我有类:Client,Server和Background正在使用Player类。
我真的不明白为什么我的ObjectInputStream
/ ObjectOutputStream
的客户端课程无效。
我做得不好?哪里是我的错?
package Shooter2Dv27082013;
public class Player implements Serializable{
....
public int x=10;
public int y=10;
.... }
package Shooter2Dv27082013;
public class Background extends JPanel implements ActionListener, Serializable {
public int countCollisions=0;
private int time = 20; // 0.02s
Timer mainTimer = new Timer(time, this);
....
Player p = new Player(); ... }
现在客户端类:
package Shooter2Dv27082013;
import javax.swing.*;
import java.net.*;
import java.io.*;
public class Client {
public static void main(String[] ar) {
JFrame frame = new JFrame("D2 Shooter");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(1000, 520);
Background bg = new Background();
frame.add(bg);
frame.setResizable(false);
frame.setVisible(true);
int serverPort = 6666;
String address = "127.0.0.1"; /
Player p = new Player();
try {
InetAddress ipAddress = InetAddress.getByName(address);
System.out.println("Any of you heard of a socket with IP address " + address + " and port " + serverPort + "?");
Socket socket = new Socket(ipAddress, serverPort);
System.out.println("Yes! I just got hold of the program.");
InputStream sin = socket.getInputStream();
OutputStream sout = socket.getOutputStream();
ObjectInputStream ois = new ObjectInputStream(sin);
ObjectOutputStream oos = new ObjectOutputStream(sout);
System.out.println("Streams are created. Let's try send these objects");
System.out.println();
System.out.println("P.x : "+bg.p.x);
while (true) {
oos.writeObject(bg.p);
oos.flush();
oos.close();
System.out.println("Player X: " + bg.p.x + " Player Y: " + bg.p.y);
p = (Player) ois.readObject();
ois.close();
System.out.println("New X: " + p.x + "New Y: "+p.y);
System.out.println("Looks like the server is pleased with us. Go ahead and enter more lines.");
System.out.println();
}
} catch (Exception x) {
x.printStackTrace();
}
}
}
它不会将Object发送到Server类,但它也没有说明错误。
服务器类:
package Shooter2Dv27082013;
import java.net.*;
import java.io.*;
public class Server {
public static void main(String[] ar) {
int port = 6666;
try {
ServerSocket ss = new ServerSocket(port);
System.out.println("Waiting for a client...");
Socket socket = ss.accept();
System.out.println("Got a client :) ... Finally, someone saw me through all the cover!");
System.out.println();
InputStream sin = socket.getInputStream();
OutputStream sout = socket.getOutputStream();
ObjectInputStream ois = new ObjectInputStream(sin);
ObjectOutputStream oos = new ObjectOutputStream(sout);
Player p = new Player();
while(true) {
p = (Player) ois.readObject();
System.out.println("The client just sent me this x: "+p.x+" y: "+p.y);
p.x=555; p.y=600;
System.out.println("I change it and now I'm sending it back...");
oos.writeObject(p);
oos.flush();
oos.close();
System.out.println("Waiting for the next line...");
System.out.println();
}
} catch(Exception x) { x.printStackTrace(); }
}
}
答案 0 :(得分:5)
您需要在两端的ObjectInputStream之前构造ObjectOutputStream。目前你有一个僵局。
还需要在循环外移动关闭。
答案 1 :(得分:2)
您正在循环关闭流。关闭后,您无法使用流或任何资源。
答案 2 :(得分:0)
好的,这就是对象流的工作方式以及适用于所有地方的解决方案。
对象流数据前面有一个4字节的魔法'序列AC ED 00 05. ObjectInputStream
将在施工时而不是在第一次读取之前查看此数据。这是合乎逻辑的:人们希望确保它在应用程序中走得太远之前是一个合适的流。该序列在构造时由ObjectOutputStream
缓冲,以便在第一次写入时将其推送到流上。此方法通常会导致缓冲情况的复杂性或通过管道或插槽传输。幸运的是,对所有这些问题都有一个简单有效的解决方案:
施工后立即冲洗ObjectOutputStream
!
ObjectOutputStream myStream = new ObjectOutputStream ( anotherStream );
myStream.flush();
在客户端和服务器应用程序的情况下。