If I have 1 thread for my MMORPG server running a async socket and async packet handler, and in that 1 thread I have a static World that contains all entities in the game.
Would there be any threading issues if say, the async packet handler recieves an Attack message, resulting in a search of the entities in the world to figure out the target.
At the same time the static World Proc method is increasing the size of the Dictionary containing the monster entities adding extra monsters that spawned.
If this is all on the same thread, will the server explode?
will the server explode?
Yes, you can run into problems ("explode") because the async stuff is running on a different thread (even though you didn't create that thread explicitly) and it might access a shared object (world) at the same time as your main thread. Many datastructures (including the Dictionary) are not designed for this scenario and might crash or return the wrong answer.
The typical approach is to use locks to protect your shared objects: take the lock before modifying it, do whatever modification, and then release the lock. This way, only one thread at a time accesses the world (and its dictionary) and so everything remains consistent. Explosion averted.
Another way would be to switch to a more synchronous form of networking, perhaps for example avoiding completion handlers and instead waiting to hear from each of the players, and then acting on the inputs. This can be done very simply, but the simple way has drawbacks: any one slow player can slow the whole thing down. So sadly you're probably going to have to deal with some complexity, one way or another.
If I give answer in one line. Server will explode. As network activity and game logic is in same thread. And as you have mentioned you will be needing high network usage.
I seriously like that if you have a look to F#. It has all the things that you needed. As far as I got it from question. And few things are like collection change, and async is by default in language. Even Nodejs it is also worth trying. But again it all depends on requirement. Though I try to explain few keywords that may help you to take decision.
Non-blocking : It means thread will not be block on events. It will not wait for function to wait for another function to execute. But that doesn't mean you can't block it. In any case it is a single thread.
Async: It is some what like that. But in C# 5 async comes with keyword so you don't have to do threading part of programming.
Parallel Processing: In game development parallel processing is important. Now, that you can do with multiple thread or just use TPL.
In the case of UI based (where there are many objects) game I highly recommended that you separate processing thread and UI thread to improve user experience. Else FPS will go down while you are processing data.
Let me know if any further information needed.
Server will not go down if you take little care of it.
If on the same thread, then no. If you are doing all the work mentioned on a single thread, then there's no issue. However, as stated, if you are accessing a "shared" object instance across threads, then yes, there will be an issue, and locking will be required (using a "lock(){...}" block).
As your user base increases, you will have to keep an eye on the number of threads generated, or event messages if using a non-blocking event model for incoming requests.
On a different, yet related note, keep an eye on this C# based MMO server (with scripting support): https://dreamspace.codeplex.com/ - it may become a big help to MMO game creators very soon (will support Construct 2 by default).
Related
What is a multithreading program and how does it work exactly? I read some documents but I'm confused. I know that code is executed line by line, but I can't understand how the program manages this.
A simple answer would be appreciated.c# example please (only animation!)
What is a multi-threading program and how does it work exactly?
Interesting part about this question is complete books are written on the topic, but still it is elusive to lot of people. I will try to explain in the order detailed underneath.
Please note this is just to provide a gist, an answer like this can never do justice to the depth and detail required. Regarding videos, best that I have come across are part of paid subscriptions (Wintellect and Pluralsight), check out if you can listen to them on trial basis, assuming you don't already have the subscription:
Wintellect by Jeffery Ritcher (from his Book, CLR via C#, has same chapter on Thread Fundamentals)
CLR Threading by Mike Woodring
Explanation Order
What is a thread ?
Why were threads introduced, main purpose ?
Pitfalls and how to avoid them, using Synchronization constructs ?
Thread Vs ThreadPool ?
Evolution of Multi threaded programming API, like Parallel API, Task API
Concurrent Collections, usage ?
Async-Await, thread but no thread, why they are best for IO
What is a thread ?
It is software implementation, which is purely a Windows OS concept (multi-threaded architecture), it is bare minimum unit of work. Every process on windows OS has at least one thread, every method call is done on the thread. Each process can have multiple threads, to do multiple things in parallel (provided hardware support).
Other Unix based OS are multi process architecture, in fact in Windows, even the most complex piece of software like Oracle.exe have single process with multiple threads for different critical background operations.
Why were threads introduced, main purpose ?
