SerialPort SerialStream leaking memory in read loop - c#

I'm trying to use the following to continuously read data from a serial port:
var serialPort = new SerialPort("COM7", 38400, Parity.None, 8, StopBits.One);
var buffer = new byte[256];
Action read = null;
AsyncCallback callback = delegate (IAsyncResult ar)
{
int len = serialPort.BaseStream.EndRead(ar);
// do something with data
read();
};
read = delegate
{
serialPort.BaseStream.BeginRead(buffer, 0, buffer.Length, callback, null);
};
serialPort.Open();
while (true)
{
read();
//Thread.Sleep(100);
}
This leaks memory with an ever-increasing number of the following objects:
ManualResetEvent
Microsoft.Win32.SafeHandles.SafeWaitHandle
ThreadPoolBoundHandleOverlapped
OverlappedData
SerialStream+SerialStreamAsyncResult
The objects persist even after a garbage collection pass.
The sample above is a minimal reproducible example. I've taken out the "do something with data" because the problem occurs with or without any data handling at that point.
The Thread.Sleep in the while loop only slows down memory consumption. I've left it out so that it clearly shows the problem. The above sample will consume approximately 650mb in 20 seconds on my machine.
The problem occurs in both .NET Core 3.1 and .NET Framework 4.8.
I'm sure I'm doing something wrong, I just can't see what it is at this point.

This leaks memory with an ever-increasing...
Quite simply because you are infinitely looping BeginRead operations before the existing one has completed via:
while (true)
{
read(); // <-- this delegate calls `BeginRead` thus starting ANOTHER verlapped read operation
//Thread.Sleep(100);
}
Change it to something like:
serialPort.Open();
read(); // kick off initial read
while (/* some condition*/)
{
}
// quit
Your callback is doing the right thing by ensuring that another overlapped read operation is only commenced once the prior completes:
AsyncCallback callback = delegate (IAsyncResult ar)
{
int len = serialPort.BaseStream.EndRead(ar);
// do something with data
read(); // <--- correctly initiates another read since the existing is complete
};

Related

BeginSend taking too long till callback

I'm using the asynchronous methos BeginSend and I need some sort of a timeout mechanism. What I've implemented works fine for connect and receive timeouts but I have a problem with the BeginSend callback. Even a timeout of 25 seconds is often not enough and gets exceeded. This seems very strange to me and points towards a different cause.
public void Send(String data)
{
if (client.Connected)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
client.NoDelay = true;
// Begin sending the data to the remote device.
IAsyncResult res = client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
if (!res.IsCompleted)
{
sendTimer = new System.Threading.Timer(SendTimeoutCallback, null, 10000, Timeout.Infinite);
}
}
else MessageBox.Show("No connection to target! Send");
}
private void SendCallback(IAsyncResult ar)
{
if (Interlocked.CompareExchange(ref sendTimeoutflag, 1, 0) != 0)
{
// the flag was set elsewhere, so return immediately.
return;
}
sendTimeoutflag = 0; //needs to be reset back to 0 for next reception
// we set the flag to 1, indicating it was completed.
if (sendTimer != null)
{
// stop the timer from firing.
sendTimer.Dispose();
}
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
ef.updateUI("Sent " + bytesSent.ToString() + " bytes to server." + "\n");
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
private void SendTimeoutCallback(object obj)
{
if (Interlocked.CompareExchange(ref sendTimeoutflag, 2, 0) != 0)
{
// the flag was set elsewhere, so return immediately.
return;
}
// we set the flag to 2, indicating a timeout was hit.
sendTimer.Dispose();
client.Close(); // closing the Socket cancels the async operation.
MessageBox.Show("Connection to the target has been lost! SendTimeoutCallback");
}
I've tested timeout values up to 30 seconds. The value of 30 seconds has proved to be the only one never to time out. But that just seems like an overkill and I believe there's a different underlying cause.Any ideas as to why this could be happening?
Unfortunately, there's not enough code to completely diagnose this. You don't even show the declaration of sendTimeoutflag. The example isn't self-contained, so there's no way to test it. And you're not clear about exactly what happens (e.g. do you just get the timeout, do you complete a send and still get a timeout, does something else happen?).
That said, I see at least one serious bug in the code, which is your use of the sendTimeoutflag. The SendCallback() method sets this flag to 1, but it immediately sets it back to 0 again (this time without the protection of Interlocked.CompareExchange()). Only after it's set the value to 0 does it dispose the timer.
This means that even when you successfully complete the callback, the timeout timer is nearly guaranteed to have no idea and to close the client object anyway.
You can fix this specific issue by moving the assignment sendTimeoutflag = 0; to a point after you've actually completed the send operation, e.g. at the end of the callback method. And even then only if you take steps to ensure that the timer callback cannot execute past that point (e.g. wait for the timer's dispose to complete).
Note that even having fixed that specific issue, you may still have other bugs. Frankly, it's not clear why you want a timeout in the first place. Nor is it clear why you want to use lock-free code to implement your timeout logic. More conventional locking (i.e. Monitor-based with the lock statement) would be easier to implement correctly and would likely not impose a noticeable performance penalty.
And I agree with the suggestion that you would be better-served by using the async/await pattern instead of explicitly dealing with callback methods (but of course that would mean using a higher-level I/O object, since Socket doesn't suppose async/await).

