.apple.com/mac/library/documentation/Networking/Conceptual/CFNetwork/CFNetwork.pdf
and Beej's Guide to Network programming Using Internet Sockets:
http://beej.us/guide/bgnet/
Thanks
Dave
P.S.
I am unable to use any of the 3rd party libraries and frameworks in this instance.
I have used AsyncUdpSocket successfully to run SSDP Discovery and find controllers. Here are my code snippets:
Initialize and setup the socket:
// AsyncUdpSocket *ssdpSock = [[AsyncUdpSocket alloc] initWithDelegate:self];
AsyncUdpSocket *ssdpSock = [[AsyncUdpSocket alloc] initIPv4];
[ssdpSock setDelegate:self];
Note the first line commented out. I found on the AsyncUdpSocket forums some issues with duplicates. I don't think I was facing them but I did it anyhow.
I added error checking, and it was useful because during my debugging I wasn't closing sockets and I started getting socket setup failures:
NSError *socketError = nil;
if (![ssdpSock bindToPort:1900 error:&socketError]) {
NSLog(#"Failed binding socket: %#", [socketError localizedDescription]);
return statusController;
}
if(![ssdpSock joinMulticastGroup:#"239.255.255.250" error:&socketError]){
NSLog(#"Failed joining multicast group: %#", [socketError localizedDescription]);
return statusController;
}
if (![ssdpSock enableBroadcast:TRUE error:&socketError]){
NSLog(#"Failed enabling broadcast: %#", [socketError localizedDescription]);
return statusController;
}
[ssdpSock sendData:[self.discoverControllerString dataUsingEncoding:NSUTF8StringEncoding]
toHost:#"239.255.255.250"
port:1900
withTimeout:2
tag:1];
Notice the changes I have made to the time out. And then finally did the receive setup, and closed the socket. Note the socket close. Since I am in my own class when I am running this - the code above did not work for me.
[ssdpSock receiveWithTimeout: 2 tag:1];
[NSTimer scheduledTimerWithTimeInterval: 5 target: self
selector:#selector(completeSearch:) userInfo: self repeats: NO];
[ssdpSock closeAfterSendingAndReceiving];
The most important change probably was returning "NO" if I did not find my controller. The first receive was incidentally the discovery message itself coming back. And when I read through the AsyncUdpSocket.h file carefully - returning "NO" when it is not a packet you are looking for helped.
Also note that I am using ARC in my code but I compiled the AsyncUdpSocket without ARC support.
-(void) completeSearch: (NSTimer *)t
{
NSLog(#"%s",__FUNCTION__);
//[ssdpSock close];
//ssdpSock = nil;
}
- (BOOL)onUdpSocket:(AsyncUdpSocket *)sock
didReceiveData:(NSData *)data
withTag:(long)tag
fromHost:(NSString *)host
port:(UInt16)port
{
NSLog(#"%s %ld %# %d",__FUNCTION__,tag,host,port);
NSString *aStr = [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding];
NSLog(#"%#",aStr);
NSString *compareString = [aStr stringByPaddingToLength:[self.responseString length] withString:#"." startingAtIndex:0];
//NSLog(#"%#", compareString);
//NSLog(#"%#", self.responseString);
if ([compareString isEqualToString:self.responseString])
{
NSLog(#"String Compare, Controller Found!");
[self.controllerList addObject:aStr];
//NSData *controllerIP = [aStr dataUsingEncoding:NSUTF8StringEncoding];
[[NSNotificationCenter defaultCenter] postNotificationName:#"DiscoveredController" object:nil];
return YES;
}
return NO;
}
I have the following code for SSDP search in my app:
-(void)discoverDevices {
ssdpSock = [[AsyncUdpSocket alloc] initWithDelegate:self];
[ssdpSock enableBroadcast:TRUE error:nil];
NSString *str = #"M-SEARCH * HTTP/1.1\r\nHOST: 239.255.255.250:1900\r\nMan: \"ssdp:discover\"\r\nST: mydev\r\n\r\n";
[ssdpSock bindToPort:0 error:nil];
[ssdpSock joinMulticastGroup:#"239.255.255.250" error:nil];
[ssdpSock sendData:[str dataUsingEncoding:NSUTF8StringEncoding]
toHost: #"239.255.255.250" port: 1900 withTimeout:-1 tag:1];
[ssdpSock receiveWithTimeout: -1 tag:1];
[NSTimer scheduledTimerWithTimeInterval: 5 target: self
selector:#selector(completeSearch:) userInfo: self repeats: NO]; }
-(void) completeSearch: (NSTimer *)t {
NSLog(#"%s",__FUNCTION__);
[ssdpSock close];
ssdpSock = nil;}
- (BOOL)onUdpSocket:(AsyncUdpSocket *)sock didReceiveData:(NSData *)data withTag:(long)tag fromHost:(NSString *)host port:(UInt16)port{
NSLog(#"%s %d %# %d",__FUNCTION__,tag,host,port);
NSString *aStr = [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding];
NSLog(#"%#",aStr);}
It uses the AsyncUdpSocket from CocoaAsyncSocket.