Contrary to the perception that concurrency is the main purpose, it was robustness that lead to the introduction of threads, imagine every process on Windows is running using same thread (in the initial 16 bit version) and out of them one process crash, that simply means system restart to recover in most of the cases. Usage of threads for concurrent operations, as multiple of them can be invoked in each process, came in picture down the line. In fact it is even important to utilize the processor with multiple cores to its full ability.
Pitfalls and how to avoid using Synchronization constructs ?
More threads means, more work completed concurrently, but issue comes, when same memory is accessed, especially for Write, as that's when it can lead to:
Memory corruption
Race condition
Also, another issue is thread is a very costly resource, each thread has a thread environment block, Kernel memory allocation. Also for scheduling each thread on a processor core, time is spent for context switching. It is quite possible that misuse can cause huge performance penalty, instead of improvement.
To avoid Thread related corruption issues, its important to use the Synchronization constructs, like lock, mutex, semaphore, based on requirement. Read is always thread safe, but Write needs appropriate Synchronization.
Thread Vs ThreadPool ?
Real threads are not the ones, we use in C#.Net, that's just the managed wrapper to invoke Win32 threads. Challenge remain in user's ability to grossly misuse, like invoking lot more than required number of threads, assigning the processor affinity, so isn't it better that we request a standard pool to queue the work item and its windows which decide when the new thread is required, when an already existing thread can schedule the work item. Thread is a costly resource, which needs to be optimized in usage, else it can be bane not boon.
Evolution of Multi threaded programming, like Parallel API, Task API
From .Net 4.0 onward, variety of new APIs Parallel.For, Parallel.ForEach for data paralellization and Task Parallelization, have made it very simple to introduce concurrency in the system. These APIs again work using a Thread pool internally. Task is more like scheduling a work for sometime in the future. Now introducing concurrency is like a breeze, though still synchronization constructs are required to avoid memory corruption, race condition or thread safe collections can be used.
Concurrent Collections, usage ?
Implementations like ConcurrentBag, ConcurrentQueue, ConcurrentDictionary, part of System.Collections.Concurrent are inherent thread safe, using spin-wait and much easier and quicker than explicit Synchronization. Also much easier to manage and work. There's another set API like ImmutableList System.Collections.Immutable, available via nuget, which are thread safe by virtue of creating another copy of data structure internally.
Async-Await, thread but no thread, why they are best for IO
This is an important aspect of concurrency meant for IO calls (disk, network), other APIs discussed till now, are meant for compute based concurrency so threads are important and make it faster, but for IO calls thread has no use except waiting for the call to return, IO calls are processed on hardware based queue IO Completion ports
A simple analogy might be found in the kitchen.
You've probably cooked using a recipe before -- start with the specified ingredients, follow the steps indicated in the recipe, and at the end you (hopefully) have a delicious dish ready to eat. If you do that, then you have executed a traditional (non-multithreaded) program.
But what if you have to cook a full meal, which includes a number of different dishes? The simple way to do it would be to start with the first recipe, do everything the recipe says, and when it's done, put the finished dish (and the first recipe) aside, then start on the second recipe, do everything it says, put the second dish (and second recipe) aside, and so on until you've gone through all of the recipes one after another. That will work, but you might end up spending 10 hours in the kitchen, and of course by the time the last dish is ready to eat, the first dish might be cold and unappetizing.
So instead you'd probably do what most chefs do, which is to start working on several recipes at the same time. For example, you might put the roast in the oven for 45 minutes, but instead of sitting in front of the oven waiting 45 minutes for the roast to cook, you'd spend the 45 minutes chopping the vegetables. When the oven timer rings, you put down your vegetable knife, pull the cooked roast out of the oven and let it cool, then go back to chopping vegetables, and so on. If you can do that, then you are successfully multitasking several recipes/programs. That is, you aren't literally working on multiple recipes at once (you still have only two hands!), but you are jumping back and forth from following one recipe to following another whenever necessary, and thereby making progress on several tasks rather than twiddling your thumbs a lot. Do this well and you can have the whole meal ready to eat in a much shorter amount of time, and everything will be hot and fresh at about the same time too. If you do this, you are executing a simple multithreaded program.
