Prevent overlapping async code execution - c#

I have read about async-await patterns and that Mutex is incompatible with asynchronous code so I wonder how to write the following method in a lightweight way, without object allocations (not even for a Task<>) but without excessive encumberance (from a pattern).
The problem is as follows. Look at this method:
public async void SendAsync(Stream stream, byte[] data)
{
await stream.WriteAsync(data.Length);
await stream.WriteAsync(data);
await stream.FlushAsync();
}
Now, this method probably is not very useful. In fact there is plenty more code, but for the problem at hand it's perfectly complete.
The problem here is that I have a single main thread that will invoke the method very quickly without await:
for (i = 0; i < 10; i++)
{
SendAsync(stream[i], buffer[i]);
}
All I want is that the main thread loops through quickly without blocking.
Now, this loop is looped over, too:
while (true)
{
for (i = 0; i < 10; i++)
{
SendAsync(stream[i], buffer[i]);
}
// TODO: add a break criterion here
}
My suspicion (fear) is that a very chunky buffer (say 1 MB) on a congested stream[i] (yes, it's a TCP/IP NetworkStream underneath) may cause the nth invocation to occur before the preceding n-1th invocation was reentrant (returned from the invocation).
The two tasks will then interfere with each other.
I don't want any of these two solutions I've already discarded:
(Non-)Solution 1: Mutex
This will throw an exception because Mutex has thread affinity and async code is thread-agnostic:
public async void SendAsync(Stream stream, byte[] data)
{
mutex.WaitOne(); // EXCEPTION!
await stream.WriteAsync(data.Length);
await stream.WriteAsync(data);
await stream.FlushAsync();
mutex.ReleaseMutex();
}
Solution 2: return a Task to *.WaitAll()
The loop is in consumer land while SendAsync() is in framework land, I don't want to force consumers to use an intricate pattern:
while (true)
{
for (i = 0; i < 10; i++)
{
tasks[i] = SendAsync(stream[i], buffer[i]);
}
Task.WaitAll(tasks);
// TODO: add a break criterion here
}
Furthermore I don't ABSOLUTELY want Tasks to be allocated on each loop, this code will run at a moderate frequency (5-10 Hz) with 1000+ open streams. I cannot allocate 10000+ objects per second, it would GC like crazy. Mind that this is minimal code per SO policy, the actual code is much more complex.
What I'd like to see is some kind of outside-loop-allocation that allows to wait for completion only when absolutely necessary (like a Mutex) but at the same time does not allocate memory inside the loop.

Let's say you have a wrapper class over the stream, you could do something like this :
private Stream stream;
private Task currentTask;
public async void SendAsync(byte[] data)
{
currentTask = WriteAsyncWhenStreamAvailable(data);
await currentTask;
}
private async Task WriteAsyncWhenStreamAvailable(byte[] data)
{
if (currentTask != null)
await currentTask.ConfigureAwait(false);
await WriteAsync(data);
}
public async Task WriteAsync(byte[] data)
{
await stream.WriteAsync(data.Length).ConfigureAwait(false);
await stream.WriteAsync(data).ConfigureAwait(false);
await stream.FlushAsync().ConfigureAwait(false);
}
This way you always wait for the previous WriteAsync to end before sending the new data. This solution will ensure the buffers to be sent in requested order.
You could use an async SemaphoreSlim instead of a Mutex
private SemaphoreSlim semaphore = new SemaphoreSlim(1);
public async void SendAsync(Stream stream, byte[] data)
{
await semaphore.WaitAsync(); // EXCEPTION!
await stream.WriteAsync(data.Length);
await stream.WriteAsync(data);
await stream.FlushAsync();
semaphore.Release();
}
Beware of OutOfMemoryException if you blindlessly produce new data without taking in account the size of pending buffers...

