C# all pipe instances are busy - c#

The following code creates a new thread acting first as a named pipe client for sending parameters and then as a server for retrieving results. After that it executes a function in another AppDomain acting as a named pipe server and after that as a client to send the results back.
public OrderPrice DoAction()
{
Task<OrderPrice> t = Task<OrderPrice>.Factory.StartNew(NamedPipeClient, parameters);
if (domain == null)
{
domain = AppDomain.CreateDomain(DOMAINNAME);
}
domain.DoCallBack(AppDomainCallback);
return t.Result;
}
static OrderPrice NamedPipeClient(object parameters) {
OrderPrice price = null;
using (NamedPipeClientStream stream = new NamedPipeClientStream(PIPE_TO)) {
stream.Connect();
SerializeToStream(stream, parameters);
}
using (NamedPipeServerStream stream = new NamedPipeServerStream(PIPE_BACK)) {
stream.WaitForConnection();
price = (OrderPrice)DeserializeFromStream(stream);
}
return price;
}
void AppDomainCallback() {
OrderPrice price = null;
using (NamedPipeServerStream stream = new NamedPipeServerStream(PIPE_TO)) {
stream.WaitForConnection();
List<object> parameters = (List<object>)DeserializeFromStream(stream);
if (mi != null)
price = (OrderPrice)mi.Invoke(action, parameters.ToArray());
}
using (NamedPipeClientStream stream = new NamedPipeClientStream(PIPE_BACK)) {
stream.Connect();
SerializeToStream(stream, price);
}
}
The code is called once per second on average and it worked fine for 7+ hours. But at some point "system.io.ioexception all pipe instances are busy" is thrown and they wont reconnect anymore after that. Browsing here it seems like it could be because of not properly disposing the pipe objects, but I guess thats all good since they are inside using statements.
Does anyone have any clue what could be wrong here? The code is in .NET 4.0 running on windows server 2008.

Sounds like it should be a mutex instead of a simple lock
Lock, mutex, semaphore... what's the difference?
as far as the occasional halting, it could be starvation or a deadlock.
This is good reading material for abstracts on what may be happening
http://en.wikipedia.org/wiki/Dining_philosophers_problem

Related

Exchanging messages between two C# processes

I have two console apps written with C#. I'm trying to exchange messages between them. In an attempt to do this, I'm using non-persisted memory-mapped files. In my scenario, one console app is the parent and the other is the child. Sometimes, the parent will send a message to the child. Other times, the child will send a message to the parent.
I can't figure out how to do this though. It's like each process is either listening or speaking. It's not actively doing both. At this time, I'm trying to exchange messages between the two processes using a struct that's defined as this:
public struct Message
{
public string Source { get; set; }
public string Text { get; set; }
}
My parent console app has a method that looks like this:
private void SendMessageToChild(string text, int childHandle)
{
Console.WriteLine("Sending message to child...");
var messageChannelFileName = childHandle.ToString() + ".msgs";
using (var messageChannelFile = MemoryMappedFile.CreateOrOpen(messageChannelFileName, 10240))
{
using (var memoryMappedAccessor = messageChannelFile.CreateViewAccessor())
{
var message = new Message();
message.Text = text;
message.Source = "Parent";
memoryMappedAccessor.Write<Message>(0, ref message);
}
}
Console.ReadKey(); // This is to keep the memory mapped file open for the child to be able to read it
Console.WriteLine("Successfully sent message to child.");
}
My child console app (process) has a method that looks like this:
private void StartListening()
{
Task.Run(() =>
{
var messageChannelFileName = Process.GetCurrentProcess().Id + ".msgs";
using (var messageChannelFile = MemoryMappedFile.OpenExisting(messageChannelFileName, MemoryMappedFileRights.Read))
{
var message = new Message();
using (var messageAccessor = messageChannelFile.CreateViewAccessor(0, 0, MemoryMappedFileAccess.Read))
{
messageAccessor.Read<Message>(0, out message);
Console.WriteLine(message.Text);
}
}
Console.ReadKey(); // This is to keep the memory mapped file
});
}
This approach isn't working. I never see the message printed to the console window. At the same time, I do not see a way to send messages back-and-forth. In my opinion, the Console.ReadKey required in both sides locks the file.
Am I misunderstanding something? Am I using the wrong thing to exchange messages between two processes? I know I can't use Pipes for my scenario, which is why I went with memory mapped files.
Its really easy to communicate between 2 processes
For example Parent process do that :
// create EventWaitHandle, MemoryMapped and accessor
ewh = new EventWaitHandle(false, EventResetMode.AutoReset, "ewhFreePIE");
memory = MemoryMappedFile.CreateOrOpen("hookFreePIE", 68, MemoryMappedFileAccess.ReadWrite);
accessor = memory.CreateViewAccessor();
:
:
// Send message with accessor.write
ewh.Set();//say to other process, there is something to read
Example of Child Process:
memory = MemoryMappedFile.CreateOrOpen("hookFreePIE", 68, MemoryMappedFileAccess.ReadWrite);
accessor = memory.CreateViewAccessor();
ewh = EventWaitHandle.OpenExisting("ewhFreePIE");
:
:
// sample of loop
public void StartLoop()
{
while (running)
{
ewh.WaitOne();// wait Set() of another or same process
if (cmdtostop) //you could create cmdstop inside memorymapped file (set first byte to 1 for example
{
running = false;
}
else
{
//do something with data , using accessor.Read
}
}
if you want child send to parent you create another EventWaithandle and do the same thing from child to Parent
Dont forget to dispose resource when process finish