Then if you wanted to get really fancy, you might hire a few other chefs to work in the kitchen at the same time as you, so that you can get even more food prepared in a given amount of time. If you do this, your team is doing multiprocessing, with each chef taking one part of the total work and all of them working simultaneously. Note that each chef may well be working on multiple recipes (i.e. multitasking) as described in the previous paragraph.
As for how a computer does this sort of thing (no more analogies about chefs), it usually implements it using a list of ready-to-run threads and a timer. When the timer goes off (or when the thread that is currently executing has nothing to do for a while, because e.g. it is waiting to load data from a slow hard drive or something), the operating system does a context switch, in which pauses the current thread (by putting it into a list somewhere and no longer executing instructions from that thread's code anymore), then pulls another ready-to-run thread from the list of ready-to-run threads and starts executing instructions from that thread's code instead. This repeats for as long as necessary, often with context switches happening every few milliseconds, giving the illusion that multiple programs are running "at the same time" even on a single-core CPU. (On a multi-core CPU it does this same thing on each core, and in that case it's no longer just an illusion; multiple programs really are running at the same time)
Why don't you refer to Microsoft's very own documentation of the .net class System.Threading.Thread?
It has a handfull of simple example programs written in C# (at the bottom of the page) just as you asked for:
Thread Examples
actually multi thread is do multiple process at the same time together . and you can complete process parallel .
it's actually multi thread is do multiple process at the same time together . and you can complete process parallel . you can take task from your main thread then execute some other way and done .
The application I'm currently working on performs some I/O or CPU intensive actions (file compression, file transfers, communicating with third party APIs, etc.) that occur when a user presses a 'Send' button.
I'm currently trying to persuade my employers that we should push these actions out to separate threads inside the main application (we'd need a maximum of two worker threads active at any given time), but my colleague has claimed that:
Any extra processing executed on a low priority thread could affect the usability of the GUI.
My view was that pushing I/O or CPU intensive activity to worker threads, updating the UI with Invoke calls during progress reporting, is pretty standard practise for handling intensive activity.
Am I incorrect? If so, could someone provide an explanation?
EDIT:
Thank you for the answers so far.
I should clarify: the colleague's solution to non-blocking is to spawn a child process containing a timer loop that scans a folder and processes the file compression/transfer activities. (Note that this doesn't cover the calls to third party APIs - I have no idea what his solution there would be.
The main issue with this approach is that the main application loses all scope on the state of whatever activity., leading to, IMHO, further complexity (his solution to progress reporting is to expose the Windows message pump in both processes and send custom messages between the two processes).
You are correct. Background threads are the very essence of keeping the UI active, precisely as you have described, via Invoke operations. Keeping everything on the GUI thread will, eventually clog up the plubming and make the GUI unresponsive.
The definitive answer would be to implement it as a proof-of-concept and then profile the app to see what sort of potential performance hit may or may not exist. Maybe on a
Having said that - it sounds like rubbish to me. In fact, it's quite the opposite - using additional threads are often the best way to keep the UI responsive.
Especially with things like the Task Parallel Library, it's just not very difficult to basic multi-threading.
Yes, you are correct. The general principle is that the thread that's responsible for responding to the user and keeping the user interface up to date (usually referred to as the UI thread) should never be used to perform any lengthy operation.
As a rule of thumb, anything that could take longer than about 30ms is a candidate for removal from the UI thread. This is a little aggressive — 30ms is about the shortest interval that most people will perceive as being anything other than instantaneous and it's actually slightly less than the interval between successive frames shown on a movie screen.
I see a lot of people in blog posts and here on SO either avoiding or advising against the usage of the Thread class in recent versions of C# (and I mean of course 4.0+, with the addition of Task & friends). Even before, there were debates about the fact that a plain old thread's functionality can be replaced in many cases by the ThreadPool class.
Also, other specialized mechanisms are further rendering the Thread class less appealing, such as Timers replacing the ugly Thread + Sleep combo, while for GUIs we have BackgroundWorker, etc.
Still, the Thread seems to remain a very familiar concept for some people (myself included), people that, when confronted with a task that involves some kind of parallel execution, jump directly to using the good old Thread class. I've been wondering lately if it's time to amend my ways.
So my question is, are there any cases when it's necessary or useful to use a plain old Thread object instead of one of the above constructs?
