Using multi-thread in RMI

i know how to do a simple RMI program, but now i want to have a multi-threaded server to support the client. could any one tell me how to do this (using Thread in RMI) ??
thx.
Mo

Well, you kind of answered your own question.
An RMI server is inherently multi-threaded. This means that each remote request from a client is a separate thread, and can execute simultaneously with requests from other clients. In fact, your biggest problem will probably be to identify the places where access to objects must be synchronized, so that simultaneous requests do not conflict.
So what is it you have to do that RMI doesn't do?

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                while(serverRunning) {
                    try {
                        selector.selectNow();
                        Iterator it;
                        synchronized(playersToRegisterToWrite) {
                            it = playersToRegisterToWrite.iterator();
                            while(it.hasNext()) {
                                Player player = (Player)it.next();
                                it.remove();
                                player.serverCon.configureBlocking(false);
                                player.serverCon.register(selector , SelectionKey.OP_WRITE , player);
                        Set keys = selector.selectedKeys() {
                        it = keys.iterator();
                        while(it.hasNext()) {
                            SelectionKey key = (SelectionKey)it.next();
                            if(key.isAcceptable()) {
                                it.remove();
                                clientCon = clientConSsc.accept();
                                clientCon.configureBlocking(false);
                                clientCon.register(selector , SelectionKey.OP_READ);
                                continue;
                            if(key.isReadable()) {
                                it.remove();
                                key.cancel();
                                new RequestHandler(this , (SocketChannel)key.channel()).start();
                                continue;
                            if(key.isWritable()) {
                                if(key.attachment() != null ) {
                                    ServerAction action = null;
                                    synchronized(actionsToDo) {
                                        Iterator aIt = actionsToDo.iterator();
                                        while(aIt.hasNext()) {
                                            ServerAction temp = (ServerAction)aIt.next();
                                            if(temp.getPlayer().equals((Player)key.attachment())) {
                                                action = temp;
                                                aIt.remove();
                                                break;
                                    if(action != null) {
                                        key.channel().configureBlocking(false);
                                        it.remove();
                                        key.cancel();
                                        action.start();
                                continue;
                    } catch(Exception e) {
                        statusArea.append(e.toString() + "\n");
                        e.printStackTrace();
                        continue;
            } catch(ClosedChannelException e) {
                statusArea.append(e.toString() + "\n");
            } catch(IOException e) {
                statusArea.append(e.toString() + "\n");
                A part of server's RequestHandler's class' method run() - the method which handles requests triggered by client on first port:
    public void run() {
            boolean served = false;
                try {
                    channel.configureBlocking(true);
                    retryCount++;
                    retry = false;
                    String command = ns.readText(channel).trim();
                    ns.statusArea.append("ktos przesyla komende: " + command + "\n");
                    if(command != null && !command.equals("ERROR")) {
                        String[] cmd = command.split("�");
                        ns.statusArea.append("komenda: " + cmd[0] + "\n");
                        if(cmd[0].equals("CHAT")) {
                            if(cmd.length != 5) {
                                retry();
                            } else {
                                if(cmd[2].equals("NOGAME")) {      // jezeli nie ma okreslonej gry czyli rozsylamy do wszystkich
                                    for(int i = 0 ; i < ns.loggedPlayersListItems.size() ; i++) {
                                        Player current = (Player)ns.loggedPlayersListItems.get(i);
                                        if(current.state == Player.CHOOSING && !current.equals(new Player(Integer.parseInt(cmd[1]))))   // jezeli gracz jest w okienku wybierania gry to wysylamy mu broadcast
                                            ns.actionsToDo.add(new SendMsg(ns , current , "CHAT�" + cmd[1] + "�" + cmd[3] + "�" + cmd[4]));
                                } else {
                                    Game game = (Game)ns.gamesListItems.get(ns.gamesListItems.indexOf(new Game(Integer.parseInt(cmd[2]))));
                                    for(int i = 0 ; i < game.players.size() ; i++) {
                                        Player current = (Player)game.players.get(i);
                                        if(!current.equals(new Player(Integer.parseInt(cmd[1]))))
                                            ns.actionsToDo.add(new SendMsg(ns , current , "CHAT�" + cmd[1] + "�" + cmd[3] + "�" + cmd[4]));
                                served = true;
                        } else if(cmd[0].equals("GETGAMEINFO")) {
                            if(cmd.length != 3)
                                retry();
                            else {
                                int gameID = Integer.parseInt(cmd[2]);
                                ns.statusArea.append("poproszono o informacje o grze nr: " + gameID + "\n");
                                Game checkedGame = new Game(gameID);
                                if(ns.gamesListItems.contains(checkedGame)) {
                                    Game game = (Game)ns.gamesListItems.get(ns.gamesListItems.indexOf(checkedGame));
                                    channel.configureBlocking(true);
                                    ObjectOutputStream oos = new ObjectOutputStream(channel.socket().getOutputStream());
                                    oos.writeObject(game);
                                    oos.writeObject(game.players);
                                    oos.flush();
                                    ns.statusArea.append("wyslano informacje o grze nr: " + gameID + "\n");
