Asynchronous socket client design - c#

ALL,
Have the following problem.
First, here is my code:
class InternetConnector
{
private static ManualResetEvent receiveDone = new ManualResetEvent( false );
public static ManualResetEvent processingDone = new ManualResetEvent( false );
public static ConcurrentQueue<string> messages = new ConcurrentQueue<string>();
public static bool Connected;
public bool ReceiveMessage(Action<Socket> successHandler, Action<Exception> errorHandler)
{
bool receive = false;
ClientStateObject obj = new ClientStateObject();
obj.server = client;
var connectionData = new ConnectionData
{
ErrorHandler = errorHandler,
SuccessHandler = successHandler,
Socket = client,
clientObj = obj
};
if (Connected)
{
client.BeginReceive(connectionData.clientObj.buffer, 0, ClientStateObject.bufSize, 0, new AsyncCallback(ReceiveCallback), connectionData);
receive = true;
receiveDone.WaitOne();
}
return receive;
}
private static void ReceiveCallback(IAsyncResult ar)
{
ConnectionData connectionData = new ConnectionData();
bool complete = false;
try
{
connectionData = (ConnectionData)ar.AsyncState;
Socket client = connectionData.Socket;
int num = client.EndReceive(ar);
{
connectionData.clientObj.stringBuffer.Append(Encoding.ASCII.GetString(connectionData.clientObj.buffer, 0, num));
string response = connectionData.clientObj.stringBuffer.ToString();
if (response.EndsWith("&"))
complete = true;
string[] msgs = response.Split('&');
int j = 0;
if (!complete)
j++;
for (int i = 0; i < msgs.Count() - j; i++)
{
string sts = msgs[i];
if (i == 0 && receivingMessage != String.Empty)
{
sts = receivingMessage + sts;
messages.Enqueue(sts + "&" );
receivingMessage = String.Empty;
}
else
messages.Enqueue(sts + "&");
}
if (!complete)
receivingMessage += msgs[msgs.Count() - 1];
else
receivingMessage = String.Empty;
receiveDone.Set();
if (connectionData.SuccessHandler != null)
{
connectionData.SuccessHandler(client);
processingDone.WaitOne();
client.BeginReceive(connectionData.clientObj.buffer, 0, ClientStateObject.bufSize, 0, new AsyncCallback(ReceiveCallback), connectionData);
}
}
}
catch (Exception e)
{
if (connectionData.ErrorHandler != null)
connectionData.ErrorHandler(e);
}
}
}
And here is the success handler:
public partial class Form1 : Form
{
private void AsyncSuccessHandler(Socket socket)
{
if (InvokeRequired)
{
BeginInvoke(new Action( () => AsyncSuccessHandler( socket ) ));
return;
}
if (InternetConnector.messages.Count() == 0)
{
status.Text = "Signals Receiver: Connected";
status.ForeColor = Color.Green;
startStop.Text = "Stop";
isRunning = true;
create.Enabled = true;
SetGUIColorsAndValues();
client.SendMessageToConnector("First Signal Pass4&");
client.ReceiveMessage(AsyncSuccessHandler, AsyncErrorHandler);
}
else
{
SetGUIColorsAndValues();
GUIChangeOnConnection();
InternetConnector.processingDone.Set();
}
}
private void GUIChangeOnConnection()
{
for( int i = 0; i < InternetConnector.messages.Count; i++ )
{
string message;
InternetConnector.messages.TryDequeu( out message );
// process message
}
}
}
Problem:
I need to continuosly read the data from the server and display them in the GUI. I also need the GUI to be responsive to i.e. button clicks.
I also need to start n read iteration when n-1 read iteration has been finished processing and the concurrentqueue object in my code is empty.
However going thru the code in debugger I can see that BeginReceive() call in the reading callback does not wait till the end of success handler and the queue is not empty.
What am I missing? Is there a better way to achieve this?
I am also aware of SignalR library but at this pont I don't want to use any 3rd party library.
Any help in this matter appreciated.
Thank you.
