I have a QTcpSocket and I am reading into a loop. Each time a full packet has been read, or there has been an error, I manually check the status of the socket inside the loop, with:
while(true){
if(socket->state()==QAbstractSocket::ConnectedState){
qDebug()<<"Socket status: connected. Looking for packets...";
if(socket->waitForReadyRead(2000)){
//...
}
When I execute de program, once connected and the loop starts, it always prints qDebug()<<"Socket status: connected. Looking for packets..."; and then stucks at waitForReadyRead until some data is ready to be read.
The problem is that disconnections are not detected. If I disconnect from network from the OS options, or even if I unplug the ethernet wire, it behaves the same: Socket state equals QAbstractSocket::ConnectedState, so it goes on, but without receiving anything of course.
I also tried to detect disconnections connecting disconnected() signal (after fist connection) to a reconnect function:
// Detect disconnection in order to reconnect
connect(socket, SIGNAL(disconnected()), this, SLOT(reconnect()));
void MyClass::reconnect(){
qDebug()<<"Signal DISCONNECTED emitted. Now trying to reconnect";
panelGUI->mostrarValueOffline();
socket->close();
prepareSocket((Global::directionIPSerialServer).toLocal8Bit().data(), 8008, socket);
qDebug()<<"Reconnected? Status: "<<socket->state();
}
But signal is never emited, because this code is never executed. Which is logical, since it looks like socket state is always ConnectedState.
If I plug again, connection is restored and starts to receive data again, but I do want to detect disconnections to show "Disconnected" at the GUI.
Why is QTcpSocket behaving this way, and how can I solve this problem?
EDIT: I'm creating socket at the class constructor, and then initialising calling prepareSocket function:
socket = new QTcpSocket();
socket->moveToThread(this);
bool prepareSocket(QString address, int port, QTcpSocket *socket) {
socket->connectToHost(address, port);
if(!socket->waitForConnected(2000)){
qDebug()<<"Error creating socket: "<<socket->errorString();
sleep(1);
return false;
}
return true;
}
Finally found the solution in this Qt forum:
If no data is exchanged for a certain while, TCP will start sending
keep-alive segments (basically, ACK segments with the acknowledgement
number set to the current sequence number less one). The other peer
then replies with another acknowledgement. If this acknowledgment is
not received within a certain number of probe segments, the connection
is automatically dropped. The little problem is that the kernel starts
sending keep-alive segments after 2 hours since when the connection
becomes idle! Therefore, you need to change this value (if your OS
allows that) or implement your own keep-alive mechanism in your
protocol (like many protocols do, e.g. SSH). Linux allows you to
change it using setsockopt:
int enableKeepAlive = 1;
int fd = socket->socketDescriptor();
setsockopt(fd, SOL_SOCKET, SO_KEEPALIVE, &enableKeepAlive, sizeof(enableKeepAlive));
int maxIdle = 10; /* seconds */
setsockopt(fd, IPPROTO_TCP, TCP_KEEPIDLE, &maxIdle, sizeof(maxIdle));
int count = 3; // send up to 3 keepalive packets out, then disconnect if no response
setsockopt(fd, SOL_TCP, TCP_KEEPCNT, &count, sizeof(count));
int interval = 2; // send a keepalive packet out every 2 seconds (after the 5 second idle period)
setsockopt(fd, SOL_TCP, TCP_KEEPINTVL, &interval, sizeof(interval));
I've been facing similar problems with a QT client app. Basically I handle it with Timers, signals and slots. When the app starts up, it starts a 4 second checkConnectionTimer. Every 4 seconds the timer expires, if the client socket state != AbstractSocket::Connected or Connecting, it attempt to connect with clientSocket->connectToHost
When the socket signals "connected()", it starts a 5 second server heartbeat timer. The server should send a one byte heartbeat message to its clients every 4 seconds. When I get the heartbeat (or any type of message signaled by readyRead()), I restart the heartbeat timer. So if the heartbeat timer ever has a timeout, I assume the connection to be down and it calls clientSocket->disconnectFromHost ();
This is working very well for all different kinds of disconnects on the server, graceful or otherwise (yanking cable). Yes it requires custom heartbeat type of stuff, but at the end of the day it was the quickest and most portable solution.
I wasn't to keen on setting KEEPALIVE timeouts in the kernel. This way its more portable.
