What is the reason that AFMultipartBodyStream does not support scheduleInRunLoop mechanism? - objective-c

Though AFMultipartBodyStream of AFNetworking lib is a subclass of NSStream conforming to NSStreamDelegate protocol, it could not be processed as with standard way of a regular NSStream. Namely, AFMultipartBodyStream could not be handled with stream event. I looked into the code of AFMultipartBodyStream, and found that it intentionally disabled the scheduleInRunLoop method of NSInputStream abstract class:
- (void)scheduleInRunLoop:(__unused NSRunLoop *)aRunLoop
forMode:(__unused NSString *)mode
{}
- (void)removeFromRunLoop:(__unused NSRunLoop *)aRunLoop
forMode:(__unused NSString *)mode
{}
Any specific reason? Is it a way to make it support the standard stream event mechanism so that the stream data handling can be done asynchronously with stream:handleEvent: event handler?

After studying the implementation of AFMultipartBodyStream, I noticed that the way of current implementation could not support the asynchronous way of regular stream IO handling. I then enhanced AFMultipartBodyStream to provide a stream which was connected with the internal multipart data structure, and thus the holder of this AFMultipartBodyStream can handle the multipartbody data as the regular stream which can be scheduled in the runloop. below code snippet shows the main idea:
-(NSInputStream *)inputStream {
// If _inputStream has not been connected with HTTPBodyParts data, establish the connection
if (!_inputStream) {
NSParameterAssert([self.HTTPBodyParts count] != 0);
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFIndex bufferSize = self.contentLength;
CFStreamCreateBoundPair(NULL, &readStream, &writeStream, bufferSize);
_inputStream = (__bridge_transfer NSInputStream *)readStream;
_outputStream = (__bridge_transfer NSOutputStream *)writeStream;
[_outputStream setDelegate:self];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
NSLog(#"\n====in async block of inputStream....====\n");
[self->_outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[self open];
[self->_outputStream open];
NSInteger totalBytesSent = self.contentLength;
while (totalBytesSent > 0 && [self->_outputStream hasSpaceAvailable]) {
uint8_t buffer[1024];
NSInteger bytesRead = [self read:buffer maxLength:1024];
totalBytesSent -= bytesRead;
NSLog(#"\n====buffer read (%ld): [%s]====\n", (long)bytesRead, buffer);
if (self.streamError || bytesRead < 0) {
break;
}
NSInteger bytesWritten = [self->_outputStream write:buffer maxLength:(NSUInteger)bytesRead];
if (self->_outputStream.streamError || bytesWritten < 0) {
NSLog(#"\n====Socket write failed[%#]====\n", self->_outputStream.streamError);
break;
}
if (bytesRead == 0 && bytesWritten == 0) {
break;
}
}
[self->_outputStream close];
[self->_outputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
});
}
return _inputStream;
}
// Added
- (void)scheduleInRunLoop:(__unused NSRunLoop *)aRunLoop
forMode:(__unused NSString *)mode
{
// Setup the input stream for body stream data consuming
NSInputStream *inputStream = [self inputStream];
NSParameterAssert(inputStream == self.inputStream);
[inputStream setDelegate:self.delegate_];
[inputStream scheduleInRunLoop:aRunLoop forMode:mode];
[inputStream open];
}
// Added
- (void)removeFromRunLoop:(__unused NSRunLoop *)aRunLoop
forMode:(__unused NSString *)mode
{
if (_inputStream) {
[_inputStream setDelegate:[self delegate]];
[_inputStream removeFromRunLoop:aRunLoop forMode:mode];
[_inputStream close];
}
}