The Thread class cannot be made obsolete because obviously it is an implementation detail of all those other patterns you mention.
But that's not really your question; your question is
are there any cases when it's necessary or useful to use a plain old Thread object instead of one of the above constructs?
Sure. In precisely those cases where one of the higher-level constructs does not meet your needs.
My advice is that if you find yourself in a situation where existing higher-abstraction tools do not meet your needs, and you wish to implement a solution using threads, then you should identify the missing abstraction that you really need, and then implement that abstraction using threads, and then use the abstraction.
Threads are a basic building block for certain things (namely parallelism and asynchrony) and thus should not be taken away. However, for most people and most use cases there are more appropriate things to use which you mentioned, such as thread pools (which provide a nice way of handling many small jobs in parallel without overloading the machine by spawning 2000 threads at once), BackgroundWorker (which encapsulates useful events for a single shortlived piece of work).
But just because in many cases those are more appropriate as they shield the programmer from needlessly reinventing the wheel, doing stupid mistakes and the like, that does not mean that the Thread class is obsolete. It is still used by the abstractions named above and you would still need it if you need fine-grained control over threads that is not covered by the more special classes.
In a similar vein, .NET doesn't forbid the use of arrays, despite List<T> being a better fit for many cases where people use arrays. Simply because you may still want to build things that are not covered by the standard lib.
Task and Thread are different abstractions. If you want to model a thread, the Thread class is still the most appropriate choice. E.g. if you need to interact with the current thread, I don't see any better types for this.
However, as you point out .NET has added several dedicated abstractions which are preferable over Thread in many cases.
The Thread class is not obsolete, it is still useful in special circumstances.
Where I work we wrote a 'background processor' as part of a content management system: a Windows service that monitors directories, e-mail addresses and RSS feeds, and every time something new shows up execute a task on it - typically to import the data.
Attempts to use the thread pool for this did not work: it tries to execute too much stuff at the same time and trash the disks, so we implemented our own polling and execution system using directly the Thread class.
The new options make direct use and management of the (expensive) threads less frequent.
people that, when confronted with a task that involves some kind of parallel execution, jump directly to using the good old Thread class.
Which is a very expensive and relatively complex way of doing stuff in parallel.
Note that the expense matters most: You cannot use a full thread to do a small job, it would be counterproductive. The ThreadPool combats the costs, the Task class the complexities (exceptions, waiting and canceling).
To answer the question of "are there any cases when it's necessary or useful to use a plain old Thread object", I'd say a plain old Thread is useful (but not necessary) when you have a long running process that you won't ever interact with from a different thread.
For example, if you're writing an application that subscribes to receive messages from some sort of message queue and you're application is going to do more than just process those messages then it would be useful to use a Thread because the thread will be self-contained (i.e. you aren't waiting on it to get done), and it isn't short-lived. Using the ThreadPool class is more for queuing up a bunch of short-lived work items and allowing the ThreadPool class manage efficiently processing each one as a new Thread is available. Tasks can be used where you would use Thread directly, but in the above scenario I don't think they would buy you much. They help you interact with the thread more easily (which the above scenario doesn't need) and they help determine how many Threads actually should be used for the given set of tasks based on the number of processors you have (which isn't what you want, so you'd tell the Task your thing is LongRunning in which case in the current 4.0 implementation it would simply create a separate non-pooled Thread).
Probably not the answer you were expecting, but I use Thread all the time when coding against the .NET Micro Framework. MF is quite cut down and doesn't include higher level abstractions and the Thread class is super flexible when you need to get the last bit of performance out of a low MHz CPU.
You could compare the Thread class to ADO.NET. It's not the recommended tool for getting the job done, but its not obsolete. Other tools build on top of it to ease the job.
Its not wrong to use the Thread class over other things, especially if those things don't provide a functionality that you need.
It's not definitely obsolete.
The problem with multithreaded apps is that they are very hard to get right (often indeterministic behavior, input, output and also internal state is important), so a programmer should push as much work as possible to framework/tools. Abstract it away. But, the mortal enemy of abstraction is performance.
So my question is, are there any cases when it's necessary or useful
to use a plain old Thread object instead of one of the above
constructs?
I'd go with Threads and locks only if there will be serious performance problems, high performance goals.
