In a traditional blocking-thread server, I would do something like this
class ServerSideThread {
ObjectInputStream in;
ObjectOutputStream out;
E
You can write the object to a ByteArrayOutputStream allowing you to give the length before an object sent. On the receiving side, read the amount of data required before attempting to decode it.
However, you are likely to find it much simpler and more efficient to use blocking IO (rather than NIO) with Object*Stream
Edit something like this
public static void send(SocketChannel socket, Serializable serializable) throws IOException {
ByteArrayOutputStream baos = new ByteArrayOutputStream();
for(int i=0;i<4;i++) baos.write(0);
ObjectOutputStream oos = new ObjectOutputStream(baos);
oos.writeObject(serializable);
oos.close();
final ByteBuffer wrap = ByteBuffer.wrap(baos.toByteArray());
wrap.putInt(0, baos.size()-4);
socket.write(wrap);
}
private final ByteBuffer lengthByteBuffer = ByteBuffer.wrap(new byte[4]);
private ByteBuffer dataByteBuffer = null;
private boolean readLength = true;
public Serializable recv(SocketChannel socket) throws IOException, ClassNotFoundException {
if (readLength) {
socket.read(lengthByteBuffer);
if (lengthByteBuffer.remaining() == 0) {
readLength = false;
dataByteBuffer = ByteBuffer.allocate(lengthByteBuffer.getInt(0));
lengthByteBuffer.clear();
}
} else {
socket.read(dataByteBuffer);
if (dataByteBuffer.remaining() == 0) {
ObjectInputStream ois = new ObjectInputStream(new ByteArrayInputStream(dataByteBuffer.array()));
final Serializable ret = (Serializable) ois.readObject();
// clean up
dataByteBuffer = null;
readLength = true;
return ret;
}
}
return null;
}