Related

Socket Programming in Objective-C

currently I am wanting to program a chat server. I am having trouble really understanding the documentations though.
Currently, this is my code, basically extracted from the developer library:
#import "ServerSide.h"
#implementation ServerSide
#synthesize socket;
#synthesize socketAddress;
#synthesize handleConnect;
#synthesize portNumber;
- (id)init{
self = [super init];
if (self) {
self.socket = CFSocketCreate(kCFAllocatorDefault, PF_INET, SOCK_STREAM, IPPROTO_TCP, kCFSocketAcceptCallBack, handleConnect, NULL);
}
return self;
}
- (void) bind {
memset(&socketAddress, 0, sizeof(socketAddress));
socketAddress.sin_len = sizeof(socketAddress);
socketAddress.sin_family = AF_INET; /* Address family */
socketAddress.sin_port = htons(self.portNumber); /* Or a specific port */
socketAddress.sin_addr.s_addr= INADDR_ANY;
CFDataRef sincfd = CFDataCreate(kCFAllocatorDefault, (UInt8 *)&socketAddress, sizeof(socketAddress));
CFSocketSetAddress(socket, sincfd);
CFRelease(sincfd);
}
- (void) listen {
CFRunLoopSourceRef socketsource = CFSocketCreateRunLoopSource(kCFAllocatorDefault, socket, 0);
CFRunLoopAddSource(CFRunLoopGetCurrent(), socketsource, kCFRunLoopDefaultMode);
CFSocketGetNative(socket);
}
Now, 'handleconnect' is a CFSocketCallBack ivar with no initialization.
Now I have seen others use different implementations to creating a socket server but this was the one from the docs and I would like to build on top of that.
I am currently attempting to connect to the server but it looks like this doesn't even open a socket. I can't seem to connect to it through terminal using telnet localhost 'port#' either.
Heres the client implementation:
#import "Client.h"
#implementation Client
#synthesize host;
#synthesize port;
#synthesize readStream;
#synthesize writeStream;
#synthesize inputStream;
#synthesize outputStream;
- (void)setup {
NSLog(#"Setting up connection to %# : %i", [[NSURL URLWithString:host] absoluteString], port);
CFStreamCreatePairWithSocketToHost(kCFAllocatorDefault, (__bridge CFStringRef)[[NSURL URLWithString:host] host], port, &readStream, &writeStream);
if(!CFWriteStreamOpen(writeStream)) {
NSLog(#"Error, writeStream not open");
return;
}
}
- (void)open {
NSLog(#"Opening streams.");
inputStream = (__bridge_transfer NSInputStream *)readStream;
outputStream = (__bridge_transfer 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)close {
NSLog(#"Closing streams.");
[inputStream close];
[outputStream close];
[inputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream setDelegate:nil];
[outputStream setDelegate:nil];
inputStream = nil;
outputStream = nil;
}
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)event {
NSLog(#"Stream triggered.");
switch(event) {
case NSStreamEventHasSpaceAvailable: {
if(stream == outputStream) {
NSLog(#"outputStream is ready.");
}
break;
}
case NSStreamEventHasBytesAvailable: {
if(stream == inputStream) {
NSLog(#"inputStream is ready.");
uint8_t buf[1024];
unsigned int len = 0;
len = (int)[inputStream read:buf maxLength:1024];
if(len > 0) {
NSMutableData* data=[[NSMutableData alloc] initWithLength:0];
[data appendBytes:(const void *)buf length:len];
[self readIn:[[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding]];
data = nil;
}
}
break;
}
default: {
NSLog(#"Stream is sending an Event: %lu", event);
break;
}
}
}
- (void)readIn:(NSString *)s {
NSLog(#"Reading in the following:");
NSLog(#"%#", s);
}
- (void)writeOut:(NSString *)s {
uint8_t *buf = (uint8_t *)[s UTF8String];
[outputStream write:buf maxLength:strlen((char *)buf)];
NSLog(#"Writing out the following:");
NSLog(#"%#", s);
}
#end
I run the server on a specified port, then tell the client to connect to the specified host and port number.
But now how do I pass data in the socket I have opened...
I don't expect some large explanation, but if someone could give me a better understanding of what needs to be done to further this implementation, I'd greatly appreciate it.

NSOutputStream crashing with Bad Access after write (Objective-c)