Related

C# launching task with non-async function inside

Basic overview: program should launch task to parse some array of data and occasionally enqueue tasks to process it one at a time. Test rig have a button an two labels to display debug info. TaskQueue is a class for SemaphoreSlim from this thread
Dispatcher dispath = Application.Current.Dispatcher;
async void Test_Click(s, e)
{
TaskQueue queue = new TaskQueue();
// Blocks thread if SimulateParse does not have await inside
await SimulateParse(queue);
//await Task.Run(() => SimulateParse(queue));
lblStatus2.Content = string.Format("Awaiting queue"));
await queue.WaitAsync(); //this is just SemaphoreSlim.WaitAsync()
lblStatus.Content = string.Format("Ready"));
lblStatus2.Content = string.Format("Ready"));
MessageBox.Show("Ok");
}
async Task SimulateParse(TaskQueue queue)
{
Random rnd = new Random();
int counter = 0; // representing some piece of data
for(int i = 0; i < 500; i++)
{
dispatch.Invoke(() => lblStatus2.Content = string.Format("Check {0}", ++counter));
Thread.Sleep(25); //no await variant
//await Task.Delay(25);
// if some condition matched - queue work
if (rnd.Next(1, 11) < 2)
{
// Blocks thread even though Enqueue() has await inside
queue.Enqueue(SimulateWork, counter);
//Task.Run(() => queue.Enqueue(SimulateWork, counter));
}
}
}
async Task SimulateWork(object par)
{
dispatch.Invoke(() => lblStatus.Content = string.Format("Working with {0}", par));
Thread.Sleep(400); //no await variant
//await Task.Delay(400);
}
It seems, that it works only if launched task have await inside itself, i.e. if you trying to launch task without await inside it, it will block current thread.
This rig will work as intended, if commented lines are used, but it looks like excessive amount of calls, also, real versions of SimulateParse and SimulateWork does not need to await anything. Main question is - what is the optimal way to launch task with non-async function inside of it? Do i just need to encase them in a Task.Run() like in commented rows?
TaskQueue is used here to run task one by one
It will run them one at a time, yes. SemaphoreSlim does have an implicit queue, but it's not strictly a FIFO-queue. Most synchronization primitives have a mostly-but-not-quite-FIFO implementation, which is Close Enough. This is because they are synchronization primitives, and not queues.
If you want an actual queue (i.e., with guaranteed FIFO order), then you should use a queue, such as TPL Dataflow or System.Threading.Channels.
if you trying to launch task without await inside it, it will block current thread.
All async methods begin executing on the current thread, as described on my blog. async does not mean "run on a different thread". If you want to run a method on a thread pool thread, then wrap that method call in Task.Run. That's a much cleaner solution than sprinkling Task.Delay throughout, and it's more efficient, too (no delays).

