C# Optimise HTTP requests performance in critical apps - c#

I'm working on a critical c# console application that heavily uses network (HTTP). Due to the criticality of the application, it must report some events via HTTP very quickly. How can I optimize and achieve fast HTTP connections?
I'm starting with this settings:
internal class Program
{
private static void Main(string[] args)
{
ServicePointManager.Expect100Continue = true;
ServicePointManager.UseNagleAlgorithm = false;
ServicePointManager.DefaultConnectionLimit = int.MaxValue;
ServicePointManager.EnableDnsRoundRobin = true;
ServicePointManager.ReusePort = true;
ServicePointManager.SetTcpKeepAlive(true, 0, 0);
ServicePointManager.MaxServicePointIdleTime = 13000;
ServicePointManager.SecurityProtocol = SecurityProtocolType.Tls12;
}
}

The main way to realistically achieve better performance here is multi threading.
In network you often can't actually change how long you will have to wait. So let as many threads start to wait as soon as possible.
Meaning: Request everything as soon as possible.
In practice this often goes as far as speculative loading based on estimates and statistics, or even brute force For example:
It is common browser behavior to start loading pages before you have click on any link.

Related

How to check internet availability during single frame?

In Unity3D, is there any way to instantly check network availability? By "instantly", I mean during a single frame, because lines of code below this check need to work based on network availability.
It all happens during Start(). I know I can ping a web page, and get network availability based on any errors occurring during the download of a web page. However, an operation like this takes several seconds whereas I need to know the result immediately, before moving to next line of code in the script.
Assuming your game is running at reasonable frame rates 30fps or greater then any solution that you can come up with (even pinging the host of your server) will only be valid for instances where the latency of the round trip is less than 1/30th of a second or lower ( roughly 30 ms)
As such it is unrealistic to handle this between frames (except for maybe on local networks)
Instead i would suggest into looking into threading your network based code to decouple it from frames
Don't do this.
As long as you do not provide more information of what exactly you are planning, one cannot give you proper answers.
This is unsatisfying for both sides.
But what you actually could do:
Open a TCP connection to a web available device like the google.com server.
Once the network state is changed (connected, disconnected, ...) trigger a simple c# event or set a variable like isOnline = true;.
This can be a way. But it is a bad one.
It all happens during Start()
Yes, this is possible and can be done in one frame if this is the case. I would have discouraged it so much if this operation is performed every frame in the Update function but that's not the case. If this is done in the beginning of the app, that's fine. If you do this while the game is running, you will affect the performace.
but operation like this take several seconds
This is designed like this in order to avoid blocking the main Thread.
Network operation should be done in a Thread or with the async methods to avoid blocking the main Thread. This is how most Unity network API such as the WWW and UnityWebRequest work. They use Thread in the background and then give you coroutine to manage that Thread by yielding/waiting in a coroutine function over frames until the network request completes.
To accomplish this in one frame just use HttpWebRequest and provide a server url to check. Most examples uses the google.com since that's always online but make sure to provide "User-Agent" so that the connection is not rejected on mobile devices. Finally, if HttpStatusCode is not 200 or if there is an exception then there is a problem, otherwise assume it is connected.
bool isOnline()
{
bool success = true;
try
{
HttpWebRequest request = (HttpWebRequest)WebRequest.Create("http://google.com");
request.Method = "GET";
//Make sure Google don't reject you when called on mobile device (Android)
request.changeSysTemHeader("User-Agent", "Mozilla / 5.0(Windows NT 10.0; WOW64) AppleWebKit / 537.36(KHTML, like Gecko) Chrome / 55.0.2883.87 Safari / 537.36");
HttpWebResponse response = (HttpWebResponse)request.GetResponse();
if (response == null)
{
success = false;
}
if (response != null && response.StatusCode != HttpStatusCode.OK)
{
success = false;
}
}
catch (Exception)
{
success = false;
}
return success;
}
Class for the custom changeSysTemHeader function used to change the User-Agent:
public static class ExtensionMethods
{
public static void changeSysTemHeader(this HttpWebRequest request, string key, string value)
{
WebHeaderCollection wHeader = new WebHeaderCollection();
wHeader[key] = value;
FieldInfo fildInfo = request.GetType().GetField("webHeaders",
System.Reflection.BindingFlags.NonPublic
| System.Reflection.BindingFlags.Instance
| System.Reflection.BindingFlags.GetField);
fildInfo.SetValue(request, wHeader);
}
}
Simple usage from the Start function done in one frame:
void Start()
{
Debug.Log(isOnline());
}