I have been trying to get a basic TCP client up and running for my iOS application but have run into a block which i cannot seem to work my head around.
So far i can connect, send a message which is received on the server side but then my app crashes.
Client.h
#import <Foundation/Foundation.h>
#interface Client : NSObject <NSStreamDelegate>
{
NSInputStream *inputStream;
NSOutputStream *outputStream;
}
-(void)initNetworkCommunication;
-(void)send:(NSString*)message;
#end
Client.m
#import "Client.h"
#implementation Client
- (void)initNetworkCommunication {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)#"10.0.1.51", 7769, &readStream, &writeStream);
inputStream = ( NSInputStream *)CFBridgingRelease(readStream);
outputStream = ( NSOutputStream *)CFBridgingRelease(writeStream);
[inputStream setDelegate:self];
[outputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
[outputStream open];
}
- (void)send:(NSString*)message
{
NSData *data = [[NSData alloc] initWithData:[message dataUsingEncoding:NSUTF8StringEncoding]];
[outputStream write:[data bytes] maxLength:[data length]];
}
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent {
NSLog(#"stream event %i", streamEvent);
switch (streamEvent) {
case NSStreamEventOpenCompleted:
NSLog(#"Stream opened");
break;
case NSStreamEventHasBytesAvailable:
if (theStream == inputStream) {
uint8_t buffer[1024];
int len;
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);
}
}
}
}
break;
case NSStreamEventErrorOccurred:
NSLog(#"Can not connect to the host!");
break;
case NSStreamEventEndEncountered:
NSLog(#"End Encountered!");
[theStream close];
[theStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
theStream = nil;
break;
default:
NSLog(#"Unknown event");
}
}
#end
The output in the console is
2013-10-03 17:01:38.542 MMORPG[6076:70b] stream event 1
2013-10-03 17:01:38.543 MMORPG[6076:70b] Stream opened
2013-10-03 17:01:43.495 MMORPG[6076:70b] stream event 4
2013-10-03 17:01:43.495 MMORPG[6076:70b] Unknown event
It seems like, my message is sent, i receive stream event #4 and then i get a bad access crash. The problem is i have no idea what its having trouble accessing?
Any help would be greatly appreciated!
The problem is that NSStream keeps an assign/unsafe_unretained reference to its delegate. If the delegate is released before the stream is closed and released, the stream will try to call methods on its now deallocated delegate, causing a crash. The solution is to either make sure some other object has a strong reference to the client, preventing its early deallocation, or else make sure you close and release the stream before its delegate is deallocated.