OK, finally done it. Found a class in the public domain (thanks Chris) called AsyncUdpSocket that lets you create a UDP socket which you can then turn on broadcasting and join the multicast address.
There is a nice sendData method, complete with adding to a run loop to prevent blocking.
Hope that helps.
Dave

iPhone TCP/IP Socket Server/Client Program

I have read a lot of questions regarding this subject on this website however they didn't quiet answer my question. If you can't be ### about my goal or background skip to the question.
My Goal
Is to build a server that can run on Mac OS X 10.4+ and later, port it to Windows XP/Vista (no idea how to do that yet, but that's a problem for later).
Then let the iPhone be the client that is able to see the computer names that are running the server (through WiFi). The user of the iPhone can then select the computer name to connect to the server on that computer.
After that they can send simple text messages to each other. For example, the iPhone sends 'Knock Knock' and the server responds 'Who is there?'. Or a simple client: 'Ping', server responds 'Pong' will do just fine.
Background
I have worked with sockets in the past, but only in Visual Basic 6 with the WINSOCKET.dll it was very easy to create a TCP/IP server.
server.host = localhost;
server.port = 12203;
server.listen();
With the client I only needed to do the following to connect.
client.connect(localhost, 12203);
There were some callbacks available like connect, close, dataArrival, etc. which I could use to do anything I want.
Perhaps for the iPhone there are libraries written for it, but is it that hard to create this simple application yourself? After doing some research I understand that I have to look in the area of CFNetwork, CFHost, CFSocket, CFStream.
Question
Is there anyone that could guide me to a tutorial or post the code where you have two buttons on the iPhone. [ Start Server ] and [ Connect to Server] where the first will start a TCP/IP server on a certain port and the second connects to it.
After a connection has been made maybe also the code to send a simple 'Ping'-message to the server after the server receives this responds with a 'Pong'-message to the client.
That would really be helpful. But maybe I am asking for to much here.
this tutorial to create a chat sample app works very well and is pretty straightforward (any iphone noob, like me, can make it work, EVEN IN SIMULATOR MODE it connects to external socket server).
i adapted it to talk my socket server and it works like a charm. this is test code, so there's no real concern with loose ends. it only sends one message (your logon id) and receives an answer back, which it shows in the console.