In the constructor:
connect(clientSocket, SIGNAL(readyRead()), this, SLOT(readMessage()));
connect(clientSocket, SIGNAL(connected()), this, SLOT(socketConnected()));
connect(clientSocket, SIGNAL(disconnected()), this, SLOT(socketDisconnected()));
connect(heartbeatTimer, SIGNAL(timeout()), this, SLOT(serverTimeout()));
...
// Other Methods
void NetworkClient::checkConnection(){
if (clientSocket->state() != QAbstractSocket::ConnectedState &&
clientSocket->state() != QAbstractSocket::ConnectingState){
connectSocketToHost(clientSocket, hostAddress, port);
}
}
void NetworkClient::readMessage()
{
// Restart the timer by calling start.
heartbeatTimer->start(5000);
//Read the data from the socket
...
}
void NetworkClient::socketConnected (){
heartbeatTimer->start(5000);
}
void NetworkClient::socketDisconnected (){
prioResponseTimer->stop();
}
void NetworkClient::serverTimeout () {
clientSocket->disconnectFromHost();
}
try this signal slot connection:
connect(this, SIGNAL(stateChanged(QAbstractSocket::SocketState)),
this, SLOT(onStateChanged(QAbstractSocket::SocketState)));
at slot implementation:
void TCPWorker::onStateChanged(QAbstractSocket::SocketState socketState ){
qDebug()<< "|GSTCPWorkerThread::onStateChanged|"<<socketState;
...}
I have the same problem, but instead your problem ( always connected ), i have delay 4-5 seconds to receive disconnect signals, after unplugget ethernet wire.
Still looking solution, post answer if find.
try my template of client in Qt:
class Client: public QTcpSocket {
Q_OBJECT
public:
Client(const QHostAddress&, int port, QObject* parent= 0);
~Client();
void Client::sendMessage(const QString& );
private slots:
void readyRead();
void connected();
public slots:
void doConnect();
};
on cpp:
void Client::readyRead() {
// if you need to read the answer of server..
while (this->canReadLine()) {
}
}
void Client::doConnect() {
this->connectToHost(ip_, port_);
qDebug() << " INFO : " << QDateTime::currentDateTime()
<< " : CONNESSIONE...";
}
void Client::connected() {
qDebug() << " INFO : " << QDateTime::currentDateTime() << " : CONNESSO a "
<< ip_ << " e PORTA " << port_;
//do stuff if you need
}
void Client::sendMessage(const QString& message) {
this->write(message.toUtf8());
this->write("\n"); //every message ends with a new line
}
i omitted some code as constructor and slots connections..
try with this and if it doesn t work maybe there is something wrong on server side..
Related
I am receiving a datagram twice on my QUdpSocket even though I am watching on wireshark and it is only received once. I create the socket and listen on port 11112. There is another device that emits data on this port which I am listening for. I consistently get two messages for each actual message sent. Im not sure what is causing this. Any thoughts?
Stripped down code :
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
m_socket = new QUdpSocket(this);
connect (m_socket, SIGNAL(stateChanged(QAbstractSocket::SocketState)), this, SLOT(onSocketStateChange(QAbstractSocket::SocketState)));
m_socket->bind(11112, QUdpSocket::ShareAddress);
}
MainWindow::~MainWindow()
{
delete ui;
delete m_socket;
}
void MainWindow::readPendingDatagrams()
{
QByteArray buffer;
QHostAddress sender;
quint16 port;
while(m_socket->hasPendingDatagrams())
{
int s = m_socket->pendingDatagramSize();
buffer.resize(s);
//for some reason there are two datagrams on the line.
// I have verified with wireshark that there is only one from the
// sender so not sure what is happening under the hood...
m_socket->readDatagram(buffer.data(),buffer.size(),&sender, &port);
QString source = sender.toString().split(":")[3];
if (source == "172.20.23.86")
{
qInfo() << buffer <<endl;
}
}
}
void MainWindow::onSocketStateChange(QAbstractSocket::SocketState state)
{
if ( state == QAbstractSocket::BoundState ) {
connect(m_socket, SIGNAL(readyRead()), this, SLOT(readPendingDatagrams()));
}
}
This may happen if the datagram is sent to a broadcast address, and you’re bound to all interfaces (0.0.0.0), and there are two interfaces the datagram is received on. To exclude this possibility, switch to the receiveDatagram API and dump the full details of the datagram you’ve received. My bet is that the interfaces you receive it on will be different each time.