Close connection when NSOutputStream has finished

How can a connection be closed when the NSOutputStream has finished sending data?
After searching around i have found that the event NSStreamEventEndEncountered is only called if the server drops the connection. not if the OutputStream has finished the data to send.
StreamStatus is Always returning 0 (connection closed) or 2 (connection open) but never 4 (writing data).
since both methods mentioned above are not telling me enough about the write process i am not able to find a way do determine if the Stream is still writing or if it has finished and i can close the connection now.
After 5 days of googleling and trying i am totally out of ideas... Any help appreciated. Thanks
EDIT ADDED CODE AS REQUESTED:
- (void)startSend:(NSString *)filePath
{
BOOL success;
NSURL * url;
assert(filePath != nil);
assert([[NSFileManager defaultManager] fileExistsAtPath:filePath]);
assert( [filePath.pathExtension isEqual:#"png"] || [filePath.pathExtension isEqual:#"jpg"] );
assert(self.networkStream == nil); // don't tap send twice in a row!
assert(self.fileStream == nil); // ditto
// First get and check the URL.
...
....
.....
// If the URL is bogus, let the user know. Otherwise kick off the connection.
...
....
.....
if ( ! success) {
self.statusLabel.text = #"Invalid URL";
} else {
// Open a stream for the file we're going to send. We do not open this stream;
// NSURLConnection will do it for us.
self.fileStream = [NSInputStream inputStreamWithFileAtPath:filePath];
assert(self.fileStream != nil);
[self.fileStream open];
// Open a CFFTPStream for the URL.
self.networkStream = CFBridgingRelease(
CFWriteStreamCreateWithFTPURL(NULL, (__bridge CFURLRef) url)
);
assert(self.networkStream != nil);
if ([self.usernameText.text length] != 0) {
success = [self.networkStream setProperty:self.usernameText.text forKey:(id)kCFStreamPropertyFTPUserName];
assert(success);
success = [self.networkStream setProperty:self.passwordText.text forKey:(id)kCFStreamPropertyFTPPassword];
assert(success);
}
self.networkStream.delegate = self;
[self.networkStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
///////******** LINE ADDED BY ME TO DISONNECT FROM FTP AFTER CLOSING CONNECTION *********////////////
[self.networkStream setProperty:(id)kCFBooleanFalse forKey:(id)kCFStreamPropertyFTPAttemptPersistentConnection];
///////******** END LINE ADDED BY ME *********////////////
[self.networkStream open];
// Tell the UI we're sending.
[self sendDidStart];
}
}
- (void)stopSendWithStatus:(NSString *)statusString
{
if (self.networkStream != nil) {
[self.networkStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
self.networkStream.delegate = nil;
[self.networkStream close];
self.networkStream = nil;
}
if (self.fileStream != nil) {
[self.fileStream close];
self.fileStream = nil;
}
[self sendDidStopWithStatus:statusString];
}
- (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode
// An NSStream delegate callback that's called when events happen on our
// network stream.
{
#pragma unused(aStream)
assert(aStream == self.networkStream);
switch (eventCode) {
case NSStreamEventOpenCompleted: {
[self updateStatus:#"Opened connection"];
} break;
case NSStreamEventHasBytesAvailable: {
assert(NO); // should never happen for the output stream
} break;
case NSStreamEventHasSpaceAvailable: {
[self updateStatus:#"Sending"];
// If we don't have any data buffered, go read the next chunk of data.
if (self.bufferOffset == self.bufferLimit) {
NSInteger bytesRead;
bytesRead = [self.fileStream read:self.buffer maxLength:kSendBufferSize];
if (bytesRead == -1) {
[self stopSendWithStatus:#"File read error"];
} else if (bytesRead == 0) {
[self stopSendWithStatus:nil];
} else {
self.bufferOffset = 0;
self.bufferLimit = bytesRead;
}
}
// If we're not out of data completely, send the next chunk.
if (self.bufferOffset != self.bufferLimit) {
NSInteger bytesWritten;
bytesWritten = [self.networkStream write:&self.buffer[self.bufferOffset] maxLength:self.bufferLimit - self.bufferOffset];
assert(bytesWritten != 0);
if (bytesWritten == -1) {
[self stopSendWithStatus:#"Network write error"];
} else {
self.bufferOffset += bytesWritten;
}
}
} break;
case NSStreamEventErrorOccurred: {
[self stopSendWithStatus:#"Stream open error"];
} break;
case NSStreamEventEndEncountered: {
// FOR WHATEVER REASON THIS IS NEVER CALLED!!!!
} break;
default: {
assert(NO);
} break;
}
}
There can be two interpretations to your question. If what you are asking is "I have a NSOutputStream and I'm finished writing to it how do I signal this?" then the answer is as simple as call the close method on it.
Alternately, If what you are really saying is "I have a NSInputStream and I want to know when I've reached the end-of-stream" then you can look at hasBytesAvailable or streamStatus == NSStreamStatusAtEnd.
For your information, to actually get the status NSStreamStatusWriting you would need to be calling the streamStatus method from another thread while this thread is calling write:maxLength:.
--- Edit: Code Suggestion
The reason you would never get notified is that an output stream is never finished (unless it's a fixed size stream, which an FTP stream is not). It's the input stream that gets "finished" at which point you can close your output stream. That's the answer to your original question.
As a further suggestion, I would skip run loop scheduling and the "event processing" except for handling errors on the output stream. Then I would put the read/write code into a NSOperation subclass and send it off into a NSOperationQueue. By keeping a reference to the NSOperations in that queue you would be able to cancel them easily and even show a progress bar by adding a percentComplete property. I've tested the code below and it works. Replace my memory output stream with your FTP output stream. You will notice that I have skipped the validations, which you should keep of course. They should probably be done outside the NSOperation to make it easier to query the user.
#interface NSSendFileOperation : NSOperation<NSStreamDelegate> {
NSInputStream *_inputStream;
NSOutputStream *_outputStream;
uint8_t *_buffer;
}
#property (copy) NSString* sourceFilePath;
#property (copy) NSString* targetFilePath;
#property (copy) NSString* username;
#property (copy) NSString* password;
#end
#implementation NSSendFileOperation
- (void) main
{
static int kBufferSize = 4096;
_inputStream = [NSInputStream inputStreamWithFileAtPath:self.sourceFilePath];
_outputStream = [NSOutputStream outputStreamToMemory];
_outputStream.delegate = self;
[_inputStream open];
[_outputStream open];
_buffer = calloc(1, kBufferSize);
while (_inputStream.hasBytesAvailable) {
NSInteger bytesRead = [_inputStream read:_buffer maxLength:kBufferSize];
if (bytesRead > 0) {
[_outputStream write:_buffer maxLength:bytesRead];
NSLog(#"Wrote %ld bytes to output stream",bytesRead);
}
}
NSData *outputData = [_outputStream propertyForKey:NSStreamDataWrittenToMemoryStreamKey];
NSLog(#"Wrote a total of %lu bytes to output stream.", outputData.length);
free(_buffer);
_buffer = NULL;
[_outputStream close];
[_inputStream close];
}
- (void) stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode
{
// Handle output stream errors such as disconnections here
}
#end
int main (int argc, const char * argv[])
{
#autoreleasepool {
NSOperationQueue *sendQueue = [[NSOperationQueue alloc] init];
NSSendFileOperation *sendOp = [[NSSendFileOperation alloc] init];
sendOp.username = #"test";
sendOp.password = #"test";
sendOp.sourceFilePath = #"/Users/eric/bin/data/english-words.txt";
sendOp.targetFilePath = #"/Users/eric/Desktop/english-words.txt";
[sendQueue addOperation:sendOp];
[sendQueue waitUntilAllOperationsAreFinished];
}
return 0;
}