JIT SignalR Hub Sending and Receiving

Up till now for the past 3 months, I still have 0 clue how SignalR works at the JIT (Just-in-time) level. I'm trying to build a Hub that sends data to the client just in time, and the client will then receive the data and work along with it.
EDIT: Incase you have no idea what I mean by JIT Sending and
Receiving,
I meant it by the server being able to send connected socket clients data when there is new data available. The socket connection will only be closed either when the server is shutdown/has an issue OR the client disconnects from the socket. So in short, no matter what, when new data arises from the server, it will always send that data ONE BY ONE to connection clients.
So here's what I'm missing out/confused about:
Is the SubscribeToAll (Check out TickerHub.cs below) Method the place where I call when I have new data to notify and beep to the clients or where is it?
I know how the asynchronous WriteToChannel works. Basically it sends a collection, item by item to the client. Key issue is, how do I convert this entire function to JIT? And where do I handle the list of clients subscribed to this hub?
Currently, TickerHub.cs keeps retrieving a dataset (named CurrencyPairs) and then broadcasts it to the clients indefinitely. I have a background service that syncs and updates the CurrencyPairs 24/7. I just need a SignalR expert's help to explain/show how I can invoke the Hub from the background service and then allow the hub to broadcast that new data to the connected clients.
TickerHub.cs
public class TickerHub : Hub, ITickerHubClient
{
private IEnumerable<CurrencyPair> _currencyPairs;
private readonly ICurrencyPairService _cpService;
public TickerHub(ICurrencyPairService cpService)
{
_cpService = cpService;
}
public async Task<NozomiResult<CurrencyPair>> Tickers(IEnumerable<CurrencyPair> currencyPairs = null)
{
var nozRes = new NozomiResult<CurrencyPair>()
{
Success = true,
ResultType = NozomiResultType.Success,
Data = currencyPairs
};
return nozRes;
}
// We can use this to return a payload
public async Task<ChannelReader<NozomiResult<CurrencyPair>>> SubscribeToAll()
{
// Initialize an unbounded channel
//
// Unbounded Channels have no boundaries, allowing the server/client to transmit
// limitless amounts of payload. Bounded channels have limits and will tend to
// drop the clients after awhile.
var channel = Channel.CreateUnbounded<NozomiResult<CurrencyPair>>();
_ = WriteToChannel(channel.Writer); // Write all Currency Pairs to the channel
// Return the reader
return channel.Reader;
// This is a nested method, allowing us to write repeated methods
// with the same semantic conventions while maintaining conformity.
async Task WriteToChannel(ChannelWriter<NozomiResult<CurrencyPair>> writer)
{
// Pull in the latest data
_currencyPairs = _cpService.GetAllActive();
// Iterate them currency pairs
foreach (var cPair in _currencyPairs)
{
// Write one by one, and the client receives them one by one as well
await writer.WriteAsync(new NozomiResult<CurrencyPair>()
{
Success = (cPair != null),
ResultType = (cPair != null) ? NozomiResultType.Success : NozomiResultType.Failed,
Data = new[] {cPair}
});
}
// Beep the client, telling them you're done
writer.Complete();
}
}
}
In case you want to find out if my client sided code doesn't work well, here it is
using Microsoft.AspNetCore.SignalR.Client;
using Newtonsoft.Json;
using Nozomi.Client.Data.Interfaces;
using Nozomi.Data;
using Nozomi.Data.CurrencyModels;
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Nozomi.Client
{
public class NozomiClient
{
private CancellationToken _tickerStreamCancellationToken;
private string ServerPath;
private HubConnection _hubConnection;
public NozomiClient(string serverPath)
{
ServerPath = serverPath;
_hubConnection = new HubConnectionBuilder()
.WithUrl(serverPath)
.Build();
}
public async Task InitializeAsync()
{
await _hubConnection.StartAsync();
}
public async Task StreamTickers()
{
// Setup the channel for streaming
var streamTickerChannel = await _hubConnection.StreamAsChannelAsync<NozomiResult<CurrencyPair>>("SubscribeToAll", CancellationToken.None);
// Setup the asynchronous data stream
// https://learn.microsoft.com/en-us/aspnet/core/signalr/streaming?view=aspnetcore-2.1#net-client
//while (await streamTickerChannel.WaitToReadAsync())
//{
// while (streamTickerChannel.TryRead(out var cp))
// {
// Console.WriteLine(JsonConvert.SerializeObject(cp));
// }
//}
_hubConnection.On<CurrencyPair>("SubscribeToAll", cp =>
{
Console.WriteLine(cp);
});
while (!_tickerStreamCancellationToken.IsCancellationRequested)
{
if (await streamTickerChannel.WaitToReadAsync())
{
while (streamTickerChannel.TryRead(out var cp))
{
Console.WriteLine(JsonConvert.SerializeObject(cp));
}
}
Console.WriteLine("Processing");
Thread.Sleep(1000);
}
}
public ICurrencyPair CurrencyPairs { get; }
public ISource Sources { get; }
}
}