hanging in ReadAsync from stream

To get my GUI responsive while receiving data I (think I) need to implement the read of a BT device asynchronously.
But once I try to make it async by awaiting read it's hanging in the first call or 2nd call.
Debugging also does not produce insights, breakpoint don't fire, etc.
When running synchronously the loop is usually running more than once.
public async Task<byte[]> ReadBufferFromStreamAsync(NetworkStream stream)
{
var totalRead = 0;
byte[] buffer = new byte[IO_BUFFER_SIZE];
while (!buffer.Contains((byte)'#'))
{
int read = await stream.ReadAsync(buffer, totalRead, buffer.Length - totalRead);
totalRead += read;
}
return buffer;
}
public async Task<string> readAsync()
{
string answer = System.Text.Encoding.UTF8.GetString(await ReadBufferFromStreamAsync(myStream));
Debug.Write(answer);
return answer.Trim(charsToTrim);
}
public async Task<string> WriteReadAsync(string str)
{
Debug.Write($"send:{str},");
await writeAsync(str);
var value = await readAsync();
Debug.Write($"received:{value}");
return value;
}
whereas this runs fine:
....
Task<int> read = stream.ReadAsync(buffer, totalRead, buffer.Length - totalRead);
totalRead += read.Result;
I would be also keen to know how you debug this kind of code in any case of trouble.
As confirmed with your latest comment, you have an async deadlock. This question goes into a lot of detail about that and provides links to resources where you can learn more.
You say that somewhere in your code you have something like:
public void MyMethod()
{
MyOtherMethodAsync().Result;
}
This isn't really the right way to call async methods. You end up with a chicken and egg type situation, where MyMethod needs to be free to receive the result of MyOtherMethodAsync, so the async method basically waits to resume. The other side of this is MyMethod's call to .Result which is blocking, waiting for MyOtherMethodAsync to complete. This ends up with them both waiting for each other, and then we have ourselves a deadlock.
The best solution is to make MyMethod async:
public async Task MyMethod()
{
await MyOtherMethodAsync();
}
But this sometimes isn't possible. If the method has to be sync then you can use .ConfigureAwait(false) to prevent it from hanging, but as Stephen Cleary notes, it is a hack. Anyway, you can do it like this:
public void MyMethod()
{
MyOtherMethodAsync().ConfigureAwait(false).GetAwaiter().GetResult();
}
Note that for UI event handler methods, you can change them to async void:
public async void Button1_Clicked(object sender, EventArgs e)
{
await MyOtherMethodAsync();
}
But note that using async void effectively means that you don't care about waiting for the result of the Button1_Clicked method. It becomes fire and forget. This is, however, the recommended practise for integrating UI buttons, etc. with async methods.

ValueTask method with unavoidable async await calls?