[EDIT]
Do I understand Amit's reply correctly:
class InternetConnector
{
private static ManualResetEvent processingDone = new ManualResetEvent( false );
private static void ReceiveCallback(IAsyncResult ar)
{
ConnectionData connectionData = new ConnectionData();
bool complete = false;
try
{
connectionData = (ConnectionData)ar.AsyncState;
Socket client = connectionData.Socket;
int num = client.EndReceive(ar);
{
connectionData.clientObj.stringBuffer.Append(Encoding.ASCII.GetString(connectionData.clientObj.buffer, 0, num));
string response = connectionData.clientObj.stringBuffer.ToString();
if (response.EndsWith("&"))
complete = true;
string[] msgs = response.Split('&');
int j = 0;
if (!complete)
j++;
for (int i = 0; i < msgs.Count() - j; i++)
{
string sts = msgs[i];
if (i == 0 && receivingMessage != String.Empty)
{
sts = receivingMessage + sts;
messages.Enqueue(sts + "&" );
receivingMessage = String.Empty;
}
else
messages.Enqueue(sts + "&");
}
if (!complete)
receivingMessage += msgs[msgs.Count() - 1];
else
receivingMessage = String.Empty;
receiveDone.Set();
if (connectionData.SuccessHandler != null)
{
processingDone.WaitOne();
connectionData.SuccessHandler(client);
processingDone.Set();
client.BeginReceive(connectionData.clientObj.buffer, 0, ClientStateObject.bufSize, 0, new AsyncCallback(ReceiveCallback), connectionData);
}
}
}
catch (Exception e)
{
if (connectionData.ErrorHandler != null)
connectionData.ErrorHandler(e);
}
}
}
?
[/EDIT]
[EDIT 2]
Please see updated code.
When I set a breakpoint at the very end of the GUIChangeOnConnection() - line with the "}" - I see that the queue does have some items.
I will try to change ManualResetEvent, in the meantime.
[/EDIT 2]

If I have understood the problem correctly, you are referring to a problem at the following point of code:
if (connectionData.SuccessHandler != null)
{
connectionData.SuccessHandler(client);
client.BeginReceive(connectionData.clientObj.buffer, 0, ClientStateObject.bufSize, 0, new AsyncCallback(ReceiveCallback), connectionData);
}
If your intention is that you hit server only when you have finished processing previous data then the SuccessHandler must be blocking (as is obvious from your problem statement as well).
Now take a look at the following lines in your SuccessHandler
if (InvokeRequired)
{
BeginInvoke(new Action( () => AsyncSuccessHandler( socket ) ));
return;
}
The above code defers the execution of your SuccessHandler so that the UI remains responsive. Or in other words, your SuccessHandler is not blocking.
Since you are updating GUI from the SuccessHandler, it is also important to run it from UI thread (which it is correctly doing right now).
So in order to make the SuccessHandler blocking, you can make the following code itself run on UI thread using InvokeRequired mechanism
if (connectionData.SuccessHandler != null)
{
connectionData.SuccessHandler(client);
client.BeginReceive(connectionData.clientObj.buffer, 0, ClientStateObject.bufSize, 0, new AsyncCallback(ReceiveCallback), connectionData);
}
Since client.BeginReceive is async it will not block the UI thread and you anyway wanted to run SuccessHandler on UI thread..
If you don't have access to the Form in ReceiveCallback, you can use a waithandle to block call to client.BeginReceive till SuccessHandler has finished.
private static AutoResetEvent _processingDone = new AutoResetEvent( false );
//Introduce an internal property ProcessingDone to access _processingDone
//This should be in a class which you can access both from 'Form1' and the class containing ReceiveCallBack
//In ReceiveCallBack
if (connectionData.SuccessHandler != null)
{
connectionData.SuccessHandler(client);
ProcessingDone.WaitOne();
client.BeginReceive(connectionData.clientObj.buffer, 0, ClientStateObject.bufSize, 0, new AsyncCallback(ReceiveCallback), connectionData);
}
ProcessingDone.Set() must be done from within SuccessHandler at a point where you can determine that SuccessHandler has finished and client.BeginReceive needs to be invoked.
This is internal to your logic. From the code you have shared, it is difficult to pin point the place where you need to put ProcessingDone.Set().

Related

IThreadPoolWorkItem not collected by GC

I have got an embedded debian board with mono running an .NET 4.0 application with a fixed number of threads (no actions, no tasks). Because of memory issues I used CLR-Profiler in Windows to analyse memory heap.
Following diagram shows now, that IThreadPoolWorkItems are not (at least not in generation 0) collected:
Now, I really dont have any idea where this objects are possibly used and why they arent collected.
Where could the issue be for this behaviour and where would the IThreadPoolWorkItem being used?
What can I do to find out where they are being used (I couldnt find them through searching the code or looking in CLR-Profiler yet).