NSInputStream not opening stream/ How to post data when setting up stream

What I am trying to do: I have a url request (post) where I send some information to a api server which then starts streaming data in bytes to me.
1) How do I post data when trying to set up a stream as right now I am just using a url, can I incorporate a NSURLRequest some how?
2) Why isnt my stream even opening (streamStatus returns 0) and thus - (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode never being called? , this is my best attempt and for the most part following this Guide
- (void)setUpStreamFromURL:(NSURL *)path {
// iStream is NSInputStream instance variable
iStream = [[NSInputStream alloc] initWithURL:path];
[iStream setDelegate:self];
[iStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[iStream open];
NSLog(#"Stream Open: %lu",[iStream streamStatus]); //return 0
}
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode {
NSLog(#"Streaming");
switch(eventCode) {
case NSStreamEventHasBytesAvailable:
{
if(!_data) {
_data = [[NSMutableData data] init];
}
uint8_t buf[1024];
unsigned int len = 0;
len = [(NSInputStream *)stream read:buf maxLength:1024];
if(len) {
[_data appendBytes:(const void *)buf length:len];
NSLog(#"DATA BEING SENT : %#", _data);
// bytesRead is an instance variable of type NSNumber.
// [bytesRead setIntValue:[bytesRead intValue]+len]; //getting error that setInt value is not part of NSNumber, and thats true so not sure what to do about it, but this isn't the issue.
} else {
NSLog(#"no buffer!");
}
break;
}
case NSStreamEventEndEncountered:
{
[stream close];
[stream removeFromRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
stream = nil; // stream is ivar, so reinit it
break;
}
// continued ...
}
}
also incase it helps, my header file:
#import <Foundation/Foundation.h>
#import "Login.h"
#interface Stream : NSStream <NSStreamDelegate> {
NSMutableArray *searchIdList;
NSInputStream *iStream;
NSNumber *bytesRead;
}
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode ;
-(id)initWithLoginObject:(Login *)log;
#property NSMutableData *data;
#end
You can't use NSURLRequest in Stream.
To create a request you can use this.
request = CFHTTPMessageCreateRequest(kCFAllocatorDefault, CFSTR("POST"),(CFURLRef) url, kCFHTTPVersion1_1);
CFHTTPMessageSetHeaderFieldValue(request, CFSTR("User-Agent"), CFSTR("MSControl-US"));
CFHTTPMessageSetHeaderFieldValue(request, CFSTR("Content-Type"), CFSTR("application/json"));
CFHTTPMessageSetHeaderFieldValue(request, CFSTR("Connection"), CFSTR("Keep-Alive"));
After that you can create the stream using
readStream = CFReadStreamCreateForHTTPRequest(kCFAllocatorDefault, request)
or if you already have an opened stream you can serialize your request With :
NSData *data = (NSData *)CFHTTPMessageCopySerializedMessage(request);
and send with This:
length = [data length];
CFWriteStreamWrite((CFWriteStreamRef)outStream,data,lenght);
Hope this help