You're also connecting the readPendingDatagrams slot potentially multiple times, and it may thus be fired multiple times, although hasPendingDatagrams should return false the second time round - so while this may be not be the problem, it is a problem that you must fix. It should only be connected once - when you construct the socket, i.e. in the constructor.
Unslander Monica is correct, it binds to all interfaces default, you can fix it by m_socket->bind(QHostAddress::LocalHost,11112);
I have two questions about this issue.
First of all I'm trying to get the following code working
socket = new QTcpSocket(this);
// I'm a little confused as to why we're connecting on port 80
// when my goal is to listen just on port 3000. Shouldn't I just
// need to connect straight to port 3000?
socket->connectToHost("localhost", 80);
if (socket->waitForConnected(3000))
{
qDebug() << "Connected!";
// send
socket->write("hello server\r\n\r\n\r\n\r\n");
socket->waitForBytesWritten(1000);
socket->waitForReadyRead(3000);
qDebug() << "Reading: " << socket->bytesAvailable();
qDebug() << socket->readAll();
socket->close();
}
else
{
qDebug() << "Not connected!";
}
But this is the error that I get:
"<!DOCTYPE HTML PUBLIC \"-//IETF//DTD HTML 2.0//EN\">\n<html><head>\n<title>400 Bad Request</title>\n</head><body>\n<h1>Bad `Request</h1>\n<p>Your browser sent a request that this server could not understand.<br />\n</p>\n<hr>\n<address>Apache/2.4.18 (Ubuntu) Server at 127.0.1.1 Port 80</address>\n</body></html>\n"`
Has anyone got any ideas about this?
Second question is: I'm trying to get a c++/Qt server working similar to a node js server. So I'm wanting to be able to access the connection requests in the browser. So when someone connects to site:3000 I will be able to catch the request and display some content. Can it be achieved with a QTcpSocket server? If so then how could I implement something like :
// I know this isn't valid c++, Just to give an idea of what I'm trying to achieve
socket.on(Request $request) {
if ($request.method() == 'GET') {
}
}
If this is achievable is there much speed gains in comparison to doing this in nodejs?
I'm personally trying to avoid js as much as possible.
if i comment the code then I can get a running program but when I try to connect on port 8000 from the browser nothing happens (just a 404 error)
updated answer:
header file:
#ifndef SOCKETTEST_H
#define SOCKETTEST_H
#include <QObject>
#include <QTcpServer>
#include <QTcpSocket>
#include <QDebug>
class SocketTest : public QTcpServer
{
public:
SocketTest(QObject *parent);
private:
QTcpSocket *client;
public slots:
void startServer(int port);
void readyToRead(void);
void incomingConnection(int socket);
};
#endif // SOCKETTEST_H
.cpp file
#include "sockettest.h"
SocketTest::SocketTest(QObject *parent) :
QTcpServer(parent)
{
this->startServer(8000);
}
void SocketTest::startServer(int port)
{
bool success = listen(QHostAddress::Any, port); // this starts the server listening on your port
// handle errors
}
void SocketTest::incomingConnection(int socket)
{
// a client has made a connection to your server
QTcpSocket *client = new QTcpSocket(this);
//client->setSocketDescription(socket);
// these two lines are important, they will direct traffic from the client
// socket to your handlers in this object
connect(client, SIGNAL(readyRead()), this, SLOT(readToRead()));
connect(client, SIGNAL(disconnect()), this, SLOT(disconnected()));
}
void SocketTest::readyToRead(void)
{
QTcpSocket *client = (QTcpSocket*)sender();
qDebug() << "Just got a connection";
// you can process requests differently here. this example
// assumes that you have line breaks in text requests
while (client->canReadLine())
{
QString aLine = QString::fromUtf8(client->readLine()).trimmed();
// Process your request here, parse the text etc
}
}
// this gives me the following error
// /user_data/projects/qt/QtServer/sockettest.cpp:47: error: no ‘void
// SocketTest::disconnected()’ member function declared in class ‘SocketTest’
void SocketTest::disconnected()
^
void SocketTest::disconnected()
{
// jsut a qu, wont all these * vars lead to a memory leak? and shouldn't I be using a var Qtc... *client; in the header file?