                                } else {
                                    ns.statusArea.append("brak gry o nr: " + gameID + "\n");
                                served = true;
                } catch(IOException e) {
                    e.printStackTrace();
            if(!served) {
                ns.findAndDisconnectPlayer(channel);
            try {
                channel.close();
            } catch(IOException e) {
                e.printStackTrace();
        }An example of ServerAction's subclass - the class which triggers server commands to client on second port:
    class UpdateLoggedPlayersList extends ServerAction {
        public UpdateLoggedPlayersList(NeuroServer ns , Player player) {
            super(ns , player);
        public void run() {
            try {
                serverCon.configureBlocking(true);
                ns.sendText("UPDATELOGGEDPLAYERSLIST" , serverCon);
                if(ns.readText(serverCon).equals("OK")) {
                    ObjectOutputStream oos = new ObjectOutputStream(serverCon.socket().getOutputStream());
                    oos.writeObject(ns.loggedPlayersListItems);
                    oos.flush();
                synchronized(ns.playersToRegisterToWrite) {
                     ns.playersToRegisterToWrite.add(player);
            } catch(IOException e) {
                e.printStackTrace();
    }A part of client's CmdHandler's class' method run() - the method which handles commands triggered by server:
    public void run() {
        try {
            while(works) {
                String command = nc.readText(nc.serverCon);
                System.out.println("Server przesyla komende: " + command + "\n");
                String[] cmd = command.split("�");
                if(cmd[0] != null && !cmd[0].equals("ERROR")) {
                    if(cmd[0].equals("CHAT")) {
                        if(nc.chooseGameDialog != null && nc.chooseGameDialog.isVisible()) {     // jezeli na wybieraniu gry
                            newChatEntry(cmd[2] , null , cmd[3] , nc.chooseGameDialog.chatPane);
                        } else if(nc.readyDialog != null && nc.readyDialog.isVisible()) {  // jesli na przygotowywaniu
                            Player sender = (Player)nc.actGame.players.get(nc.actGame.players.indexOf(new Player(Integer.parseInt(cmd[1]))));
                            newChatEntry(cmd[2] , sender.fraction , cmd[3] , nc.readyDialog.chatPane);
                        } else if(nc.ng != null) {                   // jesli w grze
                            Player sender = (Player)nc.actGame.players.get(nc.actGame.players.indexOf(new Player(Integer.parseInt(cmd[1]))));
                            newChatEntry(cmd[2] , sender.fraction , cmd[3] , nc.ng.inGameChatPane);
                    } else if(cmd[0].equals("UPDATELOGGEDPLAYERSLIST")) {
                        nc.sendText("OK" , nc.serverCon , false);
                        nc.serverCon.configureBlocking(true);
                        ObjectInputStream ois = new ObjectInputStream(nc.serverCon.socket().getInputStream());
                        DefaultListModel players = (DefaultListModel)ois.readObject();
                        nc.chooseGameDialog.updateLoggedPlayersList(players);
        } catch(IndexOutOfBoundsException e) {
            System.out.println(e);
        } catch(IOException e) {
            System.out.println(e);
        } catch(ClassNotFoundException e) {
            System.out.println(e);
    }And two methods I used in codes above: sendText(String text , SocketChannel sc) and readText(SocketChannel sc) - they are my "utility" methods, which I use to send and receive Strings through specified SocketChannels.
    boolean sendText(String text , SocketChannel sc) {
        ByteBuffer bbuf = ByteBuffer.allocate(BSIZE);
        boolean sendRetry;
        boolean sent = false;
        do {
            sendRetry = false;
            try {
                StringBuffer cmd = new StringBuffer();
                cmd.setLength(0);
                if(text.length()+4 < 100)
                    cmd.append("0");
                if(text.length()+4 < 10)
                    cmd.append("0");
                cmd.append(Integer.toString(text.length()+4) + "�");
                cmd.append(text);
                cmd.append("\n");
                bbuf = charset.encode(CharBuffer.wrap(cmd));
                sc.write(bbuf);
                bbuf.clear();
                int n = sc.read(bbuf);
                if(n == 1) {
                    bbuf.flip();
                    Byte re = bbuf.get();
                    if(re == 1) {
                        sendRetry = true;
                    } else {
                        sent = true;
            } catch(Exception e) {
                findAndDisconnectPlayer(sc);
                try {
                    sc.close();
                } catch(IOException f) {
                    f.printStackTrace();
                return false;
        } while(!sent && sendRetry);
        return true;
    String readText(SocketChannel sc) {
        ByteBuffer bbuf = ByteBuffer.allocate(BSIZE);
        int readRetryCount = -1;
        boolean readRetry;
        do {
            readRetry = false;
            readRetryCount++;
            StringBuffer cmd = new StringBuffer();
            cmd.setLength(0);
            bbuf.clear();
            try {
                readLoop:
                while(true) {
                    int n = sc.read(bbuf);
                    if(n > 0) {
                        bbuf.flip();
                        CharBuffer cbuf = charset.decode(bbuf);
                        while(cbuf.hasRemaining()) {
                            char c = cbuf.get();
                            if(c == '\r' || c == '\n') break readLoop;
                            cmd.append(c);
                    } else break;
                statusArea.append(Thread.currentThread().getId() + " readText() odczytuje: " + cmd.toString() + "\n");
                if(cmd.length() < 3 || Integer.parseInt(cmd.substring(0 , 3)) != cmd.length()) {
                    sc.write(ByteBuffer.wrap(new byte[] {1}));
                    readRetry = true;
                } else {
                    sc.write(ByteBuffer.wrap(new byte[] {0}));    // length OK
                    return cmd.toString().substring(4 , cmd.toString().length());
            } catch(Exception e) {
                findAndDisconnectPlayer(sc);
                try {
                    sc.close();
                } catch(IOException f) {
                    f.printStackTrace();
                return "ERROR";
        } while(readRetry && readRetryCount < 3);
        findAndDisconnectPlayer(sc);
        try {
            sc.close();
        } catch(IOException e) {
            e.printStackTrace();
        return "ERROR";
    }Edited by: Kakalec on Jul 23, 2008 11:04 AM