Improving simultaneous HttpWebRequest performance in c#

I have an application that batches web requests to a single endpoint using the HttpWebRequest mechanism, the goal of the application is to revise large collections of product listings (specifically their descriptions).
Here is an example of the code I use to make these requests:
static class SomeClass
{
static RequestCachePolicy cachePolicy;
public static string DoRequest(string requestXml)
{
string responseXml = string.Empty;
Uri ep = new Uri(API_ENDPOINT);
HttpWebRequest theRequest = (HttpWebRequest)WebRequest.Create(ep);
theRequest.ContentType = "text/xml;charset=\"utf-8\"";
theRequest.Accept = "text/xml";
theRequest.Method = "POST";
theRequest.Headers[HttpRequestHeader.AcceptEncoding] = "gzip";
theRequest.Proxy = null;
if (cachePolicy == null) {
cachePolicy = new RequestCachePolicy(RequestCacheLevel.BypassCache);
}
theRequest.CachePolicy = cachePolicy;
using (Stream requestStream = theRequest.GetRequestStream())
{
using (StreamWriter requestWriter = new StreamWriter(requestStream))
{
requestWriter.Write(requestXml);
}
}
WebResponse theResponse = theRequest.GetResponse();
using (Stream responseStream = theResponse.GetResponseStream())
{
using (MemoryStream ms = new MemoryStream())
{
responseStream.CopyTo(ms);
byte[] resultBytes = GzCompressor.Decompress(ms.ToArray());
responseXml = Encoding.UTF8.GetString(resultBytes);
}
}
return responseXml;
}
}
My question is this; If I thread the task, I can call and complete at most 3 requests per second (based on the average sent data length) and this is through a gigabit connection to a router running business grade fibre internet. However if I divide the task up into 2 sets, and run the second set in a second process, I can double the requests complete per second.
The same can be said if I divide the task into 3 or 4 (after that performance seems to plateau unless I grab another machine to do the same), why is this? and can I change something in the first process so that running multiple processes (or computers) is no longer needed?
Things I have tried so far include the following:
Implementing GZip compression (as seen in the example above).
Re-using the RequestCachePolicy (as seen in the example above).
Setting Expect100Continue to false.
Setting DefaultConnectionLimit before the ServicePoint is created to a larger number.
Reusing the HttpWebRequest (does not work as remote host does not support it).
Increasing the ReceiveBufferSize on the ServicePoint both before and after creation.
Disabling proxy detection in Internet Explorer's Lan Settings.
My suspicion is not with the remote host as I can quite clearly wrench far more performance out by the methods I explained, but instead that some mechanism is capping the amount amount of data that is allowed to be sent through the HttpWebRequest (maybe something to do with the ServicePoint?). Thanks in advance, and please let me know if there is anything else you need clarifying.
--
Just to expand on the topic, my colleague and I used the same code on a system running Windows Server Standard 2016 64bit and requests using this method run significantly faster and more numerous. This seems to be pointing out that there is likely some sort of software bottleneck imposed proving that there is something going on. The slow operations are observed on Windows 10 Home/Pro 64bit and lower on faster hardware than the server is running on.
Scaling
I do not have a better solution for your problem but i think i know why your performance seems to peek or why it is machine dependent.
Usually a program has the best performance when the number of threads or processes matches exactly the number of cores. That is because the system can run them independently and the overhead for scheduling or context switching is minimized.
You arrived at your peek performance at 3 or 4 different tasks. From that i would conclude your machine has 2 or 4 cores. That would exactly match my explanation.