QTcpSocket *client = (QTcpSocket*)sender();
// clean up a disconnected user
}
Here with waitForConnected, you are connecting on port 80, and waiting 3000ms maximum for the "connected state", i.e. not connecting on port 3000 at all. This is the blocking way of waiting for a connection to be established, instead of connecting to the QTcpSocket::connected signal.
Like Yuriy pointed out, QNetworkAccessManager is way more convenient to handle HTTP requests as a client. As in your example, you created a TCP client, and not a server
Yes you can build an web server with Qt, it's a bit painfull from scratch (QTcpServer class), but several projects make it a bit easier: QHttpServer, QtWebApp
If performance is your goal, I doubt you can achieve something significantly better (or just "better") without spending a lot of time on it. Namely to be able to handle a large number of request simultaneously in a fast way, a basic implementation will not be enough.
You should subclass QTCPServer. Set it up to listen on the port you want. This object will then get the requests and you can parse them and respond to them.
Something like this (partial code);
#include <QTcpServer>
#include <QTcpSocket>
class mySuperNodeLikeServer : public QTcpServer
{
mySuperNodeLikeServer(QObject *parent);
void startServer(int port);
void readyToRead(void);
void incomingConnection(int socket);
}
// in your .cpp file
void mySuperNodeLikeServer::startServer(int port)
{
bool success = listen(QHostAddress::Any, port); // this starts the server listening on your port
// handle errors
}
void mySuperNodeLikeServer::incomingConnection(int socket)
{
// a client has made a connection to your server
QTcpSocket *client = new QTcpSocket(this);
client->setSocketDescription(socket);
// these two lines are important, they will direct traffic from the client
// socket to your handlers in this object
connect(client, SIGNAL(readyRead()), this, SLOT(readToRead()));
connect(client, SIGNAL(disconnect()), this, SLOT(disconnected()));
}
void mySuperNodeLikeServer::readyToRead(void)
{
QTcpSocket *client = (QTcpSocket*)sender();
// you can process requests differently here. this example
// assumes that you have line breaks in text requests
while (client->canReadLine())
{
QString aLine = QString::fromUtf8(client->readLine()).trimmed();
// Process your request here, parse the text etc
}
}
void mySuperNodeLikeServer::disconnected()
{
QTcpSocket *client = (QTcpSocket*)sender();
// clean up a disconnected user
}
I am trying to a set a timeout for a socket that I have created using ASIO in boost with no luck. I have found the following code elsewhere on the site:
tcp::socket socket(io_service);
struct timeval tv;
tv.tv_sec = 5;
tv.tv_usec = 0;
setsockopt(socket.native(), SOL_SOCKET, SO_RCVTIMEO, &tv, sizeof(tv));
setsockopt(socket.native(), SOL_SOCKET, SO_SNDTIMEO, &tv, sizeof(tv));
boost::asio::connect(socket, endpoint_iterator);
The timeout remains at the same 60 seconds as opposed to the 5 seconds I am looking for in the connect call. What am I missing? Note the connect code works fine in all other cases (where there is no timeout).
The socket options you've set don't apply to connect AFAIK.
This can be accomplished by using the asynchronous asio API as in the following asio example.
The interesting parts are setting the timeout handler:
deadline_.async_wait(boost::bind(&client::check_deadline, this));
Starting the timer
void start_connect(tcp::resolver::iterator endpoint_iter)
{
if (endpoint_iter != tcp::resolver::iterator())
{
std::cout << "Trying " << endpoint_iter->endpoint() << "...\n";
// Set a deadline for the connect operation.
deadline_.expires_from_now(boost::posix_time::seconds(60));
// Start the asynchronous connect operation.
socket_.async_connect(endpoint_iter->endpoint(),
boost::bind(&client::handle_connect,
this, _1, endpoint_iter));
}
else
{
// There are no more endpoints to try. Shut down the client.
stop();
}
}
And closing the socket which should result in the connect completion handler to run.
void check_deadline()
{
if (stopped_)
return;
// Check whether the deadline has passed. We compare the deadline against
// the current time since a new asynchronous operation may have moved the
// deadline before this actor had a chance to run.