//
// ViewController.m
// zdelSocketTest01a
//
//
#import "ViewController.h"
#implementation ViewController
#synthesize inputNameField;
#synthesize joinView;
- (void)initNetworkCommunication {
uint portNo = 5555;
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)#"227.3.4.56", portNo, &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)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
#pragma mark - View lifecycle
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self initNetworkCommunication];
messages = [[NSMutableArray alloc] init];
}
- (void)viewDidUnload
{
[self setInputNameField:nil];
[self setJoinView:nil];
[self setJoinView:nil];
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
}
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
}
- (void)viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
}
- (void)viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:animated];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
- (IBAction)joinChat:(id)sender {
NSString *response = [NSString stringWithFormat:#"logon,%#", inputNameField.text];
NSData *data = [[NSData alloc] initWithData:[response dataUsingEncoding:NSASCIIStringEncoding]];
[outputStream write:[data bytes] maxLength:[data length]];
}
/*
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent {
NSLog(#"stream event %i", streamEvent);
}
*/
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent {
typedef enum {
NSStreamEventNone = 0,
NSStreamEventOpenCompleted = 1 << 0,
NSStreamEventHasBytesAvailable = 1 << 1,
NSStreamEventHasSpaceAvailable = 1 << 2,
NSStreamEventErrorOccurred = 1 << 3,
NSStreamEventEndEncountered = 1 << 4
};
uint8_t buffer[1024];
int len;
switch (streamEvent) {
case NSStreamEventOpenCompleted:
NSLog(#"Stream opened now");
break;
case NSStreamEventHasBytesAvailable:
NSLog(#"has bytes");
if (theStream == inputStream) {
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);
}
}
}
} else {
NSLog(#"it is NOT theStream == inputStream");
}
break;
case NSStreamEventHasSpaceAvailable:
NSLog(#"Stream has space available now");
break;
case NSStreamEventErrorOccurred:
NSLog(#"Can not connect to the host!");
break;
case NSStreamEventEndEncountered:
[theStream close];
[theStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
break;
default:
NSLog(#"Unknown event %i", streamEvent);
}
}
/*
- (void) messageReceived:(NSString *)message {
[messages addObject:message];
[self.tView reloadData];
}
*/
#end
your ViewController.h file would contain
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController <NSStreamDelegate>
#property (weak, nonatomic) IBOutlet UITextField *inputNameField;
#property (weak, nonatomic) IBOutlet UIView *joinView;
- (IBAction)joinChat:(id)sender;
#end
NSInputStream *inputStream;
NSOutputStream *outputStream;
NSMutableArray * messages;
NOOBS ONLY: you must link your button and text field by pressing CONTROL and dragging the object into the code window. when you do that, the properties above will automatically be created. check this video tutorial if you are stumped
NOOBS ONLY 2: this socket will output in the CONSOLE PANE of XCODE. on the upper right hand corner of your xcode window, click HIDE OR SHOW THE DEBUG AREA (ask for help if necessary).
built and tested (simulator and device) on a macbook with 2GB memory, using xcode 4.2 for snow leopard.
I recommend the the following:
Cocoa Async Socket
There's also a basic example project on the site to get you started. I've had good success working with that framework.
I would expect you would want your server to already be started, and then you would only need a "Connect to Server" button, and then your "Ping". Otherwise, you need a separate process on your server box which responds to the "Start Server" message and starts the server.

Cocoa-Touch framework for speaking to a TCP socket? [closed]

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I have a daemon running on a server that's latched onto a TCP/IP port. I'm looking to see if there's currently any support iPhone/Cocoa-touch frameworks that gives a nice OO wrapper for speaking to the daemon over an IP socket. I need to be able to interactively query the daemon with commands and retrieve back information.
If there isn't any OO wrappers for such a task, what's the next best bet?
http://code.google.com/p/cocoaasyncsocket/
This is what you want.
Here is some sample code from the previously mentioned AsyncSocket code that I modified into a class called SocketCommunicationManager.
A few things to note:
Our messages are being delimited with newline characters (\n) so when reading data from the socket I had to make sure to use the right constant from the AsyncSocket class (LFData in our case). AsyncSocket also provides CRLFData, CRData, and ZeroData as predefined message delimiters.
I set up the SocketCommunicationManager to always wait for an incoming message after I received and acted on a previous one. To accomplish that I used the (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag method. This method will wait until data is written to the socket, read up until the specified delimiter, and then call the delegate method (void)onSocket:(AsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag;
The SocketCommunicationManager uses NSNotificationCenter to publish any messages received from the socket. These messages are named kNotification and the message is put into the userInfo dictionary using the kNotificationMessage key.