Terminating Thread Running an Event

I wrote an API that automates a certain website. However, on the testing stage, I noticed that (not very sure), my thread is not being terminated correctly.
I am using the WebBrowser object to navigate inside a thread, so that it works synchronously with my program:
private void NavigateThroughTread(string url)
{
Console.WriteLine("Defining thread...");
var th = new Thread(() =>
{
_wb = new WebBrowser();
_wb.DocumentCompleted += PageLoaded;
_wb.Visible = true;
_wb.Navigate(url);
Console.WriteLine("Web browser navigated.");
Application.Run();
});
Console.WriteLine("Thread defined.");
th.SetApartmentState(ApartmentState.STA);
Console.WriteLine("Before thread start...");
th.Start();
Console.WriteLine("Thread started.");
while (th.IsAlive) { }
Console.WriteLine("Journey ends.");
}
private void PageLoaded(object sender, WebBrowserDocumentCompletedEventArgs e)
{
Console.WriteLine("Pages loads...");
.
.
.
switch (_action)
{
.
.
.
case ENUM.FarmActions.Idle:
_wb.Navigate(new Uri("about:blank"));
_action = ENUM.FarmActions.Exit;
return;
case ENUM.FarmActions.Exit:
Console.WriteLine("Disposing wb...");
_wb.DocumentCompleted -= PageLoaded;
_wb.Dispose();
break;
}
Application.ExitThread(); // Stops the thread
}
Here is how I call this function:
public int Attack(int x, int y, ArmyBuilder army)
{
// instruct to attack the village
_action = ENUM.FarmActions.Attack;
//get the army and coordinates
_army = army;
_enemyCoordinates[X] = x;
_enemyCoordinates[Y] = y;
//Place the attack command
_errorFlag = true; // the action is not complated, the flag will set as false once action is complete
_attackFlag = false; // attack is not made yet
Console.WriteLine("Journey starts");
NavigateThroughTread(_url.GetUrl(ENUM.Screens.RallyPoint));
return _errorFlag ? -1 : CalculateDistance();
}
So the problem is, when I call the Attack function, couple times like this:
_command.Attack(509, 355, new ArmyBuilder(testArmy_lc));
_command.Attack(509, 354, new ArmyBuilder(testArmy_lc));
_command.Attack(505, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 359, new ArmyBuilder(testArmy_lc));
_command.Attack(505, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 359, new ArmyBuilder(testArmy_lc));
My application most of the times, gets stuck in one of these function (usually happens after the 4th or 5th). When it gets stuck the last log that I see is
Web browser navigated.
I assume it is something to do with termination of my thread. Can someone show me how I can run a thread which runs the DocumentCompleted event ?
I don't see any obvious reason for deadlock, nor did it reproduce at all when testing the code. There are a number of flaws in the code but nothing that yells "here!" loudly. I can only make recommendations:
Consider that you do not need a thread at all. The while (th.IsAlive) { } hot loop blocks your main thread while you wait for the browser code to finish the job. That is not a useful way to use a thread, you might as well use your main thread. This instantly eliminates a large number of potential hang causes.
The state logic in PageLoaded is risky. We cannot see all of it but one glaring issue is that you dispose the WebBrowser twice. If you have a case where you use return without a Navigate() call then you'll hang as described. No need to unsubscribe the event but same story, if you do unsubscribe but don't all Application.Exit() then you'll hang as described. State machines can be hard to debug, thorough logging is necessary. Minimize the risk by moving the Dispose() call and unsubscribing the event out of the logic, it doesn't belong there. And you need to test what happens when any Navigate() call ends up in failure, redirecting to a page you did not expect.
The _wb.Dispose() call is risky. Note that you destroy the WebBrowser while its DocumentCompleted event is in flight. Technically that can return code execution to code that is no longer alive or present. That can trip a race condition in the browser. As well as in the debugger, there is a dedicated MDA that checks for this problem. It is trivially avoided by moving the Dispose() call after the Application.Run() call where it belongs.
The while-loop burns 100% core, potentially starving the worker thread. Not a good enough reason to explain deadlock, but certainly unnecessary. Use Thread.Join() instead.
You create a lot of WebBrowser objects in this code. It is a very heavy object, as you can imagine, you need to keep an eye on memory usage in your program. Especially the unmanaged kind. If the browser leaks, like they so often do, you could technically create a scenario where the WB initializes okay but does not have enough memory left to load the page. Strongly favor using only one WB.