Edit
...
private Dictionary<byte, Telegram> _incoming = new Dictionary<byte, Telegram>();
private Queue<byte> _serialDataQueue;
private byte[] _receiveBuffer = new byte[2048];
private Dictionary<Telegram, Telegram> _resultQueue = new Dictionary<Telegram, Telegram>();
private static Telegram _currentTelegram;
ManualResetEvent _manualReset = new ManualResetEvent(false);
...
// Called from other thread (class) to send new telegrams
public bool Send(Dictionary<byte, Telegram> telegrams, out IDictionary<Telegram, Telegram> received)
{
try
{
_manualReset.Reset();
_incoming.Clear(); // clear all prev sending telegrams
_resultQueue.Clear(); // clear the receive queue
using (token = new CancellationTokenSource())
{
foreach (KeyValuePair<byte, Telegram> pair in telegrams)
{
_incoming.Add(pair.Key, pair.Value);
}
int result = WaitHandle.WaitAny(new[] { token.Token.WaitHandle, _manualReset });
received = _resultQueue.Clone<Telegram, Telegram>();
_resultQueue.Clear();
return result == 1;
}
}
catch (Exception err)
{
...
return false;
}
}
// Communication-Thread
public void Run()
{
while(true)
{
...
GetNextTelegram(); // _currentTelegram is set there and _incoming Queue is dequeued
byte[] telegramArray = GenerateTelegram(_currentTelegram, ... );
bool telegramReceived = SendReceiveTelegram(3000, telegramArray);
...
}
}
// Helper method to send and receive telegrams
private bool SendReceiveTelegram(int timeOut, byte[] telegram)
{
// send telegram
try
{
// check if serial port is open
if (_serialPort != null && !_serialPort.IsOpen)
{
_serialPort.Open();
}
Thread.Sleep(10);
_serialPort.Write(telegram, 0, telegram.Length);
}
catch (Exception err)
{
log.ErrorFormat(err.Message, err);
return false;
}
// receive telegram
int offset = 0, bytesRead;
_serialPort.ReadTimeout = timeOut;
int bytesExpected = GetExpectedBytes(_currentTelegram);
if (bytesExpected == -1)
return false;
try
{
while (bytesExpected > 0 &&
(bytesRead = _serialPort.Read(_receiveBuffer, offset, bytesExpected)) > 0)
{
offset += bytesRead;
bytesExpected -= bytesRead;
}
for (int index = 0; index < offset; index++)
_serialDataQueue.Enqueue(_receiveBuffer[index]);
List<byte> resultList;
// looks if telegram is valid and removes bytes from _serialDataQueue
bool isValid = IsValid(_serialDataQueue, out resultList, currentTelegram);
if (isValid && resultList != null)
{
// only add to queue if its really needed!!
byte[] receiveArray = resultList.ToArray();
_resultQueue.Add((Telegram)currentTelegram.Clone(), respTelegram);
}
if (!isValid)
{
Clear();
}
return isValid;
}
catch (TimeOutException err) // Timeout exception
{
log.ErrorFormat(err.Message, err);
Clear();
return false;
} catch (Exception err)
{
log.ErrorFormat(err.Message, err);
Clear();
return false;
}
}
Thx for you help!
I found out, like spender mentioned already, the "issue" is the communication over SerialPort. I found an interesting topic here:
SerialPort has a background thread that's waiting for events (via WaitCommEvent). Whenever an event arrives, it queues a threadpool work
item that may result in a call to your event handler. Let's focus on
one of these threadpool threads. It tries to take a lock (quick
reason: this exists to synchronize event raising with closing; for
more details see the end) and once it gets the lock it checks whether
the number of bytes available to read is above the threshold. If so,
it calls your handler.
So this lock is the reason your handler won't be called in separate
threadpool threads at the same time.
Thats most certainly the reason why they arent collected immediatly. I also tried not using the blocking Read in my SendReceiveTelegram method, but using SerialDataReceivedEventHandler instead led to the same result.
So for me, I will leave things now as they are, unless you bring me a better solution, where these ThreadPoolWorkitems arent kept that long in the Queue anymore.
Thx for your help and also your negative assessment :-D

write file out of memory c#

I get some problems with c# windows form.
My goal is to slice a big file(maybe>5GB) into files,and each file contains a million lines.
According to the code below,I have no idea why it will be out of memory.
Thanks.