I've always used the Thread class when I need to keep count and control over the threads I've spun up. I realize I could use the threadpool to hold all of my outstanding work, but I've never found a good way to keep track of how much work is currently being done or what the status is.
Instead, I create a collection and place the threads in them after I spin them up - the very last thing a thread does is remove itself from the collection. That way, I can always tell how many threads are running, and I can use the collection to ask each what it's doing. If there's a case when I need to kill them all, normally you'd have to set some kind of "Abort" flag in your application, wait for every thread to notice that on its own and self-terminate - in my case, I can walk the collection and issue a Thread.Abort to each one in turn.
In that case, I haven't found a better way that working directly with the Thread class. As Eric Lippert mentioned, the others are just higher-level abstractions, and it's appropriate to work with the lower-level classes when the available high-level implementations don't meet your need. Just as you sometimes need to do Win32 API calls when .NET doesn't address your exact needs, there will always be cases where the Thread class is the best choice despite recent "advancements."
Everything that I read about sockets in .NET says that the asynchronous pattern gives better performance (especially with the new SocketAsyncEventArgs which saves on the allocation).
I think this makes sense if we're talking about a server with many client connections where its not possible to allocate one thread per connection. Then I can see the advantage of using the ThreadPool threads and getting async callbacks on them.
But in my app, I'm the client and I just need to listen to one server sending market tick data over one tcp connection. Right now, I create a single thread, set the priority to Highest, and call Socket.Receive() with it. My thread blocks on this call and wakes up once new data arrives.
If I were to switch this to an async pattern so that I get a callback when there's new data, I see two issues
The threadpool threads will have default priority so it seems they will be strictly worse than my own thread which has Highest priority.
I'll still have to send everything through a single thread at some point. Say that I get N callbacks at almost the same time on N different threadpool threads notifying me that there's new data. The N byte arrays that they deliver can't be processed on the threadpool threads because there's no guarantee that they represent N unique market data messages because TCP is stream based. I'll have to lock and put the bytes into an array anyway and signal some other thread that can process what's in the array. So I'm not sure what having N threadpool threads is buying me.
Am I thinking about this wrong? Is there a reason to use the Async patter in my specific case of one client connected to one server?
UPDATE:
So I think that I was mis-understanding the async pattern in (2) above. I would get a callback on one worker thread when there was data available. Then I would begin another async receive and get another callback, etc. I wouldn't get N callbacks at the same time.
The question still is the same though. Is there any reason that the callbacks would be better in my specific situation where I'm the client and only connected to one server.
The slowest part of your application will be the network communication. It's highly likely that you will make almost no difference to performance for a one thread, one connection client by tweaking things like this. The network communication itself will dwarf all other contributions to processing or context switching time.
Say that I get N callbacks at almost
the same time on N different
threadpool threads notifying me that
there's new data.
Why is that going to happen? If you have one socket, you Begin an operation on it to receive data, and you get exactly one callback when it's done. You then decide whether to do another operation. It sounds like you're overcomplicating it, though maybe I'm oversimplifying it with regard to what you're trying to do.
In summary, I'd say: pick the simplest programming model that gets you what you want; considering choices available in your scenario, they would be unlikely to make any noticeable difference to performance whichever one you go with. With the blocking model, you're "wasting" a thread that could be doing some real work, but hey... maybe you don't have any real work for it to do.
The number one rule of performance is only try to improve it when you have to.
I see you mention standards but never mention problems, if you are not having any, then you don't need to worry what the standards say.
"This class was specifically designed for network server applications that require high performance."
As I understand, you are a client here, having only a single connection.
Data on this connection arrives in order, consumed by a single thread.
You will probably loose performance if you instead receive small amounts on separate threads, just so that you can assemble them later in a serialized - and thus like single-threaded - manner.
Much Ado about Nothing.
You do not really need to speed this up, you probably cannot.
What you can do, however is to dispatch work units to other threads after you receive them.
You do not need SocketAsyncEventArgs for this. This might speed things up.
As always, measure & measure.
Also, just because you can, it does not mean you should.
If the performance is enough for the foreseeable future, why complicate matters?
What exactly do I need delegates, and threads for?
