I have a Asp.NET core application. Startup.Configure() mainly contains this code
app.UseWebSockets();
app.Use(async (httpContext, next) =>
{
// If the request is a WebServerRequest, handle it as such ...
if (httpContext.WebSockets.IsWebSocketRequest)
{
ClientHandler h = new ClientHandler(httpContext);
if (h.IsWebsockOpen)
{
await h.Handle();
}
else
{
httpContext.Response.StatusCode = 400;
}
}
// ... otherwise just hand the request to the next element in chain
else
{
await next();
}
});
Inside h.Handle() the client is supposed to register with a ClientManager which in turn multicasts that a new client has connected like this
public async Task Multicast<T>(List<ClientHandler> l, Msg<T> m)
{
foreach (ClientHandler h in l)
{
if (h.IsWebsockOpen)
{
await h.webSocket.SendAsync(
System.Text.Encoding.UTF8.GetBytes(m.ToString()),
System.Net.WebSockets.WebSocketMessageType.Text,
true,
System.Threading.CancellationToken.None);
}
}
}
I am now wondering if that is safe to do. I can imagine a scenario where two clients connect at the same time resulting in h.webSocket.SendAsync being called twice simultaneously, which is not allowed as said in
https://learn.microsoft.com/en-us/dotnet/api/system.net.websockets.websocket.sendasync?view=netframework-4.8
Remarks
This operation will not block. The returned Task object will complete after the data has been sent on the WebSocket.
Exactly one send and one receive is supported on each WebSocket object in parallel.
Wraping the h.webSocket.SendAsync in a lock-statement seems to be impossible due to the await keyword.
How can I make my code safe? Related questions are either not using WebSockets or they use different frameworks for which mechanisms apply.
You can make use of a semaphore here, specifically SemaphoreSlim. I'd suggest making a SendAsync method on your ClientHandler class and piping all requests via that - ie call it from your Multicast method.
The content of your ClientHandler would then be something like:
class ClientHandler() {
private readonly SemaphoreSlim _sendLock;
public ClientHandler(HttpContext context) {
_sendLock = new SemaphoreSlim(1, 1);
//....
}
public async Task SendAsync(string msg) {
await _sendLock.WaitAsync();
try {
await webSocket.SendAsync(
System.Text.Encoding.UTF8.GetBytes(msg.ToString()),
System.Net.WebSockets.WebSocketMessageType.Text,
true,
System.Threading.CancellationToken.None);
} finally {
_sendLock.Release();
}
}
}
The SemaphoreSlim is IDisposable, so you'll need to take care of that, and its WaitAsync method has overloads for cancellation tokens and/or timeouts that might be appropriate for you to use.
Related
In the gRPC for WCF developers repo there is a great example how to implement a gRPC server stream using the contract first approach.
The great thing on in is that it does not need a loop ar a queue and triggers the gRPC call without delay once the event is raised.
The code I am referencing is:
public override async Task Subscribe(IAsyncStreamReader requestStream, IServerStreamWriter responseStream, ServerCallContext context)
{
using var subscriber = _subscriberFactory.GetSubscriber();
subscriber.Update += async (sender, args) =>
await WriteUpdateAsync(responseStream, args.Symbol, args.Price);
var actionsTask = HandleActions(requestStream, subscriber, context.CancellationToken);
_logger.LogInformation("Subscription started.");
await AwaitCancellation(context.CancellationToken);
try { await actionsTask; } catch { /* Ignored */ }
_logger.LogInformation("Subscription finished.");
}
Now I am trying (but struggle) to achive the same behaviour (no loop, immediate call without delay) but using the code first approach with protobuf-net.
The protobuf-net getting started sample (somewhere at the beginning of the last third) shows how to create it with a loop.
public class MyTimeService : ITimeService
{
public IAsyncEnumerable SubscribeAsync(CallContext context = default)
=> SubscribeAsync(context.CancellationToken);
private async IAsyncEnumerable SubscribeAsync([EnumeratorCancellation] CancellationToken cancel)
{
while (!cancel.IsCancellationRequested)
{
await Task.Delay(TimeSpan.FromSeconds(10), cancel);
yield return new TimeResult { Time = DateTime.UtcNow };
}
}
}
Has anyone ever managed to implement a code first stream without loop and immediate calls?
All my current approaches failed because they would need something in the interface method signature (e.g. the ServerResponseStream) which I could not provide in the client...
I think what you're looking for is this:
var buffer = Channel.CreateUnbounded<StockTickerUpdate>();
from the link for showing how to do the same implementation from your link, but with code-first gRPC.