StreamReader readfile = new StreamReader(...);
StreamWriter writefile = new StreamWriter(...);
string content;
while ((content = readfile.ReadLine()) != null)
{
writefile.Write(content + "\r\n");
i++;
if (i % 1000000 == 0)
{
index++;
writefile.Close();
writefile.Dispose();
writefile = new StreamWriter(...);
}
label5.Text = i.ToString();
label5.Update();
}
The error is probably in the
label5.Text = i.ToString();
label5.Update();
just to make a test I've written something like:
for (int i = 0; i < int.MaxValue; i++)
{
label1.Text = i.ToString();
label1.Update();
}
The app freezes around 16000-18000 (Windows 7 Pro SP1 x64, the app running both x86 and x64).
What probably happens is that by running your long operation in the main thread of the app, you stall the message queue of the window, and at a certain point it freezes. You can see that this is the problem by adding a
Application.DoEvents();
instead of the
label5.Update();
But even this is a false solution. The correct solution is moving the copying on another thread and updating the control every x milliseconds, using the Invoke method (because you are on a secondary thread),
For example:
public void Copy(string source, string dest)
{
const int updateMilliseconds = 100;
int index = 0;
int i = 0;
StreamWriter writefile = null;
try
{
using (StreamReader readfile = new StreamReader(source))
{
writefile = new StreamWriter(dest + index);
// Initial value "back in time". Forces initial update
int milliseconds = unchecked(Environment.TickCount - updateMilliseconds);
string content;
while ((content = readfile.ReadLine()) != null)
{
writefile.Write(content);
writefile.Write("\r\n"); // Splitted to remove a string concatenation
i++;
if (i % 1000000 == 0)
{
index++;
writefile.Dispose();
writefile = new StreamWriter(dest + index);
// Force update
milliseconds = unchecked(milliseconds - updateMilliseconds);
}
int milliseconds2 = Environment.TickCount;
int diff = unchecked(milliseconds2 - milliseconds);
if (diff >= updateMilliseconds)
{
milliseconds = milliseconds2;
Invoke((Action)(() => label5.Text = string.Format("File {0}, line {1}", index, i)));
}
}
}
}
finally
{
if (writefile != null)
{
writefile.Dispose();
}
}
// Last update
Invoke((Action)(() => label5.Text = string.Format("File {0}, line {1} Finished", index, i)));
}
and call it with:
var thread = new Thread(() => Copy(#"C:\Temp\lst.txt", #"C:\Temp\output"));
thread.Start();
Note how it will write the label5 every 100 milliseconds, plus once at the beginning (by setting the initial value of milliseconds "back in time"), each time the output file is changed (by setting the value of milliseconds "back in time") and after having disposed everything.
An even more correct example can be written by using the BackgroundWorker class, that exists explicitly for this scenario. It has an event, ProgressChanged, that can be subscribed to update the window.
Something like this:
private void button1_Click(object sender, EventArgs e)
{
BackgroundWorker backgroundWorker = new BackgroundWorker();
backgroundWorker.WorkerReportsProgress = true;
backgroundWorker.ProgressChanged += backgroundWorker_ProgressChanged;
backgroundWorker.RunWorkerCompleted += backgroundWorker_RunWorkerCompleted;
backgroundWorker.DoWork += backgroundWorker_DoWork;
backgroundWorker.RunWorkerAsync(new string[] { #"C:\Temp\lst.txt", #"C:\Temp\output" });
}
private void backgroundWorker_DoWork(object sender, DoWorkEventArgs e)
{
BackgroundWorker worker = sender as BackgroundWorker;
string[] arguments = (string[])e.Argument;
string source = arguments[0];
string dest = arguments[1];
const int updateMilliseconds = 100;
int index = 0;
int i = 0;
StreamWriter writefile = null;
try
{
using (StreamReader readfile = new StreamReader(source))
{
writefile = new StreamWriter(dest + index);
// Initial value "back in time". Forces initial update
int milliseconds = unchecked(Environment.TickCount - updateMilliseconds);
string content;
while ((content = readfile.ReadLine()) != null)
{
writefile.Write(content);
writefile.Write("\r\n"); // Splitted to remove a string concatenation
i++;
if (i % 1000000 == 0)
{
index++;
writefile.Dispose();
writefile = new StreamWriter(dest + index);
// Force update
milliseconds = unchecked(milliseconds - updateMilliseconds);
}
int milliseconds2 = Environment.TickCount;
int diff = unchecked(milliseconds2 - milliseconds);
if (diff >= updateMilliseconds)
{
milliseconds = milliseconds2;
worker.ReportProgress(0, new int[] { index, i });
}
}
}
}
finally
{
if (writefile != null)
{
writefile.Dispose();
}
}
// For the RunWorkerCompleted
e.Result = new int[] { index, i };
}
void backgroundWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
int[] state = (int[])e.UserState;
label5.Text = string.Format("File {0}, line {1}", state[0], state[1]);
}
void backgroundWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
int[] state = (int[])e.Result;
label5.Text = string.Format("File {0}, line {1} Finished", state[0], state[1]);
}

how to sync and write all to text?

