.net remoting: Update already serialized objects - c#

I got a MarshalByRefObject named "DefaultMeasurement", which contains a List of IPoint-objects.
public class DefaultMeasurement : MarshalByRefObject, IMeasurement
{
private List<IPoint> iPoints;
public this[int aIndex]
{
get { return iPoints[aIndex];}
}
}
[Serializable]
public class DefaultPoint : IPoint, ISerializable
{
public int Value {get;set;}
}
When first retrieving the DefaultMeasurement object from the server all the points get serialized and during all subsequent calls to DefaultMeasurement.Points I get the list that was correct upon startup of my client. But in the meantime the state of at least one object in that list might have changed and I don't get that current state, although in the server that state gets updated.
How do I force an update of that list?
further clarification:
- it will work once I do DefaultPoint : MarshalByRefObject, but that is not an option as it negatively affects performance
- by 'update' I mean changes to existing objects on the server, no adding / removing on the list itself
- I might have up to 80k DefaultPoint objects

Since you don't want the Point itself to be MarshalByRef (as that introduces a LOT of traffic if you have a substantial number of points), what I would recommend is that you have explicit methods that synchronize point values. After you've made a significant number of changes on the server, you call the SynchronizePoints() method, which includes new values for all of the points. Now the client-side proxy has an updated state. Better yet, remove the state from the object in the first place (since it's not really a direct reflection of server state) and instead use client-side objects that are instantiated as needed when gathering points from the server.

You would have to implement a callback that notifies the client of changes on the server.
The notify could pass id of the objects that have changed or the client could ask for a list of changed objects.

Related

Any way to get the definition of a property from the code itself?

public abstract class Unit
{
public abstract List<Move> allowedMoves{get;}
}
public class Javelineer : Unit
{
public List<Move> allowedMoves =>
new List<Move> {Move.Impale, Move.JavelinThrow, Move.ShieldBlock};
}
public class Dragon : Unit
{
public List<Move> allowedMoves =>
new List<Move> {Move.BreatheFire, Move.Swipe, Move.Bite, Move.Devour, Move.TailBash};
}
The X:
Given the above code, if and how can I retrieve the allowed moves of a given unit without necessarily instantiating a new object?
I know I can retrieve the property with this code:
typeof(Javelineer).GetProperty("allowedMoves")
But if and how can I retrieve the definition of this property?
The Y:
The client (web browser) must send the game server the player's unit. This includes the unit's type and moves this unit is able to perform (4 out of all available; similarily to Pokemon).
While the validation (of course) is performed on the server, the browser still needs to get a list of available unit types and allowed moves.
In order not to duplicate code, I would like to avoid hard-coding this data in Javascript.
Having read some excellent SO questions & answers I think I can retrieve all available units with code similar to this:
Assembly.GetExecutingAssembly().GetTypes().Where(
type => type.BaseType == typeof(Unit)
).Select(type => type.Name).ToList()
I'd call this code on server startup, cache the result and send the cached result to every connecting client, because I have feeling this code is likely expensive to call.
But how can I retrieve the list of allowed moves?
You have a couple of options, but TL;DR: Construct the object instance and read the property.
In any case, here are some options, creative minds might be able to find a couple more even.
Construct the instance, read the property.
This is your best option code-wise because it will be easy to understand, maintain, bugfix.
Rewrite the code to allow for easy detection of the values using reflection
One way to do this would be to use attributes, tagging the property or object with the legal moves. However, to avoid having the bug that the attributes does one thing, the code another, you might have to change the code to use the attributes as well, which would be a performance hit.
Additionally, reading those attributes would likely construct many more objects than your original object.
Use mono.cecil or some other IL-inspection library to decode the code of the property getter and finding the construction of that list, extracting the values being added to the list. You would essentially either have to dumb down the code of that property to be on par with what you have right now (and never allow it to become more complex) or basically simulate execution of code.
This is like constructing a flotilla of space warships with enough firepower to demolish a local starsystem, just to kill an ant.
Bottom line, construct the object instance, read the property.