Why does a bound SUB receive only one message from a connecting PUB?

I'm making examples for my ZeroMQ CLR namespace, however I have a problem with PUB/SUB.
Why do I get only the first message? Sometimes I get no message, if I debug through the client (on PubSub_Client(arg);) I get some messages.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Security.Cryptography;
using ZeroMQ;
namespace ZeroMQ.Test
{
static partial class Program
{
static string PubSub_FrontendAddress = "tcp://127.0.0.1:2772";
public static void Main(string[] args)
{
if (args == null || args.Length < 1)
{
// say here were some arguments...
args = new string[] { "World" };
}
// Setup the ZContext
context = ZContext.Create();
CancellationTokenSource cancellor0 = null;
{
// Create the "Server" cancellor and threads
cancellor0 = new CancellationTokenSource();
var serverThread = new Thread(PubSub_Server);
serverThread.Start(cancellor0.Token);
serverThread.Join(64);
}
{
Thread.Sleep(1000);
Console.WriteLine("Starting...");
// foreach arg we are the Client, asking the Server
foreach (string arg in args)
{
PubSub_Client(arg);
// Thread.Sleep(1000);
}
Console.WriteLine("Ended...");
}
if (cancellor0 != null)
{
// Cancel the Server
cancellor0.Cancel();
}
// we could have done here context.Terminate()
}
static void PubSub_Server(object cancelluS)
{
var cancellus = (CancellationToken)cancelluS;
using (var socket = ZSocket.Create(context, ZSocketType.SUB))
{
socket.Bind(PubSub_FrontendAddress);
socket.SubscribeAll();
/* var poller = ZPollItem.Create(socket, (ZSocket _socket, out ZMessage message, out ZError _error) =>
{
while (null == (message = _socket.ReceiveMessage(/* ZSocketFlags.DontWait, * out _error)))
{
if (_error == ZError.EAGAIN)
{
_error = ZError.None;
Thread.Sleep(1);
continue;
}
throw new ZException(_error);
}
return true;
}); /**/
while (!cancellus.IsCancellationRequested)
{
ZError error;
ZMessage request;
/* if (!poller.TryPollIn(out request, out error, TimeSpan.FromMilliseconds(512)))
{
if (error == ZError.EAGAIN)
{
error = ZError.None;
Thread.Sleep(1);
continue;
}
throw new ZException(error);
} /**/
if (null == (request = socket.ReceiveMessage(ZSocketFlags.DontWait, out error)))
{
if (error == ZError.EAGAIN)
{
error = ZError.None;
Thread.Sleep(1);
continue;
}
throw new ZException(error);
} /**/
foreach (ZFrame frame in request)
{
string strg = frame.ReadString();
Console.WriteLine("{0} said hello!", strg);
}
}
socket.Unbind(PubSub_FrontendAddress);
}
}
static void PubSub_Client(string name)
{
using (var socket = ZSocket.Create(context, ZSocketType.PUB))
{
using (var crypto = new RNGCryptoServiceProvider())
{
var identity = new byte[8];
crypto.GetBytes(identity);
socket.Identity = identity;
}
socket.Connect(PubSub_FrontendAddress);
using (var request = new ZMessage())
{
request.Add(new ZFrame(name));
socket.Send(request);
}
socket.Disconnect(PubSub_FrontendAddress);
}
}
}
}
I'm having trouble with your design which seems just wrong:
A single subscriber and multiple publishers is an odd choice. I trust you have a good reason for it, but you should have said what that is. When sending messages from multiple clients to a single server, it is normal to use DEALER/ROUTER sockets instead. PUB/SUB is intended for a small set of publishers to a large number of subscribers.
A client that connects, sends one message, then immediately disconnects, is another very unusual use case that I hope is just an example:
For one thing, you are open to linger problems whereby the message will get dropped on the disconnect it is isn't sent within the linger timeout. [I don't know what the default linger is for your language binding, so that may or may not be an issue, but you should at least check to ensure that it isn't.]
For another, as you've already found, there are issues around the time it takes to connect to a socket, which may lead to PUB messages getting dropped if they are sent before the socket has properly connected.
If you insist on using PUB/SUB in this manner, you will need an out of band protocol to synchronise the PUB and SUB threads before the pub messages are sent. There are examples of how to do this reliable pub/sub in the zeromq guide. This will involve a second set of sockets in the same threads to send the synchronisation messages; DEALER sockets don't drop messages which is why they are suitable for that purpose...
But, DEALER/ROUTER sockets would appear to be a better choice than PUB/SUB unless there is some design requirement that hasn't been disclosed.
Well... There was a comment by Martin Sustrik: "The problem is that connecting is asynchronous and takes certain amount of time."
Now there is Thread.Sleep(64) - and it works...:
static void PubSub_Client(string name)
{
using (var socket = ZSocket.Create(context, ZSocketType.PUB))
{
socket.Connect(PubSub_FrontendAddress);
Thread.Sleep(64);
using (var request = new ZMessage())
{
request.Add(new ZFrame(name));
socket.Send(request);
}
socket.Disconnect(PubSub_FrontendAddress);
}
}
Do you know any better way to get the connection established?