I currently have the following async method:
private SomeObject _someObject = null;
public async Task<SomeObject> GetObjectAsync()
{
await sslim.WaitAsync();
if (_someObject == null)
{
_someObject = await InitializeSomeObjectAsync(); //starts calls to alot of async methods
}
sslim.Release();
return _someObject;
}
If the above code is a hot path and called many times, is it safe/ok to change to use ValueTask?
private SomeObject _someObject = null;
public async ValueTask<SomeObject> GetObjectAsync()
{
await sslim.WaitAsync();
if (_someObject == null)
{
_someObject = await InitializeSomeObjectAsync(); //starts calls to a lot of async methods
}
sslim.Release();
return _someObject;
}
What I'm unsure about is the sslim.WaitAsync locking call, which will always cause the code path to never be completely synchronous (even if _someObject has already been initialized), which is counter to using ValueTask for paths that can possible perform synchronously?
Another thought, maybe also changing the SemaphoreSlim call to the sync version would make sense?
private SomeObject _someObject = null;
public async ValueTask<SomeObject> GetObjectAsync()
{
sslim.Wait();
if (_someObject == null)
{
_someObject = await InitializeSomeObjectAsync(); //starts calls to a lot of async methods
}
sslim.Release();
return _someObject;
}
I plan to perform some benchmarks on the above variations, but just wanted to get some feedback from people who are more knowledgeable as to which option would be good to consider.
What I'm unsure about is the sslim.WaitAsync locking call, which will always cause the code path to never be completely synchronous
I'm not sure why that would be the case. Asynchronous methods may behave synchronously, and I would expect SemaphoreSlim.WaitAsync to synchronously acquire the semaphore if it's available.
which is counter to using ValueTask for paths that can possible perform synchronously?
Even if it completes asynchronously, using ValueTask<T> allows your code to avoid an allocation of a Task<T> for each invocation. If it completes synchronously, it's even more efficient, but you'll get some efficiency benefits even if it's always asynchronous. (see comments)
If it completes asynchronously, ValueTask<T> will have to do some allocations. These allocations can be pooled if you opt into it (DOTNET_SYSTEM_THREADING_POOLASYNCVALUETASKS on .NET 5 or [AsyncMethodBuilder(typeof(PoolingAsyncValueTaskMethodBuilder))] on .NET 6).
I currently have the following async method
You may be interested in AsyncLazy<T> (with AsyncLazyFlags.RetryOnFailure). It uses Task<T>, but once the initialization completes successfully, it is allocation free (always returning the same Task<T> instance).
I made a DIY benchmark to measure the effect of switching from Task<T> to ValueTask<T>, regarding performance and allocations. As starting point I used the method below:
async Task<object> TaskOne()
{
await Task.Yield();
return new object();
}
I invoked and awaited this method continuously in a tight loop for one second, and then measured how many loops happened, and how many bytes were allocated in total. Then I did the same with a variant having ValueTask<object> as result, and finally I omitted the await Task.Yield(); line from both variants, to see how a synchronous completion would affect the measurements. Here is the complete benchmark:
using System;
using System.Threading;
using System.Threading.Tasks;
public static class Program
{
static async Task Main()
{
await TestAsync("Using Task<object>", true, TaskLoop);
await TestAsync("Using ValueTask<object>", true, ValueTaskLoop);
await TestAsync("Using Task<object>", false, TaskLoop);
await TestAsync("Using ValueTask<object>", false, ValueTaskLoop);
}
static async Task TestAsync(string title, bool asynchronous,
Func<bool, CancellationToken, Task<int>> loop)
{
GC.Collect();
long mem0 = GC.GetTotalAllocatedBytes(true);
var cts = new CancellationTokenSource(1000);
int count = await loop(asynchronous, cts.Token);
long mem1 = GC.GetTotalAllocatedBytes(true);
Console.WriteLine($"{title} - " +
(asynchronous ? "Asynchronous" : "Synchronous") + " completion");
Console.WriteLine($"- Loops: {count:#,0}");
Console.WriteLine($"- Allocations: {mem1 - mem0:#,0} bytes");
double perLoop = (mem1 - mem0) / (double)count;
Console.WriteLine($"- Allocations per loop: {perLoop:#,0} bytes");
Console.WriteLine();
}
static async Task<object> TaskOne(bool asynchronous)
{
if (asynchronous) await Task.Yield();
return new object();
}
static async ValueTask<object> ValueTaskOne(bool asynchronous)
{
if (asynchronous) await Task.Yield();
return new object();
}
static async Task<int> TaskLoop(bool asynchronous, CancellationToken token)
{
int count = 0;
while (!token.IsCancellationRequested)
{
var result = await TaskOne(asynchronous);
count++;
if (result == null) break; // Make sure that the result is not optimized out
}
return count;
}
static async Task<int> ValueTaskLoop(bool asynchronous, CancellationToken token)
{
int count = 0;
while (!token.IsCancellationRequested)
{
var result = await ValueTaskOne(asynchronous);
count++;
if (result == null) break; // Make sure that the result is not optimized out
}
return count;
}
}
Try it on Fiddle.
I got these results on my PC (.NET 5, C# 9, Release build, no debugger attached):
Using Task<object> - Asynchronous completion
- Loops: 448,628
- Allocations: 61,034,784 bytes
- Allocations per loop: 136 bytes
Using ValueTask<object> - Asynchronous completion
- Loops: 416,055
- Allocations: 59,919,520 bytes
- Allocations per loop: 144 bytes
Using Task<object> - Synchronous completion
- Loops: 8,450,945
- Allocations: 811,290,792 bytes
- Allocations per loop: 96 bytes
Using ValueTask<object> - Synchronous completion
- Loops: 8,806,701
- Allocations: 211,360,896 bytes
- Allocations per loop: 24 bytes
The results I got on the Fiddle server were a bit different. It is probably running on Debug build:
Using Task<object> - Asynchronous completion
- Loops: 667,918
- Allocations: 106,889,024 bytes
- Allocations per loop: 160 bytes
Using ValueTask<object> - Asynchronous completion
- Loops: 637,380
- Allocations: 107,084,176 bytes
- Allocations per loop: 168 bytes
Using Task<object> - Synchronous completion
- Loops: 10,128,652
- Allocations: 1,377,497,176 bytes
- Allocations per loop: 136 bytes
Using ValueTask<object> - Synchronous completion
- Loops: 9,850,096
- Allocations: 709,207,232 bytes
- Allocations per loop: 72 bytes
My conclusion is that switching from Task<T> to ValueTask<T> is quite advantageous when most of the invocations return completed tasks, and it is slightly disadvantageous if all of the invocations return incomplete tasks. For your specific use case (protecting the initialization of cached values) I think that it is worth making the switch, but don't expect massive performance gains from this. There are probably better ways to improve your caching mechanism, that offer not only better performance, but also less contention under heavy usage.