Consuming a HTTP stream without reading one byte at a time

I have been trying to read data from the Twitter stream API using C#, and since sometimes the API will return no data, and I am looking for a near-realtime response, I have been hesitant to use a buffer length of more than 1 byte on the reader in case the stream doesn't return any more data for the next day or two.
I have been using the following line:
input.BeginRead(buffer, 0, buffer.Length, InputReadComplete, null);
//buffer = new byte[1]
Now that I plan to scale the application up, I think a size of 1 will result in a lot of CPU usage, and want to increase that number, but I still don't want the stream to just block. Is it possible to get the stream to return if no more bytes are read in the next 5 seconds or something similar?
Async Option
You can use a timer in the async callback method to complete the operation if no bytes are received for e.g. 5 seconds. Reset the timer every time bytes are received. Start it before BeginRead.
Sync Option
Alternatively, you can use the ReceiveTimeout property of the underlying socket to establish a maximum time to wait before completing the read. You can use a larger buffer and set the timeout to e.g. 5 seconds.
From the MSDN documentation that property only applies to a synchronous read. You could perform a synchronous read on a separate thread.
UPDATE
Here's rough, untested code pieced together from a similar problem. It will probably not run (or be bug-free) as-is, but should give you the idea:
private EventWaitHandle asyncWait = new ManualResetEvent(false);
private Timer abortTimer = null;
private bool success = false;
public void ReadFromTwitter()
{
abortTimer = new Timer(AbortTwitter, null, 50000, System.Threading.Timeout.Infinite);
asyncWait.Reset();
input.BeginRead(buffer, 0, buffer.Length, InputReadComplete, null);
asyncWait.WaitOne();
}
void AbortTwitter(object state)
{
success = false; // Redundant but explicit for clarity
asyncWait.Set();
}
void InputReadComplete()
{
// Disable the timer:
abortTimer.Change(System.Threading.Timeout.Infinite, System.Threading.Timeout.Infinite);
success = true;
asyncWait.Set();
}

Implementing a timeout with NetworkStream.BeginRead and NetworkStream.EndRead

I've written the following function to implement a timeout feature using NetworkStream's asynchronous read functions (BeginRead and EndRead). It works fine until I comment out the line Trace.WriteLine("bytesRead: " + bytesRead);. Why?
private int SynchronousRead(byte[] buffer, int count)
{
int bytesRead = 0;
bool success = false;
IAsyncResult result = null;
result = _stream.BeginRead(
buffer, 0, count,
delegate(IAsyncResult r)
{
bytesRead = _stream.EndRead(r);
},
null);
success = result.AsyncWaitHandle.WaitOne(_ioTmeoutInMilliseconds, false);
if (!success)
{
throw new TimeoutException("Could not read in the specfied timeout.");
}
//If I remove this line, bytesRead is always 0
Trace.WriteLine("bytesRead: " + bytesRead);
return bytesRead;
}
Just in case you're wondering, I have to do this because I will eventually need to target the .Net Compact Framework 3.5 and it doesn't support the NetworkStream.ReadTimeout and NetworkStream.WriteTimeout properties.
An interesting threading bug. The bytesRead variable is assigned after the wait handle is signaled. Two things can go wrong: the method returns before the assignment is made. Or the thread reads a stale value since their is no memory barrier past the WaitOne() call. The Trace statement fixes the problem because it delays the main thread long enough to allow the variable to be written. And it has an internal lock that ensures the cache is coherent.
You'll need an additional AutoResetEvent that signals that bytesRead variable was written.
Besides the memory barrier problem in you code (As Hans also pointed), If i were you i'd use Reactive Extension instead that would make this code segment in just three lines of code. If you have time, I'd strongly suggest you to use Rx instead.
Cheers

Best way to accept multiple tcp clients?