You need to consider that this might well be an environmental problem. On the top of that list is forever anti-malware and firewall, they always have a very good reason to treat a browser specially since that is the most common malware injection vector. You'll need to run your test with anti-malware and firewall disabled to ensure that it is not the cause of the hang.
Another environmental problem is one I noticed while testing this code, Google got sulky about me hitting it so often and started to throttle the requests, greatly slowing down the code. Talk to the web site owner and ask if he's got similar blocking or throttling counter-measures in place, most do. You need to test your state logic to verify that it still works properly when the browser redirects to an error page.
Yet another environmental issue is the WB will display a dialog itself in certain cases. This can deadlock in 3rd party code, very hard to diagnose. You should at least set the WebBrower.ScriptErrorsSuppressed to true but beware of Javascript code in the web page you load that itself creates new windows or displays alert dialogs. Using one WB is the workaround.
Keep in mind that your program can only be as reliable as your Internet connection and the web page server. That's not a terribly good place to be of course, both are quite out of your reach and you don't get nice exceptions to help you diagnose such a failure. And consider that you probably have not yet tested your program well enough yet to check if it can survive such a failure, it doesn't happen enough.
Quite a laundry list, focus first on eliminating the unnecessary thread and temporarily suppressing anti-malware. That's quick, focus next on using only one WebBrowser.
Hans thank you, I was able to fix this issue with one of your ideas. As you spent your time giving me a long answer, I wanted respond in same manner.
2 - I built the state machine structure carefully and with a lot logs (you can see it from my git account) also did a lot of debugs. I am sure that after I'm done navigating, I use Application.ExitThread() and wb.Dispose() only once.
3 - I tried placing the wb.Dispose() outside the event, however I couldn't find any other place where the Thread is still alive. If I try disposing WebBrowser outside the thread which is created inside the thread, the application gives me an error.
4 - I changed the code while (th.IsAlive) { } with th.Join(2000) this is absolutely a better idea but did not change anything. It optimized the code and as you mentioned, it prevented burning 100% core of my CPU.
5 - I tried using a single WebBrowser object which is instantiated in the constructor. However when I tried to navigate inside the thread, the application wouldnt even fire the events anymore. For some reason, I couldn't make it running whit a single WB object.
6,7 - I tested my application with different PC's and diffrent networks(with firewall and non-firewall protection). I changed windows firewall options as well but no travail. On my original code I do have _wb.ScriptErrorsSuppressed = true; so this shouldn't also be the issue.
8,9 - If these are the reasons, I can't do anything about it. But I doubt the real problem is caused because of them.
1 - This one was a good suggestion. I tried implementing my code without using a thread and it is now working fine. Here is how it looks like (still needs a lot optimization)
// Constructer
public FarmActions(string token)
{
// set the urls using the token
_url = new URL(token);
// define web browser properties
_wb = new WebBrowser();
_wb.DocumentCompleted += PageLoaded;
_wb.Visible = true;
_wb.AllowNavigation = true;
_wb.ScriptErrorsSuppressed = true;
}
public int Attack(int x, int y, ArmyBuilder army)
{
// instruct to attack the village
_action = ENUM.FarmActions.Attack;
//get the army and coordinates
_army = army;
_enemyCoordinates[X] = x;
_enemyCoordinates[Y] = y;
//Place the attack command
_errorFlag = true; // the action is not complated, the flag will set as false once action is complete
_attackFlag = false; // attack is not made yet
_isAlive = true;
Console.WriteLine("-------------------------");
Console.WriteLine("Journey starts");
NavigateThroughTread(_url.GetUrl(ENUM.Screens.RallyPoint));
return _errorFlag ? -1 : CalculateDistance();
}
private void NavigateThroughTread(string url)
{
Console.WriteLine("Defining thread...");
_wb.Navigate(url);
while (_isAlive) Application.DoEvents();
}
private void PageLoaded(object sender, WebBrowserDocumentCompletedEventArgs e)
{
Console.WriteLine("Pages loads...");
.
.
.
switch (_action)
{
.
.
.
case ENUM.FarmActions.Idle:
_wb.Navigate(new Uri("about:blank"));
_action = ENUM.FarmActions.Exit;
return;
case ENUM.FarmActions.Exit:
break;
}
_isAlive = false;
}
This is how I was able to wait without using a thread.
The main problem was probably as you mentioned in number 3 or 5. But I wasn't able to fix the problem as I spent couple of hours.
Anyway thanks for your help it works.

