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通过 http 的 Akka 对象流

[英]Akka stream of objects over http

I have got a piece of code (see bellow) which spawns a server that echoes every stream of ByteString it receives from port 6001. The example also defines a client that connects to the server and sends a stream of ByteString containing a list of characters from letter 'a' to 'z'.我有一段代码(见下文),它生成一个服务器,该服务器响应它从端口 6001 接收的每个 ByteString 流。该示例还定义了一个客户端,该客户端连接到服务器并发送一个包含来自以下位置的字符列表的 ByteString 流字母“a”到“z”。

My question at this point is, does akka offer a way to send and receive a Stream of objects instead of ByStreams over http?我现在的问题是, akka 是否提供了一种通过 http 发送和接收对象流而不是 ByStreams 的方法? For instance, objects of class Client.例如,类 Client 的对象。

If so, how could I send and receive such a stream of objects?如果是这样,我怎么能发送和接收这样的对象流? Could you provide me a snippet that shows how to carry it out?你能给我一个片段来展示如何执行它吗?

Akka documentation is not user-friendly for non-toy examples... Akka 文档对于非玩具示例不是用户友好的......

Thanks for your help谢谢你的帮助

public class TcpEcho {公共类 TcpEcho {

/**
 * Use without parameters to start both client and server.
 *
 * Use parameters `server 0.0.0.0 6001` to start server listening on port
 * 6001.
 *
 * Use parameters `client 127.0.0.1 6001` to start client connecting to
 * server on 127.0.0.1:6001.
 *
 */
public static void main(String[] args) throws IOException {
    if (args.length == 0) {
        ActorSystem system = ActorSystem.create("ClientAndServer");
        InetSocketAddress serverAddress = new InetSocketAddress("127.0.0.1", 6000);
        server(system, serverAddress);
        client(system, serverAddress);
    } else {
        InetSocketAddress serverAddress;
        if (args.length == 3) {
            serverAddress = new InetSocketAddress(args[1], Integer.valueOf(args[2]));
        } else {
            serverAddress = new InetSocketAddress("127.0.0.1", 6000);
        }
        if (args[0].equals("server")) {
            ActorSystem system = ActorSystem.create("Server");
            server(system, serverAddress);
        } else if (args[0].equals("client")) {
            ActorSystem system = ActorSystem.create("Client");
            client(system, serverAddress);
        }
    }
}

public static void server(ActorSystem system, InetSocketAddress serverAddress) {
    final ActorMaterializer materializer = ActorMaterializer.create(system);

    final Sink<IncomingConnection, CompletionStage<Done>> handler = Sink.foreach(conn -> {
        System.out.println("Client connected from: " + conn.remoteAddress());
        conn.handleWith(Flow.<ByteString> create(), materializer);
    });

    final CompletionStage<ServerBinding> bindingFuture = Tcp.get(system)
            .bind(serverAddress.getHostString(), serverAddress.getPort()).to(handler).run(materializer);

    bindingFuture.whenComplete((binding, throwable) -> {
        System.out.println("Server started, listening on: " + binding.localAddress());
    });

    bindingFuture.exceptionally(e -> {
        System.err.println("Server could not bind to " + serverAddress + " : " + e.getMessage());
        system.terminate();
        return null;
    });

}

public static void client(ActorSystem system, InetSocketAddress serverAddress) {
    final ActorMaterializer materializer = ActorMaterializer.create(system);

    final List<ByteString> testInput = new ArrayList<>();
    for (char c = 'a'; c <= 'z'; c++) {
        testInput.add(ByteString.fromString(String.valueOf(c)));
    }

    Source<ByteString, NotUsed> responseStream = Source.from(testInput)
            .via(Tcp.get(system).outgoingConnection(serverAddress.getHostString(), serverAddress.getPort()));

    CompletionStage<ByteString> result = responseStream.runFold(ByteString.empty(), (acc, in) -> acc.concat(in),
            materializer);

    result.whenComplete((success, failure) -> {

        if (failure != null) {
            System.err.println("Failure: " + failure.getMessage());
        } else {
            System.out.println("Result: " + success.utf8String());
        }
        System.out.println("Shutting down client");
        system.terminate();

    });
}

} }

akka.stream.{javadsl,scaladsl}.Framing contains utilities to help you build consistent messages. akka.stream.{javadsl,scaladsl}.Framing包含可帮助您构建一致消息的实用程序。 For example, you can send your messages through Framing.simpleFramingProtocolEncoder(maxLength) to automatically add length information to them.例如,您可以通过Framing.simpleFramingProtocolEncoder(maxLength)发送消息以自动向它们添加长度信息。 On the other end, Framing.simpleFramingProtocolDecoder(maxLength) will take care of decoding the message according to its enclosed length information.在另一端, Framing.simpleFramingProtocolDecoder(maxLength)将负责根据其包含的长度信息对消息进行解码。

If you want to manipulate plain objects, you just have to serialize them into a ByteString before sending them through the encoder, and deserialize them from the ByteString after receiving their representation from the decoder.如果您想操作普通对象,您只需在通过编码器发送它们之前将它们序列化为ByteString ,并在从解码器接收到它们的表示后从ByteString反序列化它们。

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