Can't receive NSInputStream events in OCUnitTest

I'm trying to learn how to use the NSInputStream class on the iPhone using a unit test. I can get the NSStream to read data from a file using the polling method but for some reason the delegate/event method is not working.
I've posted the relevant code below. Please ignore memory leak errors and such since I'm just trying to ensure I know how to use the NSStream class in a sandboxed environment before rolling it into my larger project.
I'm wondering if maybe I'm missing something with regards to how the run loops work?
This is the logic test that creates a streamer class to read from a file.
#import "StreamingTests.h"
#import "Streamer.h"
#implementation StreamingTests
- (void) testStream {
NSLog(#"Starting stream test.");
Streamer * streamer = [[Streamer alloc] init];
streamer.usePolling = NO;
streamer.readingStream = YES;
NSThread * readThread = [[NSThread alloc] initWithTarget:streamer selector:#selector(startStreamRead:) object:nil];
[readThread start];
while(streamer.readingStream) {
[NSThread sleepForTimeInterval:0.5];
}
[readThread cancel];
}
#end
This is a simple test helper object that reads from an NSStream. When usePolling == YES it read data and outputs the appropriate NSLog messages. However, if usePolling == NO the delegate stream event function is never called.
#implementation Streamer
#synthesize readingStream, usePolling;
- (void) startStreamRead:(NSObject*) context {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
NSLog(#"starting stream read.");
readingStream = YES;
/*
NSURL * url = [NSURL URLWithString:#"http://www.google.com"];
NSLog(#"Loading: %#",[url description]);
NSInputStream * inStream = [[NSInputStream alloc] initWithURL:url];
*/
NSInputStream * inStream = [[NSInputStream alloc] initWithFileAtPath:#"sample.ttc"];
if(!usePolling) {
[inStream setDelegate: self];
[inStream scheduleInRunLoop: [NSRunLoop currentRunLoop]
forMode: NSDefaultRunLoopMode];
}
[inStream open];
if(usePolling) {
while(1) {
if([inStream hasBytesAvailable]) {
uint8_t buf[1024];
unsigned int len = 0;
len = [(NSInputStream *)inStream read:buf maxLength:1024];
NSLog(#"Read: %d",len);
}
NSStreamStatus status = [inStream streamStatus];
if(status != NSStreamStatusOpen && status != NSStreamStatusOpening) {
NSLog(#"Stream not open.");
break;
}
}
readingStream = NO;
NSStreamStatus status = [inStream streamStatus];
NSError * error = [inStream streamError];
NSLog(#"Status: %d Error Desc: %# Reason: %#",(int)status,[error localizedDescription], [error localizedFailureReason]);
[pool release];
}
}
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode {
NSMutableData * _data = nil;
NSNumber * bytesRead = nil;
NSLog(#"Event fired.");
switch(eventCode) {
case NSStreamEventHasBytesAvailable:
{
if(!_data) {
_data = [[NSMutableData data] retain];
}
uint8_t buf[1024];
unsigned int len = 0;
len = [(NSInputStream *)stream read:buf maxLength:1024];
if(len) {
[_data appendBytes:(const void *)buf length:len];
// bytesRead is an instance variable of type NSNumber.
//[bytesRead setIntValue:[bytesRead intValue]+len];
NSLog(#"Read %d bytes",len);
} else {
NSLog(#"no buffer!");
}
break;
}
case NSStreamEventEndEncountered:
{
[stream close];
[stream removeFromRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[stream release];
stream = nil; // stream is ivar, so reinit it
readingStream = NO;
break;
}
default:
{
NSLog(#"Another event occurred.");
break;
}
// continued ...
}
}
#end
Thanks in advance,
b
The reason for it should be that the run loop is blocked since the unit test is executing. You could refer to the NSRunLoop documentation where the method
runUntilDate:
might help you to run the main run loop in the thread of execution of the unit test like this:
[[NSRunLoop mainRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:1]];
This lets the run loop run for 1 second giving it time to process part of your file. It should be noted that this does not provide a reliable way for unit testing (since the time interval might differ depending on run loop size) and may then be unsuitable. By giving your unit an interface that could be used to check the status of the input stream read operation (with a reading finished state) such as
-(BOOL)hasFinishedReadingFile
the unit test could repeatedly execute the run loop until the above method returns TRUE and the file is read completely.
Addition: This question on stackoverflow also deals with the problem in a different way.