(UPDATED) this is the problem in a nutshell: in iOS I want to read a large file, do some processing on it (in this particular case encode as Base64 string() and save to a temp file on the device. I set up an NSInputStream to read from a file, then in
(void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode
I'm doing most of the work. For some reason, sometimes I can see the NSInputStream just stops working. I know because I have a line
NSLog(@"stream %@ got event %x", stream, (unsigned)eventCode);
in the beginning of (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode
and sometimes I would just see the output
stream <__NSCFInputStream: 0x1f020b00> got event 2
(which corresponds to the event NSStreamEventHasBytesAvailable) and then nothing afterwards. Not event 10, which corresponds to NSStreamEventEndEncountered, not an error event, nothing! And also sometimes I even get a EXC_BAD_ACCESS exception which I have no idea at the moment how to debug. Any help would be appreciated.
Here is the implementation. Everything starts when I hit a "submit" button, which triggers:
- (IBAction)submit:(id)sender {
[p_spinner startAnimating];
[self performSelector: @selector(sendData)
withObject: nil
afterDelay: 0];
}
Here is sendData:
-(void)sendData{
...
_tempFilePath = ... ;
[[NSFileManager defaultManager] createFileAtPath:_tempFilePath contents:nil attributes:nil];
[self setUpStreamsForInputFile: [self.p_mediaURL path] outputFile:_tempFilePath];
[p_spinner stopAnimating];
//Pop back to previous VC
[self.navigationController popViewControllerAnimated:NO] ;
}
Here is setUpStreamsForInputFile called above:
- (void)setUpStreamsForInputFile:(NSString *)inpath outputFile:(NSString *)outpath {
self.p_iStream = [[NSInputStream alloc] initWithFileAtPath:inpath];
[p_iStream setDelegate:self];
[p_iStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[p_iStream open];
}
Finally, this is where most logic occurs:
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode {
NSLog(@"stream %@ got event %x", stream, (unsigned)eventCode);
switch(eventCode) {
case NSStreamEventHasBytesAvailable:
{
if (stream == self.p_iStream){
if(!_tempMutableData) {
_tempMutableData = [NSMutableData data];
}
if ([_streamdata length]==0){ //we want to write to the buffer only when it has been emptied by the output stream
unsigned int buffer_len = 24000;//read in chunks of 24000
uint8_t buf[buffer_len];
unsigned int len = 0;
len = [p_iStream read:buf maxLength:buffer_len];
if(len) {
[_tempMutableData appendBytes:(const void *)buf length:len];
NSString* base64encData = [Base64 encodeBase64WithData:_tempMutableData];
_streamdata = [base64encData dataUsingEncoding:NSUTF8StringEncoding]; //encode the data as Base64 string
[_tempFileHandle writeData:_streamdata];//write the data
[_tempFileHandle seekToEndOfFile];// and move to the end
_tempMutableData = [NSMutableData data]; //reset mutable data buffer
_streamdata = [[NSData alloc] init]; //release the data buffer
}
}
}
break;
case NSStreamEventEndEncountered:
{
[stream close];
[stream removeFromRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
stream = nil;
//do some more stuff here...
...
break;
}
case NSStreamEventHasSpaceAvailable:
case NSStreamEventOpenCompleted:
case NSStreamEventNone:
{
...
}
}
case NSStreamEventErrorOccurred:{
...
}
}
}
Note: when I posted this first, I was under a wrong impression the issue had something to do with using GCD. As per Rob's answer below I removed the GCD code and the issue persists.
First: in your original code, you were not using a background thread, but the main thread (dispatch_async but on the main queue).
When you schedule NSInputStream to run on the default runloop (so, the runloop of the main thread), the events are received when the main thread is in the default mode (NSDefaultRunLoopMode).
But: if you check, the default runloop changes mode in some situations (for example, during an UIScrollView scroll and some other UI updates). When the main runloop is in a mode different than the NSDefaultRunLoopMode, your events are not received.
Your old code, with the dispatch_async, was almost good (but move the UI Updates on the main thread). You have to add only few changes:
:
:
Try and let me know
EDIT - added example code:
To be more clear, I copy-paste your original code updated:
After making this modification, your:
method, will be called on the same thread where you started the run loop, a background thread: if you need to update the UI, it's important that you dispatch again to the main thread.
Extra informations:
In my code I use dispatch_async on a random background queue (which dispatch your code on one of the available background threads, or start a new one if needed, all "automagically"). If you prefer, you can start your own thread instead of using a dispatch async.
Moreover, I don't check if a runloop is already running before sending the "run" message (but you can check it using the currentMode method, look NSRunLoop reference for more informations). It shouldn't be necessary because each thread has only one associated NSRunLoop instance, so sending another run (if already running) does nothing bad :-)
You can even avoid the direct use of runLoops and switch to a complete GCD approach, using dispatch_source, but I've never used it directly so I can't give you a "good example code" now
NSStream
requires a run loop. GCD doesn't provide one. But you don't need GCD here.NSStream
is already asynchronous. Just use it on the main thread; that's what it's designed for.You're also doing several UI interactions while on a background thread. You can't do that. All UI interactions have to occur on the main thread (which is easy if you remove the GCD code).
Where GCD can be useful is if reading and processing the data is time consuming, you can hand that operation to GCD during
NSStreamEventHasBytesAvailable
.