Synchronization within a multi-threaded operation contract

Following operation contract constructs and return an de-serialized data structure called ObjectGraph. This is accomplished through
Step (a) retrieving an object id using logged in user. This ensures no two user get same object id.
Step (b) uses the object id (from Step a) to load the serialized object graph.
At this stage, both steps a and b are performed within a synchronized block using lock. This works as expected. However, I now want to split Step a and b separately due to performance concern as Step b takes comparatively longer than Step a and hence clients get queued-up easily.
Is it possible to split without loosing the synchronized access? If so, does someone know how ?
[ErrorBehavior(typeof(ErrorHandler))]
[ServiceBehavior(ConcurrencyMode=ConcurrencyMode.Multiple, InstanceContextMode=InstanceContextMode.PerCall)]
public class ServiceImp : IService
{
private static object _lockOb = new object();
//ObjectGraph is a custom data structure.
public ObjectGraph GetObject(Guid IdUser)
{
lock(_lockOb) //This is to ensure that no two or more client execute below logic at any point in time.
{
//GetId method returns object id from database.
var id=GetId();
//LoadObjectGraphFromDatabase accept object id, read serialized data from database and finally returns a de-serialized ObjectGraph object.
var graph=LoadObjectGraphFromDatabase(id)
return graph;
}
}
}

Pattern/technique for sending ‘updated only fields’ from server to client for a given object?

I have some serverside data that I need replicating (pushed in real-time) from a server app to around 100 wpf clients. My problem is when a given Order object changes it typically only changes a 1 or 2 fields so I only want to send those changes over the wire Not the whole object – thus decreasing the wire payload, processing time etc as the whole Order object has around 50 fields.
The data is a Dictionary of Order objects keyed on OrderId. I use protobuf-net to seralise the data and send over the wire to the wpf clients.
Has anyone dealt with this patterm/problem before? Or have any ideas on who to achieve this?
Thanks a lot.
Create a simple proxy using Castle.DynamicProxy which saves the name of all properties that have been changed.
protobuf-net supports a number of patterns to aid this type of scenario, the simplest being (to share the pattern used by System.ComponentModel):
[ProtoMember(1)]
public string Foo { get;set; }
public bool ShouldSerializeFoo() { /* return true if Foo is "dirty" */ }
This assumes you have some mechanism for tracking the changes yourself (for hooking into the ShouldSerialize* method); protobuf-net doesn't do change tracking itself. If you don't currently have any change tracking, you might be able to use something from this answer: Comparing 2 objects and retrieve a list of fields with different values