Delegates act as the logical (but safe) equivalent to function-pointers; they allow you to talk about an operation in an abstract way. The typical example of this is events, but I'm going to use a more "functional programming" example: searching in a list:
List<Person> people = ...
Person fred = people.Find( x => x.Name == "Fred");
Console.WriteLine(fred.Id);
The "lambda" here is essentially an instance of a delegate - a delegate of type Predicate<Person> - i.e. "given a person, is something true or false". Using delegates allows very flexible code - i.e. the List<T>.Find method can find all sorts of things based on the delegate that the caller passes in.
In this way, they act largely like a 1-method interface - but much more succinctly.
Delegates: Basically, a delegate is a method to reference a method. It's like a pointer to a method which you can set it to different methods that match its signature and use it to pass the reference to that method around.
Thread is a sequentual stream of instructions that execute one after another to complete a computation. You can have different threads running simultaneously to accomplish a specific task. A thread runs on a single logical processor.
Delegates are used to add methods to events dynamically.
Threads run inside of processes, and allow you to run 2 or more tasks at once that share resources.
I'd suggest have a search on these terms, there is plenty of information out there. They are pretty fundamental concepts, wiki is a high level place to start:
http://en.wikipedia.org/wiki/Thread_(computer_science)
http://en.wikipedia.org/wiki/C_Sharp_(programming_language)
Concrete examples always help me so here is one for threads. Consider your web server. As requests arrive at the server, they are sent to the Web Server process for handling. It could handle each as it arrives, fully processing the request and producing the page before turning to the next one. But consider just how much of the processing takes place at hard drive speeds (rather than CPU speeds) as the requested page is pulled from the disk (or data is pulled from the database) before the response can be fulfilled.
By pulling threads from a thread pool and giving each request its own thread, we can take care of the non-disk needs for hundreds of requests before the disk has returned data for the first one. This will permit a degree of virtual parallelism that can significantly enhance performance. Keep in mind that there is a lot more to Web Server performance but this should give you a concrete model for how threading can be useful.
They are useful for the same reason high-level languages are useful. You don't need them for anything, since really they are just abstractions over what is really happening. They do make things significantly easier and faster to program or understand.
Marc Gravell provided a nice answer for 'what is a delegate.'
Andrew Troelsen defines a thread as
...a path of execution within a process. "Pro C# 2008 and the .NET 3.5 Platform," APress.
All processes that are run on your system have at least one thread. Let's call it the main thread. You can create additional threads for any variety of reasons, but the clearest example for illustrating the purpose of threads is printing.
Let's say you open your favorite word processing application (WPA), type a few lines, and then want to print those lines. If your WPA uses the main thread to print the document, the WPA's user interface will be 'frozen' until the printing is finished. This is because the main thread has to print the lines before it can process any user interface events, i.e., button clicks, mouse movements, etc. It's as if the code were written like this:
do
{
ProcessUserInterfaceEvents();
PrintDocument();
} while (true);
Clearly, this is not what users want. Users want the user interface to be responsive while the document is being printed.
The answer, of course, is to print the lines in a second thread. In this way, the user interface can focus on processing user interface events while the secondary thread focuses on printing the lines.
The illusion is that both tasks happen simultaneously. On a single processor machine, this cannot be true since the processor can only execute one thread at a time. However, switching between the threads happens so fast that the illusion is usually maintained. On a multi-processor (or mulit-core) machine, this can be literally true since the main thread can run on one processor while the secondary thread runs on another processor.
In .NET, threading is a breeze. You can utilize the System.Threading.ThreadPool class, use asynchronous delegates, or create your own System.Threading.Thread objects.
If you are new to threading, I would throw out two cautions.
First, you can actually hurt your application's performance if you choose the wrong threading model. Be careful to avoid using too many threads or trying to thread things that should really happen sequentially.
Second (and more importantly), be aware that if you share data between threads, you will likely need to sychronize access to that shared data, e.g., using the lock keyword in C#. There is a wealth of information on this topic available online, so I won't repeat it here. Just be aware that you can run into intermittent, not-always-repeatable bugs if you do not do this carefully.
Your question is to vague...
But you probably just want to know how to use them in order to have a window, a time consuming process running and a progress bar...
So create a thread to do the time consuming process and use the delegates to increase the progress bar! :)