Everything read from the socket is wrapped in an NSData object, so you'll have to decode that data after it is received.
Here's the code:
#import <Foundation/Foundation.h>
extern NSString * const kNotification;
extern NSString * const kNotificationMessage;
#class AsyncSocket;
#interface SocketCommunicationManager : NSObject {
AsyncSocket *socket;
BOOL isRunning;
NSNotificationCenter* notificationCenter;
}
#property (readwrite, assign) BOOL isRunning;
- (void)connectToHost:(NSString *)hostName onPort:(int)port;
- (void)sendMessage:(NSString *)message;
- (void)disconnect;
#end
#import "SocketCommunicationManager.h"
#import "AsyncSocket.h"
NSString * const kNotification = #"kNotification";
NSString * const kNotificationMessage = #"kNotificationMessage";
#implementation SocketCommunicationManager
#synthesize isRunning;
- (id) init {
if (!(self = [super init]))
return nil;
socket = [[AsyncSocket alloc] initWithDelegate:self];
[self setIsRunning:NO];
notificationCenter = [NSNotificationCenter defaultCenter];
return self;
}
- (void)connectToHost:(NSString *)hostName onPort:(int)port {
if (![self isRunning]) {
if (port < 0 || port > 65535)
port = 0;
NSError *error = nil;
if (![socket connectToHost:hostName onPort:port error:&error]) {
NSLog(#"Error connecting to server: %#", error);
return;
}
[self setIsRunning:YES];
} else {
[socket disconnect];
[self setIsRunning:false];
}
}
- (void)disconnect {
[socket disconnect];
}
- (void)dealloc {
[super dealloc];
[socket disconnect];
[socket dealloc];
}
- (void)sendMessage:(NSString *)message {
NSString *terminatedMessage = [message stringByAppendingString:#"\r\n"];
NSData *terminatedMessageData = [terminatedMessage dataUsingEncoding:NSASCIIStringEncoding];
[socket writeData:terminatedMessageData withTimeout:-1 tag:0];
}
#pragma mark AsyncSocket Delegate
- (void)onSocket:(AsyncSocket *)sock didConnectToHost:(NSString *)host port:(UInt16)port {
NSLog(#"Connected to server %#:%hu", host, port);
[sock readDataToData:[AsyncSocket LFData] withTimeout:-1 tag:0];
}
- (void)onSocket:(AsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag {
NSData *truncatedData = [data subdataWithRange:NSMakeRange(0, [data length] - 1)];
NSString *message = [[[NSString alloc] initWithData:truncatedData encoding:NSASCIIStringEncoding] autorelease];
if (message)
NSLog(#"%#", message);
else
NSLog(#"Error converting received data into UTF-8 String");
NSDictionary *userInfo = [NSDictionary dictionaryWithObject:message forKey:kNotificationMessage];
[notificationCenter postNotificationName:kNotification object:self userInfo:userInfo];
[sock readDataToData:[AsyncSocket LFData] withTimeout:-1 tag:0];
}
- (void)onSocket:(AsyncSocket *)sock didWriteDataWithTag:(long)tag {
[sock readDataToData:[AsyncSocket LFData] withTimeout:-1 tag:0];
}
- (void)onSocket:(AsyncSocket *)sock willDisconnectWithError:(NSError *)err {
NSLog(#"Client Disconnected: %#:%hu", [sock connectedHost], [sock connectedPort]);
}
#end
Roughly speaking, going up the stack you have:
BSD sockets
CFSocket
CFReadStream/CFWriteStream/NSInputStream/NSOutputStream
CFHTTPStream
NSURLConnection
Sounds like you want CFSocket, or possibly CFStream.
Did you check out the BSD Sockets in Cocoa-Touch's networking guide?
As Genericrich points out, the Cocoa Async Socket framework is the way to go. This has been around for a while and seen a good deal of use. http://code.google.com/p/cocoaasyncsocket/
As pointed out by Genericrich, the AsyncSocket class is just wonderful for dealing with sockets.
http://code.google.com/p/cocoaasyncsocket/