I am currently working on a system, which actively tracks servers information. For a few methods, I need it to be asynchronous, however, there are a few which are implemented in a synchronous manner (an external library). I have this code:
m_ServerQuery = HServerQuery.Invalid;
m_PingResponse = new ISteamMatchmakingPingResponse(OnServerResponded, OnServerFailedToRespond);
try
{
m_ServerQuery = SteamMatchmakingServers.PingServer((uint)ip, port, m_PingResponse);
await Task.Delay(500);
SteamMatchmakingServers.CancelServerQuery(m_ServerQuery);
}
catch
{
Console.WriteLine($"*** Something went wrong while pinging server ***");
}
As you can see from the code snippet above the PingResponse class inherits two methods which work as "callback" when a response is sent from steam. Now awaiting it for 0.5 milliseconds works, however, I think it would be better to implement it to wait for one of these two methods to trigger:
OnServerResponded, OnServerFailedToRespond
How would I be able to achieve that? The ISteamMatchmakingPingResponse definition:
public class ISteamMatchmakingPingResponse
{
public ISteamMatchmakingPingResponse(ServerResponded onServerResponded, ServerFailedToRespond onServerFailedToRespond);
~ISteamMatchmakingPingResponse();
public static explicit operator IntPtr(ISteamMatchmakingPingResponse that);
public delegate void ServerResponded(gameserveritem_t server);
public delegate void ServerFailedToRespond();
}
I assume that OnServerResponded and OnServerFailedToRespond are functions you can modify. You can use a TaskCompletionSource<bool> and await it's task. Something like this.
TaskCompletionSource<bool> pingSucceed;
//Not sure about the firm of your callback functions, just a void function for this example
void OnServerResponded()
{
//Do any task you need to do
//..
if(pingSucceed != null)
pingSucceed.TrySetResult(true);
}
void OnServerFailedToRespond()
{
//Do any task you need to do
//..
if(pingSucceed != null)
pingSucceed.TrySetResult(false);
}
//Now the call
async Task TheFunctionThatPingsTheServer()
{
//Do any task you need to do prior to the ping
//..
pingSucceed = new TaskCompletionSource<bool>();
m_ServerQuery = SteamMatchmakingServers.PingServer((uint)ip, port, m_PingResponse);
var succeed = await pingSucceed.Task;
pingSucceed.Dispose();
pingSucceed = null;
//Here succeed will be true if server answered, else false.
}
Beware with this, if OnServerResponded and/or OnServerFailedToRespond run in different threads then you must protect all the accesses to pingSucceed by locking an object to avoid race conditions.
I have following code:
while (!cancellationToken.IsCancellationRequested)
{
var connection = await listener.AcceptAsync(cancellationToken);
HandleConnectionAsync(connection, cancellationToken)
.FireAndForget(HandleException);
}
The FireAndForget is an extension method:
public static async void FireAndForget(this ValueTask task, Action<Exception> exceptionHandler)
{
try
{
await task.ConfigureAwait(false);
}
catch (Exception e)
{
exceptionHandler.Invoke(e);
}
}
The while loop is the server lifecycle. When new connection is accepted then it starts some "background task" so it can handle this new connection and then while loop goes back to accepting new connections without awaiting anything - pausing the lifecycle.
I cannot await HandleConnectionAsync (pause the lifecycle) here, because I want to immediately accept another connection (if there is one) and be able to handle multiple connections concurrently. HandleConnectionAsync is I/O bound and handles one connection at time until closed (task completes after some time).
The connections have to be handled separately - I don't want to have a situation when some error while handling one connection have any influence on other connections.
The "fire and forget" solution I have here works, but the general rule is to always await asynchronous methods and never use async void.
It seems like I've broken the rules, so is there a better, maybe more reliable way to handle variable (number of tasks varies in time) number of asynchronous I/O bound tasks concurrently in a situation described here?
More information:
Each call to AcceptAsync allocates system resources even before returning the connection and I want to avoid that whenever possible (the connection may not be returned for hours (code may "await" for hours) - until some external client decides to connect to my server). It is better to assume that this is the method I don't want to be called concurrently/in parallel - just one AcceptAsync at time is enough
Please take into account that I can have millions of clients per day connecting and disconnecting to my server and server (while loop) can work for many many days
I don't know how many connections I will need to handle at a specific time
I do know the maximum number of connections my program will be able to handle concurrently
If I hit the maximum number of connections limit then AcceptAsync won't return new connection until some other active connection closes, so I don't need to worry about that, but any solution based on this limit have to take into account that the active connections may be closed and I still need to handle new connections - number of connections varies over time. "fire and forget" have no issues with that
The code for HandleConnectionAsync is not relevant - it just handles one connection at time until closed (task completes after some time) and is I/O bound (HandleConnectionAsync handles one connection at time, but of course we can start multiple HandleConnectionAsync tasks to handle multiple connections concurrently - which is what I did with "fire and forget")
I'm assuming that changing to something like SignalR isn't an acceptable solution. That would be my first recommendation.