ZeroMQ performance issue

I'm having an issue with ZeroMQ, which I believe is because I'm not very familiar with it.
I'm trying to build a very simple service where multiple clients connect to a server and sends a query. The server responds to this query.
When I use REQ-REP socket combination (client using REQ, server binding to a REP socket) I'm able to get close to 60,000 messages per second at server side (when client and server are on the same machine). When distributed across machines, each new instance of client on a different machine linearly increases the messages per second at the server and easily reaches 40,000+ with enough client instances.
Now REP socket is blocking, so I followed ZeroMQ guide and used the rrbroker pattern (http://zguide.zeromq.org/cs:rrbroker):
REQ (client) <----> [server ROUTER -- DEALER --- REP (workers running on different threads)]
However, this completely screws up the performance. I'm getting only around 4000 messages per second at the server when running across machines. Not only that, each new client started on a different machine reduces the throughput of every other client.
I'm pretty sure I'm doing something stupid. I'm wondering if ZeroMQ experts here can point out any obvious mistakes. Thanks!
Edit: Adding code as per advice. I'm using the clrzmq nuget package (https://www.nuget.org/packages/clrzmq-x64/)
Here's the client code. A timer counts how many responses are received every second.
for (int i = 0; i < numTasks; i++) { Task.Factory.StartNew(() => Client(), TaskCreationOptions.LongRunning); }
void Client()
{
using (var ctx = new Context())
{
Socket socket = ctx.Socket(SocketType.REQ);
socket.Connect("tcp://192.168.1.10:1234");
while (true)
{
socket.Send("ping", Encoding.Unicode);
string res = socket.Recv(Encoding.Unicode);
}
}
}
Server - case 1: The server keeps track of how many requests are received per second
using (var zmqContext = new Context())
{
Socket socket = zmqContext.Socket(SocketType.REP);
socket.Bind("tcp://*:1234");
while (true)
{
string q = socket.Recv(Encoding.Unicode);
if (q.CompareTo("ping") == 0) {
socket.Send("pong", Encoding.Unicode);
}
}
}
With this setup, at server side, I can see around 60,000 requests received per second (when client is on the same machine). When on different machines, each new client increases number of requests received at server as expected.
Server Case 2: This is essentially rrbroker from ZMQ guide.
void ReceiveMessages(Context zmqContext, string zmqConnectionString, int numWorkers)
{
List<PollItem> pollItemsList = new List<PollItem>();
routerSocket = zmqContext.Socket(SocketType.ROUTER);
try
{
routerSocket.Bind(zmqConnectionString);
PollItem pollItem = routerSocket.CreatePollItem(IOMultiPlex.POLLIN);
pollItem.PollInHandler += RouterSocket_PollInHandler;
pollItemsList.Add(pollItem);
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("{0}", ze.Message);
return;
}
dealerSocket = zmqContext.Socket(SocketType.DEALER);
try
{
dealerSocket.Bind("inproc://workers");
PollItem pollItem = dealerSocket.CreatePollItem(IOMultiPlex.POLLIN);
pollItem.PollInHandler += DealerSocket_PollInHandler;
pollItemsList.Add(pollItem);
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("{0}", ze.Message);
return;
}
// Start the worker pool; cant connect
// to inproc socket before binding.
workerPool.Start(numWorkers);
while (true)
{
zmqContext.Poll(pollItemsList.ToArray());
}
}
void RouterSocket_PollInHandler(Socket socket, IOMultiPlex revents)