multithreaded fence lines from a text file, then sending a request form post \ get to that data after receiving a positive response in writing to another text file.
public int index = -1;
public int count = 1000;
private static readonly object SyncIndex = new object();
private static readonly object SyncFiles = new object();
public void CreateThreads(int threads)
{
Thread[] threadArray;
for (int i = 0; i < (threadArray = new Thread[threads]).Length; i++)
{
threadArray[i] = new Thread(this.Run) { IsBackground = true };
threadArray[i].Start();
}
}
public void Run()
{
while (true)
{
lock(SyncIndex) { index++;}
//if (index > count) { break; }
string resp = Check(index.ToString());
lock (SyncFiles)
{
if (resp == "true")
{
SaveText("good.txt", index.ToString());
}
else
{
SaveText("bad.txt", index.ToString());
}
}
}
}
public string Check(string login)
{
try
{
System.Net.WebRequest reqGET = System.Net.WebRequest.Create(#"http://www.minecraft.net/haspaid.jsp?user=" + login);
System.Net.WebResponse resp = reqGET.GetResponse();
System.IO.Stream stream = resp.GetResponseStream();
System.IO.StreamReader sr = new System.IO.StreamReader(stream);
string s = sr.ReadToEnd();
if (s.Contains("true"))
{
return "true";
}
else
{
return "false";
}
}
catch
{
Check(login);
}
return "";
}
//static ReaderWriterLockSlim cacheLock = new ReaderWriterLockSlim();
private static void SaveText(string file, string text)
{
//cacheLock.EnterWriteLock();
try
{
var write = new StreamWriter(file, true);
write.WriteLine(text);
write.Close();
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
//finally
//{
// cacheLock.ExitWriteLock();
//}
}
private void btStart_Click(object sender, EventArgs e)
{
CreateThreads(300);
}
what is problem?
count = 1000
threads = 300
bad.txt
299
300
301
302
303
304
305
306
307
308
310
311
312
313
314
315
316
good.txt
309
Why text then start at 300?
where did I go wrong??????
First off, I'd recommend not launching one thread per work item. Use Parallel.For instead of making the threads yourself.
Not only will this prevent the bug (you can use the index directly), but it will also load balance more effectively.
That being said, your problem is that you're using the same variable in every thread. You need to make a temporary:
int localIndex;
lock(SyncIndex)
{
index++;
localIndex = index; // Copy this here, before another thread can change it
}
// Use localIndex, not index, from here on...
In your current code, you synchronize the increment of index, but other threads will still "change" its value before you can use it.

Using SqlBulkCopy in a multithread scenario with ThreadPool issue

I'm facing a dilemma (!).
In a first scenario, I implemented a solution that replicates data from one data base to another using SQLBulkCopy synchronously and I had no problem at all.
Now, using ThreadPool, I implemented the same in a assynchronously scenario, a thread per table, and all works fine, but past some time (usualy 1 hour because the operations of copy takes about the same time), the operations send to the ThreadPool stop being executed. There is one diferent SQLBulkCopy using one diferent SQLConnection per thread.
I already see the number of free threads, and they are all free at the beginning of the invocation. I have one AutoResetEvent to wait that the threads finish their job before launching again, and a Semaphore FIFO that hold the counter of active threads.
Is there some issue that I have forgotten or that I should avaliate when using SqlBulkCopy? I appreciate some help, because my ideas are over;)
->Usage
SemaphoreFIFO waitingThreads = new SemaphoreFIFO();
AutoResetEvent autoResetEvent = new AutoResetEvent(false);
(...)
List<TableMappingHolder> list = BulkCopy.Mapping(tables);
waitingThreads.Put(list.Count, 300000);
for (int i = 0; i < list.Count; i++){
ThreadPool.QueueUserWorkItem(call =>
//Replication
(...)
waitingThreads.Get();
if (waitingThreads.Counter == 0)
autoResetEvent.Set();
);
}
bool finalized = finalized = autoResetEvent.WaitOne(300000);
(...)
//Bulk Copy
public bool SetData(SqlDataReader reader, string _destinationTableName, List<SqlBulkCopyColumnMapping> _sqlBulkCopyColumnMappings)
{
using (SqlConnection destinationConnection =
new SqlConnection(ConfigurationManager.ConnectionStrings["dconn"].ToString()))
{
destinationConnection.Open();
// Set up the bulk copy object.