Is there a better, maybe more reliable pattern than "fire and forget" to handle variable number of asynchronous tasks concurrently?

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

Inside a loop,does each async call get chained to the returned task using task's continuewith?

The best practice is to collect all the async calls in a collection inside the loop and do Task.WhenAll(). Yet, want to understand what happens when an await is encountered inside the loop, what would the returned Task contain? what about further async calls? Will it create new tasks and add them to the already returned Task sequentially?
As per the code below
private void CallLoopAsync()
{
var loopReturnedTask = LoopAsync();
}
private async Task LoopAsync()
{
int count = 0;
while(count < 5)
{
await SomeNetworkCallAsync();
count++;
}
}
The steps I assumed are
LoopAsync gets called
count is set to zero, code enters while loop, condition is checked
SomeNetworkCallAsync is called,and the returned task is awaited
New task/awaitable is created
New task is returned to CallLoopAsync()
Now, provided there is enough time for the process to live, How / In what way, will the next code lines like count++ and further SomeNetworkCallAsync be executed?
Update - Based on Jon Hanna and Stephen Cleary:
So there is one Task and the implementation of that Task will involve
5 calls to NetworkCallAsync, but the use of a state-machine means
those tasks need not be explicitly chained for this to work. This, for
example, allows it to decide whether to break the looping or not based
on the result of a task, and so on.
Though they are not chained, each call will wait for the previous call to complete as we have used await (in state m/c, awaiter.GetResult();). It behaves as if five consecutive calls have been made and they are executed one after the another (only after the previous call gets completed). If this is true, we have to be bit more careful in how we are composing the async calls.For ex:
Instead of writing
private async Task SomeWorkAsync()
{
await SomeIndependentNetworkCall();// 2 sec to complete
var result1 = await GetDataFromNetworkCallAsync(); // 2 sec to complete
await PostDataToNetworkAsync(result1); // 2 sec to complete
}
It should be written
private Task[] RefactoredSomeWorkAsync()
{
var task1 = SomeIndependentNetworkCall();// 2 sec to complete
var task2 = GetDataFromNetworkCallAsync()
.ContinueWith(result1 => PostDataToNetworkAsync(result1)).Unwrap();// 4 sec to complete
return new[] { task1, task2 };
}
So that we can say RefactoredSomeWorkAsync is faster by 2 seconds, because of the possibility of parallelism
private async Task CallRefactoredSomeWorkAsync()
{
await Task.WhenAll(RefactoredSomeWorkAsync());//Faster, 4 sec
await SomeWorkAsync(); // Slower, 6 sec
}
Is this correct? - Yes. Along with "async all the way", "Accumulate tasks all the way" is good practice. Similar discussion is here
When count is zero, new task will be created because of await and be returned
No. It will not. It will simply call the async method consequently, without storing or returning the result. The value in loopReturnedTask will store the Task of LoopAsync, not related to SomeNetworkCallAsync.
await SomeNetworkCallAsync(); // call, wait and forget the result
You may want to read the MSDN article on async\await.
To produce code similar to what async and await do, if those keywords didn't exist, would require code a bit like:
private struct LoopAsyncStateMachine : IAsyncStateMachine
{
public int _state;
public AsyncTaskMethodBuilder _builder;
public TestAsync _this;
public int _count;
private TaskAwaiter _awaiter;
void IAsyncStateMachine.MoveNext()
{
try
{
if (_state != 0)
{
_count = 0;
goto afterSetup;
}
TaskAwaiter awaiter = _awaiter;
_awaiter = default(TaskAwaiter);
_state = -1;
loopBack:
awaiter.GetResult();
awaiter = default(TaskAwaiter);
_count++;
afterSetup:
if (_count < 5)
{
awaiter = _this.SomeNetworkCallAsync().GetAwaiter();