Custom server sockets is a scenario where some kind of "fire and forget" is acceptable. I'm considering adding a "task manager" kind of type to AsyncEx to make this kind of solution easier, but haven't done it yet.
The bottom line is that you need to manage your list of connections yourself. The "connection" object can include a Task that represents the handling loop; that's fine. It's also useful (especially for debugging or management purposes) to have other properties on there as well, such as the remote IP.
So I would approach it something like this:
private readonly object _mutex = new object();
private readonly List<State> _connections = new List<State>();
private void Add(State state)
{
lock (_mutex)
_connections.Add(state);
}
private void Remove(State state)
{
lock (_mutex)
_connections.Remove(state);
}
public async Task RunAsync(CancellationToken cancellationToken)
{
while (true)
{
var connection = await listener.AcceptAsync(cancellationToken);
Add(new State(this, connection));
}
}
private sealed class State
{
private readonly Parent _parent;
public State(Parent parent, Connection connection, CancellationToken cancellationToken)
{
_parent = parent;
Task = ExecuteAsync(connection, cancellationToken);
}
private static async Task ExecuteAsync(Connection connection, CancellationToken cancellationToken)
{
try { await HandleConnectionAsync(connection, cancellationToken); }
finally { _parent.Remove(this); }
}
public Task Task { get; }
// other properties as desired, e.g., RemoteAddress
}
You now have a collection of connections. You can either ignore the tasks in the State objects (as the code above is doing), which is just like fire-and-forget. Or you can await them all at some point. E.g.:
public async Task RunAsync(CancellationToken cancellationToken)
{
try
{
while (true)
{
var connection = await listener.AcceptAsync(cancellationToken);
Add(new State(this, connection));
}
}
catch (OperationCanceledException)
{
// Wait for all connections to cancel.
// I'm not really sure why you would *want* to do this, though.
List<State> connections;
lock (_mutex) { connections = _connections.ToList(); }
await Task.WhenAll(connections.Select(x => x.Task));
}
}
Then it's easy to extend the State object so you can do things that are sometimes useful for a server app to do, e.g.:
List all remote addresses this server has connections to.
Wait until a specific connection is done.
...
Notes:
Use one pattern for cancellation. Passing the token will result in an OperationCanceledException, which is the normal cancellation pattern. The code also was formerly doing a while (!IsCancellationRequested), resulting in a successful completion on cancellation, which is not the normal cancellation pattern. So I removed that so the code is no longer using two cancellation patterns.
When working with raw sockets, in the general case, you need to be constantly reading (even when you're writing) and periodically writing (even if you have no data to send). So your HandleConnectionAsync should be starting an asynchronous reader and writer and then using Task.WhenAll.
I removed the call to HandleException because (probably) whatever it does should be handled by State.ExecuteAsync. It's not hard to add it back in if necessary.
If there is a limit to the maximum number of allowed concurrent tasks, you should use SemaphoreSlim:
int allowedConcurrent = //..
var semaphore = new SemaphoreSlim(allowedConcurrent);
var tasks = new List<Task>();
while (!cancellationToken.IsCancellationRequested)
{
Func<Task> func = async () =>
{
var connection = await listener.AcceptAsync(cancellationToken);
await HandleConnectionAsync(connection, cancellationToken);
semaphore.Release();
};
await semaphore.WaitAsync(); // Will return immediately if the number of concurrent tasks does not exceed allowed
tasks.Add(func());
}
await Task.WhenAll(tasks);
This will accumulate the tasks into a list, then Task.WhenAll can wait for them all to complete.
First things first:
Don't do async void...