Optimizing download of multiple web pages. C#

I am developing an app where I need to download a bunch of web pages, preferably as fast as possible. The way that I do that right now is that I have multiple threads (100's) that have their own System.Net.HttpWebRequest. This sort of works, but I am not getting the performance I would like. Currently I have a beefy 600+ Mb/s connection to work with, and this is only utilized at most 10% (at peaks). I guess my strategy is flawed, but I am unable to find any other good way of doing this.
Also: If the use of HttpWebRequest is not a good way to download web pages, please say so :)
The code has been semi-auto-converted from java.
Thanks :)
Update:
public String getPage(String link){
myURL = new System.Uri(link);
myHttpConn = (System.Net.HttpWebRequest)System.Net.WebRequest.Create(myURL);
myStreamReader = new System.IO.StreamReader(new System.IO.StreamReader(myHttpConn.GetResponse().GetResponseStream(),
System.Text.Encoding.Default).BaseStream,
new System.IO.StreamReader(myHttpConn.GetResponse().GetResponseStream(),
System.Text.Encoding.Default).CurrentEncoding);
System.Text.StringBuilder buffer = new System.Text.StringBuilder();
//myLineBuff is a String
while ((myLineBuff = myStreamReader.ReadLine()) != null)
{
buffer.Append(myLineBuff);
}
return buffer.toString();
}
One problem is that it appears you're issuing each request twice:
myStreamReader = new System.IO.StreamReader(
new System.IO.StreamReader(
myHttpConn.GetResponse().GetResponseStream(),
System.Text.Encoding.Default).BaseStream,
new System.IO.StreamReader(myHttpConn.GetResponse().GetResponseStream(),
System.Text.Encoding.Default).CurrentEncoding);
It makes two calls to GetResponse. For reasons I fail to understand, you're also creating two stream readers. You can split that up and simplify it, and also do a better job of error handling...
var response = (HttpWebResponse)myHttpCon.GetResponse();
myStreamReader = new StreamReader(response.GetResponseStream(), Encoding.Default)
That should double your effective throughput.
Also, you probably want to make sure to dispose of the objects you're using. When you're downloading a lot of pages, you can quickly run out of resources if you don't clean up after yourself. In this case, you should call response.Close(). See http://msdn.microsoft.com/en-us/library/system.net.httpwebresponse.close.aspx
I am adding this answer as another possibility which people may encounter when
downloading from multiple servers using multi-threaded apps
using Windows XP or Vista as the operating system
The tcpip.sys driver for these operating systems has a limit of 10 outbound connections per second. This is a rate limit, not a connection limit, so you can have hundreds of connections, but you cannot initiate more than 10/s. The limit was imposed by Microsoft to curtail the spread of certain types of virus/worm. Whether such methods are effective is outside the scope of this answer.
In a multi-threaded application that downloads from multitudes of servers, this limitation can manifest as a series of timeouts. Windows puts into a queue all of the "half-open" (newly open but not yet established) connections once the 10/s limit is reached. In my application, for example, I had 20 threads ready to process connections, but I found that sometimes I would get timeouts from servers I knew were operating and reachable.
To verify that this is happening, check the operating system's event log, under System. The error is:
EventID 4226: TCP/IP has reached the security limit imposed on the number of concurrent TCP connect attempts.
There are many references to this error and plenty of patches and fixes to apply to remove the limit. However because this problem is frequently encountered by P2P (Torrent) users, there's quite a prolific amount of malware disguised as this patch.