if (deadline_.expires_at() <= deadline_timer::traits_type::now())
{
// The deadline has passed. The socket is closed so that any outstanding
// asynchronous operations are cancelled.
socket_.close();
// There is no longer an active deadline. The expiry is set to positive
// infinity so that the actor takes no action until a new deadline is set.
deadline_.expires_at(boost::posix_time::pos_infin);
}
// Put the actor back to sleep.
deadline_.async_wait(boost::bind(&client::check_deadline, this));
}
I am designing and making a server that should be able to handle about 100+ hits per second. The information I am getting from the server is just the HTTP header. Based on the information from the header, it will query a database(different thread) for some information and send the final information back to the QTcpServer which create an output string, and send back a HTTP Response. I am having a big problem with this that I cannot debug. My code look similar to this:
TCPInterface::TCPInterface(QObject *parent): QTcpServer(parent)
{
//start listening for tcp traffic on port 80
listen(QHostAddress::Any, 80);
connect(this,SIGNAL(sendInfo(QTcpSocket*, QString *)), databaseThread, SLOT(recieveInfo(QTcpSocket*, QString*)));
connect(databaseThread, SIGNAL(sendToTCPSend(QTcpSocket *, QString *)), this, SLOT(TCPSend(QTcpSocket*, QString*)));
}
`
void TCPInterface::incomingConnection(int socket)
{
QTcpSocket *s = new QTcpSocket(this);
connect(s, SIGNAL(readyRead()), this, SLOT(readClient()));
//connect(s, SIGNAL(disconnected()), this, SLOT(discardClient()));
s->setSocketDescriptor(socket);
}
`
//void TCPInterface::discardClient()
//{
//QTcpSocket* socket = (QTcpSocket*)sender();
//socket->deleteLater();
//}
`
void TCPInterface::readClient()
{
QTcpSocket* socket = (QTcpSocket*)sender();
QString header;
while(socket->canReadLine())
{
header += socket->readLine();
}
emit sendInfo(socket, headerInfo);
}
`
void databaseThread::recieveInfo(QTcpSocket* socket, QString* headerInfo)
{
QString*outputInfo = getDatabaseInfo(headerInfo);
emit sendToTCPSend(socket, outputInfo);
}
`
void TCPInterface::TCPSend(QTcpSocket* socket, QString* outputInfo);
{
QString response = "HTTP/1.0 200 Ok\r\n";
response += "Content-Type: text/html; charset=\"utf-8\"\r\n";
response += "\r\n" + *outputInfo + "\n";
if(socket->isWritable() && socket->isOpen())
{
socket->write(response.toAscii());
}
//socket->disconnectFromHost();
socket->close();
delete headerInfo;
}
I having one main problem which I have an idea what it is, but cannot find a solution to fix it.
My problem is my memory is constantly increasing as I get more hits. I am sure the cause of this is my QTcpSockets are never being deleted, since I am just closing them. However when I don't use close, and use disconnectFromHost and disconnected/discardClient slot/signal my server will crash with heavy traffic(no message or anything so I am not sure of the exact reason of the crash). Has anyone run into this problem before? Any ideas at all.
I have the same problem!
close() suppose to be as de-constructor of the object. (QT manual QTcpSocket::~QTcpSocket())
There for I suggest to do an experiment: close a socket, and try to re open it. If it fails, it means the socket Object was destroyed, if not means the object should be deletelater()..
In my case the connection is closed by the client, and there for disconnect() SIGNAL is invoked and it trigger the correspond method to your discardClient() SLOT, where I deletelater() the socket.
When I stress test it, it usually crash when I bombard it with 600-800 connection simultaneously on an I5 laptop dual core. it crash every 5 times on average.
Other wise it doesn't.
Happy to discuss it further.
Gil
You should call deleteLater() on your client socket:
connect(socket, SIGNAL(disconnected()),
socket, SLOT(deleteLater()));
I am trying to implement a bidirectional client-server program, where clients and servers can pass serialized objects between one another. I am trying to do this using Qt (QTcpSocket and QTcpServer). I have implemented programs like this in java, but I can't figure out how to do it using Qt. I've checked out the fortune client and fortune server examples...but from what I can see, the client is simply signaling the server, and the server sends it some data. I need for the client and server to send objects back and forth. I am not looking for a complete solution, all I am looking for is some guidance in the right direction.