Then you can implement a producer/consumer pattern for this, the below pseudocode is just to guide, you need to make sure your Consumer is a Singleton in your app
public class Data
{
public Uri Url { get; set; }
}
public class Producer
{
private Consumer _consumer = new Consumer();
public void DoStuff()
{
var data = new Data();
_consumer.Enqueue(data);
}
}
public class Consumer
{
private readonly List<Data> _toDo = new List<Data>();
private bool _stop = false;
public Consumer()
{
Task.Factory.StartNew(Loop);
}
private async Task Loop()
{
while (!_stop)
{
Data toDo = null;
lock (_toDo)
{
if (_toDo.Any())
{
toDo = _toDo.First();
_toDo.RemoveAt(0);
}
}
if (toDo != null)
{
await DoSomething(toDo);
}
Thread.Sleep(TimeSpan.FromSeconds(1));
}
}
private async Task DoSomething(Data toDo)
{
// YOUR ASYNC STUFF HERE
}
public void Enqueue(Data data)
{
lock (_toDo)
{
_toDo.Add(data);
}
}
}
So your calling method produces what you need to do the background task and the consumer performs that, that's another fire and forget.
You should consider too what happens if something goes wrong at an application level, should you store the Data in the Consumer.Enqueue() so if the app starts again can do the missing job...
Hope this helps
I have made a class to handle multiple HTTP GET requests. It looks something like this:
public partial class MyHttpClass : IDisposable
{
private HttpClient theClient;
private string ApiBaseUrl = "https://example.com/";
public MyHttpClass()
{
this.theClient = new HttpClient();
this.theClient.BaseAddress = new Uri(ApiBaseUrl);
this.theClient.DefaultRequestHeaders.Accept.Clear();
this.theClient.DefaultRequestHeaders.Accept.Add(new MediaTypeWithQualityHeaderValue("application/json"));
}
public async Task<JObject> GetAsync(string reqUrl)
{
var returnObj = new JObject();
var response = await this.theClient.GetAsync(reqUrl);
if (response.IsSuccessStatusCode)
{
returnObj = await response.Content.ReadAsAsync<JObject>();
Console.WriteLine("GET successful");
}
else
{
Console.WriteLine("GET failed");
}
return returnObj;
}
public void Dispose()
{
theClient.Dispose();
}
}
I am then queueing multiple requets by using a loop over Task.Run() and then after Task.WaitAll() in the manner of:
public async Task Start()
{
foreach(var item in list)
{
taskList.Add(Task.Run(() => this.GetThing(item)));
}
Task.WaitAll(taskList.ToArray());
}
public async Task GetThing(string url)
{
var response = await this.theClient.GetAsync(url);
// some code to process and save response
}
It definitiely works faster than synchonus operation but it is not as fast as I expected. Based on other advice I think the local threadpool is slowing me down. MSDN suggest I should specify it as a long running task but I can't see a way to do that calling it like this.
Right now I haven't got into limiting threads, I am just doing batches and testing speed to discover the right approach.
Can anyone suggest some areas for me to look at to increase the speed?
So, after you've set your DefaultConnectionLimit to a nice high number, or just the ConnectionLimit of the ServicePoint that manages connections to the host you are hitting:
ServicePointManager
.FindServicePoint(new Uri("https://example.com/"))
.ConnectionLimit = 1000;
the only suspect bit of code is where you start everything...
public async Task Start()
{
foreach(var item in list)
{
taskList.Add(Task.Run(() => this.GetThing(item)));
}
Task.WaitAll(taskList.ToArray());
}
This can be reduced to
var tasks = list.Select(this.GetThing);
to create the tasks (your async methods return hot (running) tasks... no need to double wrap with Task.Run)
Then, rather that blocking while waiting for them to complete, wait asynchronously instead:
await Task.WhenAll(tasks);
You are probably hitting some overhead in creating multiple instance-based HttpClient vs using a static instance. Your implementation will not scale. Using a shared HttpClient is actually recommended.
See my answer why - What is the overhead of creating a new HttpClient per call in a WebAPI client?
In my .NET 4.0 library I have a piece of code that sends data over the network and waits for a response. In order to not block the calling code the method returns a Task<T> that completes when the response is received so that the code can call the method like this:
// Send the 'message' to the given 'endpoint' and then wait for the response
Task<IResult> task = sender.SendMessageAndWaitForResponse(endpoint, message);
task.ContinueWith(
t =>
{
// Do something with t.Result ...