I have a requirement to collect data from over 1200 servers (that are actually data sensors) on 5-minute intervals. I initially developed the application (on WinXP) to reuse 20 threads repeatedly to crawl the list of servers and aggregate the data into a SQL database. Because the connections were initiated based on a timer tick event, this error happened often because at their invocation, none of the connections are established, thus 10 are immediately queued.
Note that this isn't a problem necessarily, because as connections are established, those queued are then processed. However if non-queued connections are slow to establish, that time can negatively impact the timeout limits of the queued connections (in my experience). The result, looking at my application log file, was that I would see a batch of connections that timed out, followed by a majority of connections that were successful. Opening a web browser to test "timed out" connections was confusing, because the servers were available and quick to respond.
I decided to try HEX editing the tcpip.sys file, which was suggested on a guide at speedguide.net. The checksum of my file differed from the guide (I had SP3 not SP2) and comments in the guide weren't necessarily helpful. However, I did find a patch that worked for SP3 and noticed an immediate difference after applying it.
From what I can find, Windows 7 does not have this limitation, and since moving the application to a Windows 7-based machine, the timeout problem has remained absent.
I do this very same thing, but with thousands of sensors that provide XML and Text content. Factors that will definitely affect performance are not limited to the speed and power of your bandwidth and computer, but the bandwidth and response time of each server you are contacting, the timeout delays, the size of each download, and the reliability of the remote internet connections.
As comments indicate, hundreds of threads is not necessarily a good idea. Currently I've found that running between 20 and 50 threads at a time seems optimal. In my technique, as each thread completes a download, it is given the next item from a queue.
I run a custom ThreaderEngine Class on a separate thread that is responsible for maintaining the queue of work items and assigning threads as needed. Essentially it is a while loop that iterates through an array of threads. As the threads finish, it grabs the next item from the queue and starts the thread again.
Each of my threads are actually downloading several separate items, but the method call is the same (.NET 4.0):
public static string FileDownload(string _ip, int _port, string _file, int Timeout, int ReadWriteTimeout, NetworkCredential _cred = null)
{
string uri = String.Format("http://{0}:{1}/{2}", _ip, _port, _file);
string Data = String.Empty;
try
{
HttpWebRequest Request = (HttpWebRequest)WebRequest.Create(uri);
if (_cred != null) Request.Credentials = _cred;
Request.Timeout = Timeout; // applies to .GetResponse()
Request.ReadWriteTimeout = ReadWriteTimeout; // applies to .GetResponseStream()
Request.Proxy = null;
Request.CachePolicy = new System.Net.Cache.RequestCachePolicy(System.Net.Cache.RequestCacheLevel.NoCacheNoStore);
using (HttpWebResponse Response = (HttpWebResponse)Request.GetResponse())
{
using (Stream dataStream = Response.GetResponseStream())
{
if (dataStream != null)
using (BufferedStream buffer = new BufferedStream(dataStream))
using (StreamReader reader = new StreamReader(buffer))
{
Data = reader.ReadToEnd();
}
}
return Data;
}
}
catch (AccessViolationException ave)
{
// ...
}
catch (Exception exc)
{
// ...
}
}
Using this I am able to download about 60KB each from 1200+ remote machines (72MB) in less than 5 minutes. The machine is a Core 2 Quad with 2GB RAM and utilizes four bonded T1 connections (~6Mbps).