// Note that the column positions in the source
// data reader match the column positions in
// the destination table so there is no need to
// map columns.
using (SqlBulkCopy bulkCopy =
new SqlBulkCopy(destinationConnection)) {
bulkCopy.BulkCopyTimeout = 300000;
bulkCopy.DestinationTableName = _destinationTableName;
// Set up the column mappings by name.
foreach (SqlBulkCopyColumnMapping columnMapping in _sqlBulkCopyColumnMappings)
bulkCopy.ColumnMappings.Add(columnMapping);
try{
// Write from the source to the destination.
bulkCopy.WriteToServer(reader);
}
catch (Exception ex){return false;}
finally
{
try{reader.Close();}
catch (Exception e){//log}
try{bulkCopy.Close();}
catch (Exception e){//log}
try{destinationConnection.Close(); }
catch (Exception e){ //log }
}
}
}
return true;
}
#
Semaphore
public sealed class SemaphoreFIFO
{
private int _counter;
private readonly LinkedList<int> waitQueue = new LinkedList<int>();
public int Counter
{
get { return _counter; }
}
private void internalNotify()
{
if (waitQueue.Count > 0 && _counter == 0)
{
Monitor.PulseAll(waitQueue);
}
}
public void Get()
{
lock (waitQueue)
{
_counter --;
internalNotify();
}
}
public bool Put(int n, int timeout)
{
if (timeout < 0 && timeout != Timeout.Infinite)
throw new ArgumentOutOfRangeException("timeout");
if (n < 0)
throw new ArgumentOutOfRangeException("n");
lock (waitQueue)
{
if (waitQueue.Count == 0 && _counter ==0)
{
_counter +=n;
internalNotify();
return true;
}
int endTime = Environment.TickCount + timeout;
LinkedListNode<int> me = waitQueue.AddLast(n);
try
{
while (true)
{
Monitor.Wait(waitQueue, timeout);
if (waitQueue.First == me && _counter ==0)
{
_counter += n;
waitQueue.RemoveFirst();
internalNotify();
return true;
}
if (timeout != Timeout.Infinite)
{
int remainingTime = endTime - Environment.TickCount;
if (remainingTime <= 0)
{
// TIMEOUT
if (waitQueue.First == me)
{
waitQueue.RemoveFirst();
internalNotify();
}
else
waitQueue.Remove(me);
return false;
}
timeout = remainingTime;
}
}
}
catch (ThreadInterruptedException e)
{
// INTERRUPT
if (waitQueue.First == me)
{
waitQueue.RemoveFirst();
internalNotify();
}
else
waitQueue.Remove(me);
throw e;
}
}
}
}
I would just go back to using SQLBulkCopy synchronously. I'm not sure what you gain by doing a bunch of bulk copies all at the same time (instead of one after the other). It may complete everything a bit faster, but I'm not even sure of that.

C# : Redirect console application output : How to flush the output?

I am spawning external console application and use async output redirect.
as shown in this SO post
My problem is it seems that the spawned process needs to produce certain amount of output before I get the OutputDataReceived event notification.
I want to receive the OutputDataReceived event as soon as possible.
I have a bare-bones redirecting application, and here are some observations:
1. When I call a simple 'while(true) print("X");' console application (C#) I receive output event immediately.
2. When I call a 3d party app I am trying to wrap from the command line I see the line-by-line output.
3. When I call that 3d party app from my bare-bone wrapper (see 1) - the output comes in chunks (about one page size).
What happens inside that app?
FYI: The app in question is a "USBee DX Data Exctarctor (Async bus) v1.0".
I did some more research and have a fix to microsofts Process class. But as my last answer was deleted without a reason, I have had to create a new one.
So take this example...
Create a windows app and stick a rich textbox on the main form, then add this to the form load...
Process p = new Process()
{
StartInfo = new ProcessStartInfo()
{
FileName = "cmd.exe",
CreateNoWindow = true,
UseShellExecute = false,
ErrorDialog = false,
RedirectStandardInput = true,
RedirectStandardOutput = true,
RedirectStandardError = true,
},
EnableRaisingEvents = true,
SynchronizingObject = this
};
p.OutputDataReceived += (s, ea) => this.richTextBox1.AppendText(ea.Data);
p.Start();
p.BeginOutputReadLine();
This will output something like this...
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
The OutputDataReceived event is not fired for the last line. After some ILSpying it appears that this is deliberate because the last line does not end with a crlf, it assumes there is more comming and appends it to the start of the next event.