{
RelayMessage(routerSocket, dealerSocket);
}
void DealerSocket_PollInHandler(Socket socket, IOMultiPlex revents)
{
RelayMessage(dealerSocket, routerSocket);
}
void RelayMessage(Socket source, Socket destination)
{
bool hasMore = true;
while (hasMore)
{
byte[] message = source.Recv();
hasMore = source.RcvMore;
destination.Send(message, message.Length, hasMore ? SendRecvOpt.SNDMORE : SendRecvOpt.NONE);
}
}
Where the worker pool's start method is:
public void Start(int numWorkerTasks=8)
{
for (int i = 0; i < numWorkerTasks; i++)
{
QueryWorker worker = new QueryWorker(this.zmqContext);
Task task = Task.Factory.StartNew(() =>
worker.Start(),
TaskCreationOptions.LongRunning);
}
Console.WriteLine("Started {0} with {1} workers.", this.GetType().Name, numWorkerTasks);
}
public class QueryWorker
{
Context zmqContext;
public QueryWorker(Context zmqContext)
{
this.zmqContext = zmqContext;
}
public void Start()
{
Socket socket = this.zmqContext.Socket(SocketType.REP);
try
{
socket.Connect("inproc://workers");
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("Could not create worker, error: {0}", ze.Message);
return;
}
while (true)
{
try
{
string message = socket.Recv(Encoding.Unicode);
if (message.CompareTo("ping") == 0)
{
socket.Send("pong", Encoding.Unicode);
}
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("Could not receive message, error: " + ze.ToString());
}
}
}
}
Could you post some source code or at least a more detailed explanation of your test case? In general the way to build out your design is to make one change at a time, and measure at each change. You can always move stepwise from a known working design to more complex ones.
Most probably the 'ROUTER' is the bottleneck.
Check out these related questions on this:
Client maintenance in ZMQ ROUTER
Load testing ZeroMQ (ZMQ_STREAM) for finding the maximum simultaneous users it can handle
ROUTER (and ZMQ_STREAM, which is just a variant of ROUTER) internally has to maintain the client mapping, hence IMO it can accept limited connections from a particular client. It looks like ROUTER can multiplex multiple clients, only as long as, each client has only one active connection.
I could be wrong here - but I am not seeing much proof to the contrary (simple working code that scales to multi-clients with multi-connections with ROUTER or STREAM).
There certainly is a very severe restriction on concurrent connections with ZeroMQ, though it looks like no one know what is causing it.
I have done done performance testing on calling a native unmanaged DLL function with various methods from C#:
1. C++/CLI wrapper
2. PInvoke
3. ZeroMQ/clrzmq
The last might be interesting for you.
My finding at the end of my performance test was that using the ZMQ binding clrzmq was not useful and produced a factor of 100 performance overhead after I tried to optimize the PInvoke calls within the source code of the binding. Therefore I have used the ZMQ without a binding but with PInvoke calls.these calls must be done with the cdecl convention and with the option "SuppressUnmanagedCodeSecurity" to get most speed.
I had to import just 5 functions which was fairly easy.
At the end the speed was a bit slower than a PInvoke call but with the ZMQ-in my case over "inproc".
This may give you the hint to try it without the binding, if speed is interesting for you.
This is not a direct answer for your question but may help you to increase performance in general.