Trying to run multiple HTTP requests in parallel, but being limited by Windows (registry)

I'm developing an application (winforms C# .NET 4.0) where I access a lookup functionality from a 3rd party through a simple HTTP request. I call an url with a parameter, and in return I get a small string with the result of the lookup. Simple enough.
The challenge is however, that I have to do lots of these lookups (a couple of thousands), and I would like to limit the time needed. Therefore I would like to run requests in parallel (say 10-20). I use a ThreadPool to do this, and the short version of my code looks like this:
public void startAsyncLookup(Action<LookupResult> returnLookupResult)
{
this.returnLookupResult = returnLookupResult;
foreach (string number in numbersToLookup)
{
ThreadPool.QueueUserWorkItem(lookupNumber, number);
}
}
public void lookupNumber(Object threadContext)
{
string numberToLookup = (string)threadContext;
string url = #"http://some.url.com/?number=" + numberToLookup;
WebClient webClient = new WebClient();
Stream responseData = webClient.OpenRead(url);
LookupResult lookupResult = parseLookupResult(responseData);
returnLookupResult(lookupResult);
}
I fill up numbersToLookup (a List<String>) from another place, call startAsyncLookup and provide it with a call-back function returnLookupResult to return each result. This works, but I found that I'm not getting the throughput I want.
Initially I thought it might be the 3rd party having a poor system on their end, but I excluded this by trying to run the same code from two different machines at the same time. Each of the two took as long as one did alone, so I could rule out that one.
A colleague then tipped me that this might be a limitation in Windows. I googled a bit, and found amongst others this post saying that by default Windows limits the number of simultaneous request to the same web server to 4 for HTTP 1.0 and to 2 for HTTP 1.1 (for HTTP 1.1 this is actually according to the specification (RFC2068)).
The same post referred to above also provided a way to increase these limits. By adding two registry values to [HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Internet Settings] (MaxConnectionsPerServer and MaxConnectionsPer1_0Server), I could control this myself.
So, I tried this (sat both to 20), restarted my computer, and tried to run my program again. Sadly though, it didn't seem to help any. I also kept an eye on the Resource Monitor while running my batch lookup, and I noticed that my application (the one with the title blacked out) still only was using two TCP connections.
So, the question is, why isn't this working? Is the post I linked to using the wrong registry values? Is this perhaps not possible to "hack" in Windows any longer (I'm on Windows 7)?
And just in case anyone should wonder, I have also tried with different settings for MaxThreads on ThreadPool (everything from 10 to 100), and this didn't seem to affect my throughput at all, so the problem shouldn't be there either.
It is matter of ServicePoint. Which provides connection management for HTTP connections.
The default maximum number of concurrent connections allowed by a ServicePoint object is 2.
So if you need to increase it you can use ServicePointManager.DefaultConnectionLimit property. Just check the link in MSDN there you can see a sample. And set the value you need.
For quicker reference for someone. To increase the connection limit per host you can do this in your Main() or anytime before you begin making the HTTP requests.
System.Net.ServicePointManager.DefaultConnectionLimit = 1000; //or some other number > 4
Fire and forget this method from your main method. Icognito user is correct, only 2 threads are allowed to play at the same time.
private static void openServicePoint()
{
ServicePointManager.UseNagleAlgorithm = true;
ServicePointManager.Expect100Continue = true;
ServicePointManager.CheckCertificateRevocationList = true;
ServicePointManager.DefaultConnectionLimit = 10000;
Uri MS = new Uri("http://My awesome web site");
ServicePoint servicePoint = ServicePointManager.FindServicePoint(MS);
}
For Internet Explorer 8:
Run Registry Editor and navigate to following key HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_MAXCONNECTION SPERSERVER
and
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_MAXCONNECTION SPER1_0SERVER
If FEATURE_MAXCONNECTIONSPERSERVER and FEATURE_MAXCONNECTIONSPER1_0SERVER are missing then create them. Now create DWORD Value called iexplore.exe for both sub keys (listed above) and set their value to 10 or whatever number desired.

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