capture changes to properties of an object

I have multiple business objects in my application (C#, Winforms, WinXP). When the user executes some action on the UI, each of these objects are modified and updated by different parts of the application. After each modification, I need to first check what has changed and then log these changes made to the object. The purpose of logging this is to create a comprehensive tracking of activity going on in the application.
Many among these objects contain contain lists of other objects and this nesting can be several levels deep. The 2 main requirements for any solution would be
capture changes as accurately as possible
keep performance cost to minimum.
eg of a business object:
public class MainClass1
{
public MainClass1()
{
detailCollection1 = new ClassDetailCollection1();
detailCollection2 = new ClassDetailCollection2();
}
private Int64 id;
public Int64 ID
{
get { return id; }
set { id = value; }
}
private DateTime timeStamp;
public DateTime TimeStamp
{
get { return timeStamp; }
set { timeStamp = value; }
}
private string category = string.Empty;
public string Category
{
get { return category; }
set { category = value; }
}
private string action = string.Empty;
public string Action
{
get { return action; }
set { action = value; }
}
private ClassDetailCollection1 detailCollection1;
public ClassDetailCollection1 DetailCollection1
{
get { return detailCollection1; }
}
private ClassDetailCollection2 detailCollection2;
public ClassDetailCollection2 DetailCollection2
{
get { return detailCollection2; }
}
//more collections here
}
public class ClassDetailCollection1
{
private List<DetailType1> detailType1Collection;
public List<DetailType1> DetailType1Collection
{
get { return detailType1Collection; }
}
private List<DetailType2> detailType2Collection;
public List<DetailType2> DetailType2Collection
{
get { return detailType2Collection; }
}
}
public class ClassDetailCollection2
{
private List<DetailType3> detailType3Collection;
public List<DetailType3> DetailType3Collection
{
get { return detailType3Collection; }
}
private List<DetailType4> detailType4Collection;
public List<DetailType4> DetailType4Collection
{
get { return detailType4Collection; }
}
}
//more other Types like MainClass1 above...
I can assume that I will have access to the old values and new values of the object.
In that case I can think of 2 ways to try to do this without being told what has explicitly changed.
use reflection and iterate thru all properties of the object and compare
those with the corresponding
properties of the older object. Log
any properties that have changed. This
approach seems to be more flexible, in
that I would not have to worry if any
new properties are added to any of the
objects. But it also seems performance
heavy.
Log changes in the setter of all the properties for all the objects.
Other than the fact that this will
need me to change a lot of code, it
seems more brute force. This will be
maintenance heavy and inflexible if
some one updates any of the Object
Types. But this way it may also be
preformance light since I will not
need to check what changed and log
exactly what properties are changed.
Suggestions for any better approaches and/or improvements to above approaches are welcome
I developed a system like this a few years ago. The idea was to track changes to an object and store those changes in a database, like version control for objects.
The best approach is called Aspect-Oriented Programming, or AOP. You inject "advice" into the setters and getters (actually all method execution, getters and setters are just special methods) allowing you to "intercept" actions taken on the objects. Look into Spring.NET or PostSharp for .NET AOP solutions.
I may not be able to give you a good answer, but I will tell you that in the overwhelming majority of cases, option 1 is NOT a good answer. We're dealing with a very similar reflective "graph-walker" in our project; seemed like a good idea at the time, but it is a nightmare, for the following reasons:
You know the object changed, but without a high level of knowledge in the reflective "change handling" class about the workings of objects above it, you may not know why. If that information is important to you, you have to give it to the change handler, most l;ikely through a field or property on the domain object, requiring changes to your domain and imparting knowledge to the domain about the business logic.
Changes can affect multiple objects, but logs for changes at every level may not be desired; for instance, the client may not want to see a change to a Borrower's outstanding loan count in the log when a new Loan is approved, but they do want to see changes due to consolidations. Managing rules about logging in these cases requires change handling classes to know about more of the structure than just one object, which can very quickly make a change-handling object VERY big, and VERY brittle.
The requirements of your graph walker are probably more than you know; if your object graph includes backreferences or cross-references, the walker must know where it's been, and the simplest comprehensive way to do that is to keep a list of objects it's processed, and check the current object against those it's handled before processing it (making anti-backtracking an N^2 operation). It must also not consider changes to objects in the graph that will not be persisted when you persist the top level (references that are not "cascaded"). NHibernate gives you the ability to plug into its own graph-walker and abide by the cascade rukles in your mappings, which helps, but if you're using a roll-your-own DAL, or you DO want to log changes to objects that NHibernate won't cascade to, you're going to have to set this all up yourself.
A piece of logic in a handler may make a change that requires an update to a "parent" object (updating a calculated field, perhaps). Now, you have to go back and re-evaluate the changed object if the change is of interest to another piece of the change handling logic.
If you have logic that requires creation and persistence of a new object, you must do one of two things; attach the new object to the graph somewhere (where it may or may not be picked up by the walker), or persist the new object in its own transaction (if you're using an ORM, the object CANNOT reference an object from the other graph with a "cascade" setting that will cause it to be saved first).
Finally, being highly reflective in both walking the graph and finding the "handlers" for a particular object, passing a complex tree into such a framework is a guaranteed speed bump in your application.
I think you'll save yourself a lot of headaches if you skip the "change handler" reflective pattern, and include the creation of audit logs or any pre-persistence logic in the "unit of work" you're performing up at the business layer, through a set of "audit loggers". This allows the logic making the changes to employ an algorithm selection pattern such as Command or Strategy to tell your audit framework exactly what kind of change is happening, so it can pick the logger that will produce the required logging messages.
See here how adempiere did the changelog: http://wiki.adempiere.net/Change_Log