To correct this, I have written a wrapper for the Process class and taken some of the required internal classes out with it so that it all works neatly. Here is the FixedProcess class...
using System;
using System.Collections;
using System.IO;
using System.Text;
using System.Threading;
namespace System.Diagnostics
{
internal delegate void UserCallBack(string data);
public delegate void DataReceivedEventHandler(object sender, DataReceivedEventArgs e);
public class FixedProcess : Process
{
internal AsyncStreamReader output;
internal AsyncStreamReader error;
public event DataReceivedEventHandler OutputDataReceived;
public event DataReceivedEventHandler ErrorDataReceived;
public new void BeginOutputReadLine()
{
Stream baseStream = StandardOutput.BaseStream;
this.output = new AsyncStreamReader(this, baseStream, new UserCallBack(this.FixedOutputReadNotifyUser), StandardOutput.CurrentEncoding);
this.output.BeginReadLine();
}
public void BeginErrorReadLine()
{
Stream baseStream = StandardError.BaseStream;
this.error = new AsyncStreamReader(this, baseStream, new UserCallBack(this.FixedErrorReadNotifyUser), StandardError.CurrentEncoding);
this.error.BeginReadLine();
}
internal void FixedOutputReadNotifyUser(string data)
{
DataReceivedEventHandler outputDataReceived = this.OutputDataReceived;
if (outputDataReceived != null)
{
DataReceivedEventArgs dataReceivedEventArgs = new DataReceivedEventArgs(data);
if (this.SynchronizingObject != null && this.SynchronizingObject.InvokeRequired)
{
this.SynchronizingObject.Invoke(outputDataReceived, new object[]
{
this,
dataReceivedEventArgs
});
return;
}
outputDataReceived(this, dataReceivedEventArgs);
}
}
internal void FixedErrorReadNotifyUser(string data)
{
DataReceivedEventHandler errorDataReceived = this.ErrorDataReceived;
if (errorDataReceived != null)
{
DataReceivedEventArgs dataReceivedEventArgs = new DataReceivedEventArgs(data);
if (this.SynchronizingObject != null && this.SynchronizingObject.InvokeRequired)
{
this.SynchronizingObject.Invoke(errorDataReceived, new object[]
{
this,
dataReceivedEventArgs
});
return;
}
errorDataReceived(this, dataReceivedEventArgs);
}
}
}
internal class AsyncStreamReader : IDisposable
{
internal const int DefaultBufferSize = 1024;
private const int MinBufferSize = 128;
private Stream stream;
private Encoding encoding;
private Decoder decoder;
private byte[] byteBuffer;
private char[] charBuffer;
private int _maxCharsPerBuffer;
private Process process;
private UserCallBack userCallBack;
private bool cancelOperation;
private ManualResetEvent eofEvent;
private Queue messageQueue;
private StringBuilder sb;
private bool bLastCarriageReturn;
public virtual Encoding CurrentEncoding
{
get
{
return this.encoding;
}
}
public virtual Stream BaseStream
{
get
{
return this.stream;
}
}
internal AsyncStreamReader(Process process, Stream stream, UserCallBack callback, Encoding encoding)
: this(process, stream, callback, encoding, 1024)
{
}
internal AsyncStreamReader(Process process, Stream stream, UserCallBack callback, Encoding encoding, int bufferSize)
{
this.Init(process, stream, callback, encoding, bufferSize);
this.messageQueue = new Queue();
}
private void Init(Process process, Stream stream, UserCallBack callback, Encoding encoding, int bufferSize)
{
this.process = process;
this.stream = stream;
this.encoding = encoding;
this.userCallBack = callback;
this.decoder = encoding.GetDecoder();
if (bufferSize < 128)
{
bufferSize = 128;
}
this.byteBuffer = new byte[bufferSize];
this._maxCharsPerBuffer = encoding.GetMaxCharCount(bufferSize);
this.charBuffer = new char[this._maxCharsPerBuffer];
this.cancelOperation = false;
this.eofEvent = new ManualResetEvent(false);
this.sb = null;
this.bLastCarriageReturn = false;
}
public virtual void Close()
{
this.Dispose(true);
}
void IDisposable.Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposing && this.stream != null)
{
this.stream.Close();
}
if (this.stream != null)
{
this.stream = null;
this.encoding = null;
this.decoder = null;
this.byteBuffer = null;
this.charBuffer = null;
}
if (this.eofEvent != null)
{
this.eofEvent.Close();
this.eofEvent = null;