I wrote some code, which accepts a connection, but does not accept the data.
SERVER
this class is the server; it should be accepting a connection and outputting the size of the buffer which is being sent. However it is outputting 0
#include "comms.h"
Comms::Comms(QString hostIP, quint16 hostPort)
{
server = new QTcpServer(this);
hostAddress.setAddress(hostIP);
this->hostPort = hostPort;
}
void Comms::attemptConnection(){
connect(server, SIGNAL(newConnection()), this, SLOT(connectionAccepted()));
//socket = server->nextPendingConnection();
server->listen(hostAddress,hostPort);
//receivedData = socket->readAll();
}
void Comms::connectionAccepted(){
qDebug()<<"Connected";
socket = new QTcpSocket(server->nextPendingConnection());
char* rec = new char[socket->readBufferSize()];
qDebug()<<socket->readBufferSize();
}
CLIENT
This class is the client. It should be sending the string 'hello'. It sends it successfully (to my knowledge)
#include "toplevelcomms.h"
#include "stdio.h"
TopLevelComms::TopLevelComms(QString hostIP, quint16 hostPort)
{
tcpSocket = new QTcpSocket();
hostAddress.setAddress(hostIP);
this->hostPort = hostPort;
}
void TopLevelComms::connect(){
tcpSocket->connectToHost(hostAddress,hostPort,QIODevice::ReadWrite);
//tcpSocket->waitForConnected(1);
QString string = "Hello";
QByteArray array;
array.append(string);
qDebug()<<tcpSocket->write(array);
}
Please tell me what I'm doing wrong, or tell me the general logic of establishing what I want in Qt.
QTcpSocket is asynchronous by default, so when you call connectToHost and write in same context it won't be sent, as socket is not connected. You should change your "client" code:
void TopLevelComms::connect(){
tcpSocket->connectToHost(hostAddress,hostPort,QIODevice::ReadWrite);
if(tcpSocket->waitForConnected()) // putting 1 as parameter isn't reasonable, using default 3000ms value
{
QString string = "Hello";
QByteArray array;
array.append(string);
qDebug()<<tcpSocket->write(array);
}
else
{
qDebug() << "couldn't connect";
}
}
Note: you also didn't check if you're able to listen
void Comms::attemptConnection(){
connect(server, SIGNAL(newConnection()), this, SLOT(connectionAccepted()));
//socket = server->nextPendingConnection();
if(server->listen(hostAddress,hostPort))
{
qDebug() << "Server listening";
}
else
{
qDebug() << "Couldn't listen to port" << server->serverPort() << ":" << server->errorString();
}
//receivedData = socket->readAll();
}
And last thing. Note that QTcpServer::nextPendingConnection() return QTcpSocket, so instead of taking that new connection you create new QTcpSocket with nextPendingConnection as parent
void Comms::connectionAccepted(){
qDebug()<<"Connected";
// WRONG! it will use QTcpSocket::QTcpSocket(QObject * parent)
//socket = new QTcpSocket(server->nextPendingConnection());
// use simple asign
socket = server->nextPendingConnection();
// move reading to slot
connect(socket, SIGNAL(readyRead()), this, SLOT(readSocket()));
}
now we will move reading to separate slot
void Comms::readSocket()
{
// note that dynamic size array is incompatible with some compilers
// we will use Qt data structure for that
//char* rec = new char[socket->readBufferSize()];
qDebug()<<socket->readBufferSize();
// note that QByteArray can be casted to char * and const char *
QByteArray data = socket->readAll();
}
I must admit, that it is a lot of errors as for such small code sample. You need to get some knowledge about TCP/IP connections. Those are streams and there is no warranty that whole data chunk will get to you at once
It looks like you have a timing issue. Since your client and server are different processes, there's no way you can guarantee that the entirety of TopLevelComms::connect() is being executed (along with the network data transfer) before your server's connectionAccepted() function tries to read from the socket.
I suspect that if you take advantage of QTcpSocket's waitForReadyRead() function, you should have better luck:
void Comms::connectionAccepted(){
qDebug()<<"Connected";
socket = new QTcpSocket(server->nextPendingConnection());
if( socket->waitForReadyRead() ) {
char* rec = new char[socket->readBufferSize()];
qDebug()<<socket->readBufferSize();
}
}