if (!awaiter.IsCompleted)
{
_state = 0;
_awaiter = awaiter;
_builder.AwaitUnsafeOnCompleted<TaskAwaiter, TestAsync.LoopAsyncStateMachine>(ref awaiter, ref this);
return;
}
goto loopBack;
}
_state = -2;
_builder.SetResult();
}
catch (Exception exception)
{
_state = -2;
_builder.SetException(exception);
return;
}
}
[DebuggerHidden]
void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine param0)
{
_builder.SetStateMachine(param0);
}
}
public Task LoopAsync()
{
LoopAsyncStateMachine stateMachine = new LoopAsyncStateMachine();
stateMachine._this = this;
AsyncTaskMethodBuilder builder = AsyncTaskMethodBuilder.Create();
stateMachine._builder = builder;
stateMachine._state = -1;
builder.Start(ref stateMachine);
return builder.Task;
}
(The above is based on what happens when you use async and await except that the result of that uses names that cannot be valid C# class or field names, along with some extra attributes. If its MoveNext() reminds you of an IEnumerator that's not entirely irrelevant, the mechanism by which await and async produce an IAsyncStateMachine to implement a Task is similar in many ways to how yield produces an IEnumerator<T>).
The result is a single Task which comes from AsyncTaskMethodBuilder and makes use of LoopAsyncStateMachine (which is close to the hidden struct that the async produces). Its MoveNext() method is first called upon the task being started. It will then use an awaiter on SomeNetworkCallAsync. If it is already completed it moves on to the next stage (increment count and so on), otherwise it stores the awaiter in a field. On subsequent uses it will be called because the SomeNetworkCallAsync() task has returned, and it will get the result (which is void in this case, but could be a value if values were returned). It then attempts further loops and again returns when it is waiting on a task that is not yet completed.
When it finally reaches a count of 5 it calls SetResult() on the builder, which sets the result of the Task that LoopAsync had returned.
So there is one Task and the implementation of that Task will involve 5 calls to NetworkCallAsync, but the use of a state-machine means those tasks need not be explicitly chained for this to work. This, for example, allows it to decide whether to break the looping or not based on the result of a task, and so on.
When an async method first yields at an await, it returns a Task (or Task<T>). This is not the task being observed by the await; it is a completely different task created by the async method. The async state machine controls the lifetime of that Task.
One way to think of it is to consider the returned Task as representing the method itself. The returned Task will only complete when the method completes. If the method returns a value, then that value is set as the result of the task. If the method throws an exception, then that exception is captured by the state machine and placed on that task.
So, there's no need for attaching continuations to the returned task. The returned task will not complete until the method is done.
How / In what way, will the next code lines like count++ and further SomeNetworkCallAsync be executed?
I do explain this in my async intro post. In summary, when a method awaits, it captures a "current context" (SynchronizationContext.Current unless it is null, in which case it uses TaskScheduler.Current). When the await completes, it resumes executing its async method within that context.
That's what technically happens; but in the vast majority of cases, this simply means:
If an async method starts on a UI thread, then it will resume on that same UI thread.
If an async method starts within an ASP.NET request context, then it will resume with that same request context (not necessarily on the same thread, though).
Otherwise, the async method resumes on a thread pool thread.

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