}
}
internal void BeginReadLine()
{
if (this.cancelOperation)
{
this.cancelOperation = false;
}
if (this.sb == null)
{
this.sb = new StringBuilder(1024);
this.stream.BeginRead(this.byteBuffer, 0, this.byteBuffer.Length, new AsyncCallback(this.ReadBuffer), null);
return;
}
this.FlushMessageQueue();
}
internal void CancelOperation()
{
this.cancelOperation = true;
}
private void ReadBuffer(IAsyncResult ar)
{
int num;
try
{
num = this.stream.EndRead(ar);
}
catch (IOException)
{
num = 0;
}
catch (OperationCanceledException)
{
num = 0;
}
if (num == 0)
{
lock (this.messageQueue)
{
if (this.sb.Length != 0)
{
this.messageQueue.Enqueue(this.sb.ToString());
this.sb.Length = 0;
}
this.messageQueue.Enqueue(null);
}
try
{
this.FlushMessageQueue();
return;
}
finally
{
this.eofEvent.Set();
}
}
int chars = this.decoder.GetChars(this.byteBuffer, 0, num, this.charBuffer, 0);
this.sb.Append(this.charBuffer, 0, chars);
this.GetLinesFromStringBuilder();
this.stream.BeginRead(this.byteBuffer, 0, this.byteBuffer.Length, new AsyncCallback(this.ReadBuffer), null);
}
private void GetLinesFromStringBuilder()
{
int i = 0;
int num = 0;
int length = this.sb.Length;
if (this.bLastCarriageReturn && length > 0 && this.sb[0] == '\n')
{
i = 1;
num = 1;
this.bLastCarriageReturn = false;
}
while (i < length)
{
char c = this.sb[i];
if (c == '\r' || c == '\n')
{
if (c == '\r' && i + 1 < length && this.sb[i + 1] == '\n')
{
i++;
}
string obj = this.sb.ToString(num, i + 1 - num);
num = i + 1;
lock (this.messageQueue)
{
this.messageQueue.Enqueue(obj);
}
}
i++;
}
// Flush Fix: Send Whatever is left in the buffer
string endOfBuffer = this.sb.ToString(num, length - num);
lock (this.messageQueue)
{
this.messageQueue.Enqueue(endOfBuffer);
num = length;
}
// End Flush Fix
if (this.sb[length - 1] == '\r')
{
this.bLastCarriageReturn = true;
}
if (num < length)
{
this.sb.Remove(0, num);
}
else
{
this.sb.Length = 0;
}
this.FlushMessageQueue();
}
private void FlushMessageQueue()
{
while (this.messageQueue.Count > 0)
{
lock (this.messageQueue)
{
if (this.messageQueue.Count > 0)
{
string data = (string)this.messageQueue.Dequeue();
if (!this.cancelOperation)
{
this.userCallBack(data);
}
}
continue;
}
break;
}
}
internal void WaitUtilEOF()
{
if (this.eofEvent != null)
{
this.eofEvent.WaitOne();
this.eofEvent.Close();
this.eofEvent = null;
}
}
}
public class DataReceivedEventArgs : EventArgs
{
internal string _data;
/// <summary>Gets the line of characters that was written to a redirected <see cref="T:System.Diagnostics.Process" /> output stream.</summary>
/// <returns>The line that was written by an associated <see cref="T:System.Diagnostics.Process" /> to its redirected <see cref="P:System.Diagnostics.Process.StandardOutput" /> or <see cref="P:System.Diagnostics.Process.StandardError" /> stream.</returns>
/// <filterpriority>2</filterpriority>
public string Data
{
get
{
return this._data;
}
}
internal DataReceivedEventArgs(string data)
{
this._data = data;
}
}
}
Stick that in your project and then change ...
Process p = new Process()
{
....
to
FixedProcess p = new FixedProcess()
{
....
Now your application should display something like this...
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\Projects\FixedProcess\bin\Debug>
without needing to make any other changes to your existing code. It is also still async and wrapped up nicely. The one caveat is that now you will get multiple events for large output with potential breaks in-between, so you will need to handle this scenario yourself. Other than that, it should be all good.
It seems as the problem was that the dummy app was written in c# which flushes the output automatically one every println while the 3rd party app was written in c/c++ and therefore only wrote when the stdoutbuffer was full. The only solution which ive found is to make sure the c/c++ app flushes after every print or to set its buffer to 0.
Check out this answer.
How to send input to the console as if the user is typing?
The idea is that you will receive the output received events when any is thrown after the process is started.

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