I have a client/server infrastructure. At present they use a TcpClient and TcpListener to send a receive data between all the clients and server.
What I currently do is when data is received (on it's own thread), it is put in a queue for another thread to process in order to free the socket so it is ready and open to receive new data.
// Enter the listening loop.
while (true)
{
Debug.WriteLine("Waiting for a connection... ");
// Perform a blocking call to accept requests.
using (client = server.AcceptTcpClient())
{
data = new List<byte>();
// Get a stream object for reading and writing
using (NetworkStream stream = client.GetStream())
{
// Loop to receive all the data sent by the client.
int length;
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var copy = new byte[length];
Array.Copy(bytes, 0, copy, 0, length);
data.AddRange(copy);
}
}
}
receivedQueue.Add(data);
}
However I wanted to find out if there is a better way to do this. For example if there are 10 clients and they all want to send data to the server at the same time, one will get through while all the others will fail.Or if one client has a slow connection and hogs the socket all other communication will halt.
Is there not some way to be able to receive data from all clients at the same time and add the received data in the queue for processing when it has finished downloading?
So here is an answer that will get you started - which is more beginner level than my blog post.
.Net has an async pattern that revolves around a Begin* and End* call. For instance - BeginReceive and EndReceive. They nearly always have their non-async counterpart (in this case Receive); and achieve the exact same goal.
The most important thing to remember is that the socket ones do more than just make the call async - they expose something called IOCP (IO Completion Ports, Linux/Mono has these two but I forget the name) which is extremely important to use on a server; the crux of what IOCP does is that your application doesn't consume a thread while it waits for data.
How to Use The Begin/End Pattern
Every Begin* method will have exactly 2 more arguments in comparisson to it's non-async counterpart. The first is an AsyncCallback, the second is an object. What these two mean is, "here is a method to call when you are done" and "here is some data I need inside that method." The method that gets called always has the same signature, inside this method you call the End* counterpart to get what would have been the result if you had done it synchronously. So for example:
private void BeginReceiveBuffer()
{
_socket.BeginReceive(buffer, 0, buffer.Length, BufferEndReceive, buffer);
}
private void EndReceiveBuffer(IAsyncResult state)
{
var buffer = (byte[])state.AsyncState; // This is the last parameter.
var length = _socket.EndReceive(state); // This is the return value of the method call.
DataReceived(buffer, 0, length); // Do something with the data.
}
What happens here is .Net starts waiting for data from the socket, as soon as it gets data it calls EndReceiveBuffer and passes through the 'custom data' (in this case buffer) to it via state.AsyncResult. When you call EndReceive it will give you back the length of the data that was received (or throw an exception if something failed).
Better Pattern for Sockets
This form will give you central error handling - it can be used anywhere where the async pattern wraps a stream-like 'thing' (e.g. TCP arrives in the order it was sent, so it could be seen as a Stream object).
private Socket _socket;
private ArraySegment<byte> _buffer;
public void StartReceive()
{
ReceiveAsyncLoop(null);
}
// Note that this method is not guaranteed (in fact
// unlikely) to remain on a single thread across
// async invocations.
private void ReceiveAsyncLoop(IAsyncResult result)
{
try
{
// This only gets called once - via StartReceive()
if (result != null)
{
int numberOfBytesRead = _socket.EndReceive(result);
if(numberOfBytesRead == 0)
{
OnDisconnected(null); // 'null' being the exception. The client disconnected normally in this case.
return;
}
var newSegment = new ArraySegment<byte>(_buffer.Array, _buffer.Offset, numberOfBytesRead);
// This method needs its own error handling. Don't let it throw exceptions unless you
// want to disconnect the client.
OnDataReceived(newSegment);
}
// Because of this method call, it's as though we are creating a 'while' loop.
// However this is called an async loop, but you can see it the same way.
_socket.BeginReceive(_buffer.Array, _buffer.Offset, _buffer.Count, SocketFlags.None, ReceiveAsyncLoop, null);
}
catch (Exception ex)
{
// Socket error handling here.
}
}
Accepting Multiple Connections
What you generally do is write a class that contains your socket etc. (as well as your async loop) and create one for each client. So for instance:
public class InboundConnection
{
private Socket _socket;
private ArraySegment<byte> _buffer;
public InboundConnection(Socket clientSocket)
{
_socket = clientSocket;
_buffer = new ArraySegment<byte>(new byte[4096], 0, 4096);
StartReceive(); // Start the read async loop.
}
private void StartReceive() ...
private void ReceiveAsyncLoop() ...
private void OnDataReceived() ...
}
Each client connection should be tracked by your server class (so that you can disconnect them cleanly when the server shuts down, as well as search/look them up).
You should use asynchronous socket programming to achieve this. Take a look at the example provided by MSDN.
You should use asynchronous method of reading the data, an example is:
// Enter the listening loop.
while (true)
{
Debug.WriteLine("Waiting for a connection... ");
client = server.AcceptTcpClient();
ThreadPool.QueueUserWorkItem(new WaitCallback(HandleTcp), client);
}
private void HandleTcp(object tcpClientObject)
{
TcpClient client = (TcpClient)tcpClientObject;
// Perform a blocking call to accept requests.
data = new List<byte>();
// Get a stream object for reading and writing
using (NetworkStream stream = client.GetStream())
{
// Loop to receive all the data sent by the client.
int length;
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var copy = new byte[length];
Array.Copy(bytes, 0, copy, 0, length);
data.AddRange(copy);
}
}
receivedQueue.Add(data);
}
Also you should consider using AutoResetEvent or ManualResetEvent to be notified when new data is added to the collection so the thread that handle the data will know when data is received, and if you are using 4.0 you better switch off to using BlockingCollection instead of Queue.
What I do usually is using a thread pool with several threads.
Upon each new connection I'm running the connection handling (in your case - everything you do in the using clause) in one of the threads from the pool.
By that you achieve both performance since you're allowing several simultaneously accepted connection and you also limiting the number of resources (threads, etc') you allocate for handling incoming connections.
You have a nice example here
Good Luck