HttpWebRequest Limitations? Or bad implementation

I am trying to build a c# console app that will monitor about 3000 urls (Just need to know that HEAD request returned 200, not necessarily content, etc.)
My attempt here was to build a routine the checks the web URLS, looping and creating threads each executing the routine. What's happening is if i run with <20 threads, it executes ok most of the time, but if i use >20 threads, some of the url's time out. I tried increasing the Timeout to 30 seconds, same occurs. The network I am running this on is more than capable of executing 50 HTTP HEAD requests (10MBIT connection at ISP), and both the CPU and network run very low when executing the routine.
When a timeout occurs, i test the same IP on a browser and it works fine, I tested this repeatedly and there was never a case during testing that a "timed out" url was actually timing out.
The reason i want to run >20 threads is that i want to perform this test every 5 minutes, with some of the URL's taking a full 10sec (or higher if the timeout is set higher), i want to make sure that its able to run through all URLs within 2-3 minutes.
Is there a better way to go about checking if a URL is available, or, should I be looking at the system/network for an issue.
MAIN
while (rdr.Read())
{
Thread t = new Thread(new ParameterizedThreadStart(check_web));
t.Start(rdr[0]);
}
static void check_web(object weburl)
{
bool isok;
isok = ConnectionAvailable(weburl.ToString());
}
public static bool ConnectionAvailable(string strServer)
{
try
{
strServer = "http://" + strServer;
HttpWebRequest reqFP = (HttpWebRequest)HttpWebRequest.Create(strServer);
reqFP.Timeout = 10000;
reqFP.Method = "HEAD";
HttpWebResponse rspFP = (HttpWebResponse)reqFP.GetResponse();
if (HttpStatusCode.OK == rspFP.StatusCode)
{
Console.WriteLine(strServer + " - OK");
rspFP.Close();
return true;
}
else
{
Console.WriteLine(strServer + " Server returned error..");
rspFP.Close();
return false;
}
}
catch (WebException x)
{
if (x.ToString().Contains("timed out"))
{
Console.WriteLine(strServer + " - Timed out");
}
else
{
Console.WriteLine(x.Message.ToString());
}
return false;
}
}
Just remember, you asked.
Very bad implementation.
Do not go creating threads like that. It does very little good to have more threads than processor cores. The extra threads will pretty much just compete with each other, especially since they're all running the same code.
You need to implement using blocks. If you throw an exception (and chances are you will), then you will be leaking resources.
What is the purpose in returning a bool? Do you check it somewhere? In any case, your error and exception processing are a mess.
When you get a non-200 response, you don't display the error code.
You're comparing against the Message property to decide if it's a timeout. Microsoft should put a space between the "time" and "out" just to spite you.
When it's not a timeout, you display only the Message property, not the entire exception, and the Message property is already a string and doesn't need you to call ToString() on it.
Next Batch of Changes
This isn't finished, I don't think, but try this one:
public static void Main()
{
// Don't mind the interpretation. I needed an excuse to define "rdr"