C# CSLA business object dilemma: read-only vs read/write

I'm part of a team tasked to revamping our old VB6 UI/COBOL database application to modern times. Before I was hired, the decision was made (largely on sales, I'm sure) to redo the UI before the database. So, now we're using WPF and MVVM to great effect, it's been amazing so far, especially using CSLA as our Model layer.
However, because our development is side-by-side with the next version of the old product, we're constrained a bit. We can't make any changes (or minimal changes) to the calls made to the COBOL database. This has been fine so far, albeit pining back to the glory days of SQL Server if you can believe it.
Where I've hit a particularly nasty roadblock regarding our BO design is in dealing with "light" business objects returned in lists and their "full" counterparts. Let me try and construct an example:
Let's say we have a person object in the DB with a bunch of fields. When we do a search on that table, we don't return all the fields, so we populate our lite object with these. These fields may or may not be a subset of the full person. We may have done a join or two to retrieve some other information specific to the search. But, if we want to edit our person object, we have to make another call to get the full version to populate the UI. This leaves us with two objects and attempting to juggle their state in 1 VM, all the while trying to keep the person list in sync on whatever parent object it sits after delete, edit, and add. Originally, I made our lite person object derive from ReadOnlyBase<>. But now that I'm dealing with the same list behavior you'd have with a list of full BOs except with half full, half lite, I'm thinking I should've just made both the lite and full versions derive from BusinessBase<> and simply made the lite version setter properties private.
Has anyone else out there come across and found a solution for this? After sleeping on it, I've come up with this potential solution. What if we wrap the full and lite version of our BO in another BO, like this:
public class PersonFull : BusinessBase<PersonFull>
{
...
}
public class PersonLite : BusinessBase<PersonLite>
{
...
}
public class Person : BusinessBase<Person>
{
public PersonFull PersonFull;
public PersonLite PersonLite;
}
public class PersonList : BusinessListBase<PersonList, Person>
{
}
Obviously everything would be CSLA registered properties and such, but for the sake of brevity they're fields there. In this case Person and PersonList would hold all the factory methods. After a search operation PersonList would be populated by Person objects whose PersonLite members were all populated and the PersonFull objects were all null. If we needed to get the full version, we simply tell the Person object to do so, and now we have our PersonFull object so we can populate the edit UI. If the Person object is to be deleted, we can easily do this with the CSLA delete procedures in place, while still maintaining the integrity of our lists across all the VMs that are listening to it.
So, I hope this made sense to everyone, and if anyone has a different solution they've successfully employed or criticism of this one, by all means!
Thanks!
(Reposted from: http://forums.lhotka.net/forums/thread/35576.aspx)
public class PersonLite : ReadOnlyBase<PersonLite>
{
public void Update(PersonFull person) { }
}
public class PersonFull : BusinessBase<PersonFull>
{
// blah blah
}
I would update the "lite" object with the changes made to the "full" object, and leave it as ReadOnlyBase. It's important to remember that the "ReadOnly" in ReadOnlyBase means an object that is only read from the database, and never saved to it. A less elegant, but more accurate name would be NotSavableBase, because such objects lack the DataPortal_XYZ machinery for anything but fetches. For obvious reasons, such objects usually have immutable properties, but they don't have to. ReadOnlyBase derives from Core.BindableBase and implements INotifyPropertyChanged, so changing the values of its properties will work just fine with binding.
When you save your "full" object, you pass the newly saved instance to the Update(PersonFull) method of the instance that sits in your list, and update the properties of the "lite" object from the "full" object.
I've used this technique many times and it works just fine.
If you look over Rocky's examples that come with the CSLA framework, you'll notice that he always separates the read only objects from the read/write objects. I think this is done for good reason, because the behaviors are going to be drastically different. Read only objects will be more performance based, their validation will be very different, and usually have less information altogether. The read/write objects will not be as perfomance based and rely heavily on validation, authorization, etc.
However, that leaves you with the dilemma you currently find yourself in. What I would do is overload the constructor of each class so you can pass them between each other and "copy" what you need out of each other.
Something like this:
public class PersonLite : BusinessBase<PersonLite>
{
public PersonLite(PersonFull fullPerson)
{
//copy from fullPerson's properties or whatever
}
}
public class PersonFull : BusinessBase<PersonFull>
{
public PersonFull(PersonLite litePerson)
{
//copy from litePerson's properties or whatever
}
}
You could do this with a factory pattern as well, which is Rocky's preference I believe.

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