    You seem to be using a horrendous mixture of PrintWriters, BufferedReaders, ObjectOutputStreams, and no doubt ObjectInputStreams. You can't do that.
    Some rules about this:
    (a) Whenever you use a stream or reader or writer on a socket, you must allocate it once for the life of the socket, not every time you want to do an I/O.
    There are many reasons for this including losing buffered data in the old stream and auto-closure of the socket on garbage-collection of the old stream.
    (b) You can't mix stream types on the same socket. (i) If you're writing objects, use an ObjectOutputStream, you must read with an ObjectInputStream, and you can't read or write anything that isn't supported by the API of ObjectOutputStream. (ii) If you're writing lines, use a BufferedWriter and a BufferedReader at the other end. If you're writing characters, use a Writer and a Reader. (iii) If you're writing primitive data or UTF strings, use a DataOutputStream and a DataInputStream. (iv) If you're writing bytes, use DataOutputStream and a DataInputStream or an OutputStream and an InputStream. You can't mix (i), (ii), (iii), and (iv).
    (c) Don't use PrintWriter or PrintStream over the network. They swallow exceptions that you need to know about. They are for writing to the console, or log files, where you don't really care about exceptions.
    (d) Call flush() before reading.
    (e) Always close the 'outermost' output stream or writer of a socket, never the input stream or the socket itself. Closing any of these closes the socket and therefore makes the other stream unusable, but only closing the output stream/writer will flush it.

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