using (var conn = new SqlConnection())
{
conn.Open();
using (var cmd = new SqlCommand("SELECT Url FROM UrlsToCheck", conn))
{
using (var rdr = cmd.ExecuteReader())
{
while (rdr.Read())
{
// Use the thread pool. Please.
ThreadPool.QueueUserWorkItem(
delegate(object weburl)
{
// I invented a reason for you to return bool
if (!ConnectionAvailable(weburl.ToString()))
{
// Console would be getting pretty busy with all
// those threads
Debug.WriteLine(
String.Format(
"{0} was not available",
weburl));
}
},
rdr[0]);
}
}
}
}
}
public static bool ConnectionAvailable(string strServer)
{
try
{
strServer = "http://" + strServer;
var reqFp = (HttpWebRequest)WebRequest.Create(strServer);
reqFp.Timeout = 10000;
reqFp.Method = "HEAD";
// BTW, what's an "FP"?
using (var rspFp = (HttpWebResponse) reqFp.GetResponse()) // IDisposable
{
if (HttpStatusCode.OK == rspFp.StatusCode)
{
Debug.WriteLine(string.Format("{0} - OK", strServer));
return true; // Dispose called when using is exited
}
// Include the error because it's nice to know these things
Debug.WriteLine(String.Format(
"{0} Server returned error: {1}",
strServer, rspFp.StatusCode));
return false;
}
}
catch (WebException x)
{
// Don't tempt fate and don't let programs read human-readable messages
if (x.Status == WebExceptionStatus.Timeout)
{
Debug.WriteLine(string.Format("{0} - Timed out", strServer));
}
else
{
// The FULL exception, please
Debug.WriteLine(x.ToString());
}
return false;
}
}
Almost Done - Not Tested Late Night Code
public static void Main()
{
using (var conn = new SqlConnection())
{
conn.Open();
using (var cmd = new SqlCommand("", conn))
{
using (var rdr = cmd.ExecuteReader())
{
if (rdr == null)
{
return;
}
while (rdr.Read())
{
ThreadPool.QueueUserWorkItem(
CheckConnectionAvailable, rdr[0]);
}
}
}
}
}
private static void CheckConnectionAvailable(object weburl)
{
try
{
// If this works, it's a lot simpler
var strServer = new Uri("http://" + weburl);
using (var client = new WebClient())
{
client.UploadDataCompleted += ClientOnUploadDataCompleted;
client.UploadDataAsync(
strServer, "HEAD", new byte[] {}, strServer);
}
}
catch (WebException x)
{
Debug.WriteLine(x);
}
}
private static void ClientOnUploadDataCompleted(
object sender, UploadDataCompletedEventArgs args)
{
if (args.Error == null)
{
Debug.WriteLine(string.Format("{0} - OK", args.UserState));
}
else
{
Debug.WriteLine(string.Format("{0} - Error", args.Error));
}
}
Use ThreadPool class. Don't spawn hundreds of threads like this. Threads have such a huge overhead and what happens in your case is that your CPU will spend 99% time on context switching and 1% doing real work.
Don't use threads.
Asynch Call backs and queues. Why create a thread when the resource that they are all wanting is access to the outside world. Limit your threads to about 5, and then implement a class that uses a queue. split the code into two parts, the fetch and the process. One controls the flow of data while the other controls access to the outside world.
Use whatever language you like but you won't got wrong if you think that threads are for processing and number crunching and async call backs are for resource management.

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