});
The underlying code uses a TaskCompletionSource so that it can wait for the response message without having to spin up a thread only to have it sit there idling until the response comes in:
private readonly Dictionary<int, TaskCompletionSource<IResult>> m_TaskSources
= new Dictionary<int, TaskCompletionSource<IResult>>();
public Task<IResult> SendMessageAndWaitForResponse(int endpoint, object message)
{
var source = new TaskCompletionSource<IResult>(TaskCreationOptions.None);
m_TaskSources.Add(endpoint, source);
// Send the message here ...
return source.Task;
}
When the response is received it is processed like this:
public void CompleteWaitForResponseResponse(int endpoint, IResult value)
{
if (m_TaskSources.ContainsKey(endpoint))
{
var source = m_TaskSources[endpoint];
source.SetResult(value);
m_TaskSources.Remove(endpoint);
}
}
Now I want to add a time-out so that the calling code won't wait indefinitely for the response. However on .NET 4.0 that is somewhat messy because there is no easy way to time-out a task. So I was wondering if Rx would be able to do this easier. So I came up with the following:
private readonly Dictionary<int, Subject<IResult>> m_SubjectSources
= new Dictionary<int, Subject<IResult>>();
private Task<IResult> SendMessageAndWaitForResponse(int endpoint, object message, TimeSpan timeout)
{
var source = new Subject<IResult>();
m_SubjectSources.Add(endpoint, source);
// Send the message here ...
return source.Timeout(timeout).ToTask();
}
public void CompleteWaitForResponseResponse(int endpoint, IResult value)
{
if (m_SubjectSources.ContainsKey(endpoint))
{
var source = m_SubjectSources[endpoint];
source.OnNext(value);
source.OnCompleted();
m_SubjectSources.Remove(endpoint);
}
}
This all seems to work without issue, however I've seen several questions stating that Subject should be avoided so now I'm wondering if there is a more Rx-y way to achieve my goal.
The advice to avoid using Subject in Rx is often overstated. There has to be a source for events in Rx, and it's fine for it to be a Subject.
The issue with Subject is generally when it is used in between two Rx queries that could otherwise be joined, or where there is already a well-defined conversion to IObservable<T> (such as Observable.FromEventXXX or Observable.FromAsyncXXX etc.
If you want, you can do away with the Dictionary and multiple Subjects with the approach below. This uses a single subject and returns a filtered query to the client.
It's not "better" per se, Whether this makes sense will depend on the specifics of your scenario, but it saves spawning lots of subjects, and gives you a nice option for monitoring all results in a single stream. If you were dispatching results serially (say from a message queue) this could make sense.
// you only need to synchronize if you are receiving results in parallel
private readonly ISubject<Tuple<int,IResult>, Tuple<int,IResult>> results =
Subject.Synchronize(new Subject<Tuple<int,IResult>>());
private Task<IResult> SendMessageAndWaitForResponse(
int endpoint, object message, TimeSpan timeout)
{
// your message processing here, I'm just echoing a second later
Task.Delay(TimeSpan.FromSeconds(1)).ContinueWith(t => {
CompleteWaitForResponseResponse(endpoint, new Result { Value = message });
});
return results.Where(r => r.Item1 == endpoint)
.Select(r => r.Item2)
.Take(1)
.Timeout(timeout)
.ToTask();
}
public void CompleteWaitForResponseResponse(int endpoint, IResult value)
{
results.OnNext(Tuple.Create(endpoint,value));
}
Where I defined a class for results like this:
public class Result : IResult
{
public object Value { get; set; }
}
public interface IResult
{
object Value { get; set; }
}
EDIT - In response to additional questions in the comments.
No need to dispose of the single Subject - it won't leak and will be garbage collected when it goes out of scope.
ToTask does accept a cancellation token - but that's really for cancellation from the client side.
If the remote side disconnects, you can send an the error to all clients with results.OnError(exception); - you'll want to instantiate a new subject instance at the same time.
Something like:
private void OnRemoteError(Exception e)
{
results.OnError(e);
}
This will manifest as a faulted task to all clients in the expected manner.
It's pretty thread safe too because clients subscribing to a subject that has previously sent OnError will get an error back immediately - it's dead from that point. Then when ready you can reinitialise with:
private void OnInitialiseConnection()
{
// ... your connection logic
// reinitialise the subject...
results = Subject.Synchronize(new Subject<Tuple<int,IResult>>());
}
For individual client errors, you could consider:
Extending your IResult interface to include errors as data
You can then optionally project this to a fault for just that client by extending the Rx query in SendMessageAndWaitForResponse. For example, and an Exception and HasError property to IResult so that you can do something like:
return results.Where(r => r.Item1 == endpoint)
.SelectMany(r => r.Item2.HasError
? Observable.Throw<IResult>(r.Item2.Exception)
: Observable.Return(r.Item2))
.Take(1)
.Timeout(timeout)
.ToTask();