Problems with Asynchronous UDP Sockets

I'm struggling a bit with socket programming (something I'm not at all familiar with) and I can't find anything which helps from google or MSDN (awful). Apologies for the length of this.
Basically I have an existing service which recieves and responds to requests over UDP. I can't change this at all.
I also have a client within my webapp which dispatches and listens for responses to that service. The existing client I've been given is a singleton which creates a socket and an array of response slots, and then creates a background thread with an infinite looping method that makes "sock.Receive()" calls and pushes the data received into the slot array. All kinds of things about this seem wrong to me and the infinite thread breaks my unit testing so I'm trying to replace this service with one which makes it's it's send/receives asynchronously instead.
Point 1: Is this the right approach? I want a non-blocking, scalable, thread-safe service.
My first attempt is roughly like this, which sort of worked but the data I got back was always shorter than expected (i.e. the buffer did not have the number of bytes requested) and seemed to throw exceptions when processed.
private Socket MyPreConfiguredSocket;
public object Query()
{
//build a request
this.MyPreConfiguredSocket.SendTo(MYREQUEST, packet.Length, SocketFlags.Multicast, this._target);
IAsyncResult h = this._sock.BeginReceiveFrom(response, 0, BUFFER_SIZE, SocketFlags.None, ref this._target, new AsyncCallback(ARecieve), this._sock);
if (!h.AsyncWaitHandle.WaitOne(TIMEOUT)) { throw new Exception("Timed out"); }
//process response data (always shortened)
}
private void ARecieve (IAsyncResult result)
{
int bytesreceived = (result as Socket).EndReceiveFrom(result, ref this._target);
}
My second attempt was based on more google trawling and this recursive pattern I frequently saw, but this version always times out! It never gets to ARecieve.
public object Query()
{
//build a request
this.MyPreConfiguredSocket.SendTo(MYREQUEST, packet.Length, SocketFlags.Multicast, this._target);
State s = new State(this.MyPreConfiguredSocket);
this.MyPreConfiguredSocket.BeginReceiveFrom(s.Buffer, 0, BUFFER_SIZE, SocketFlags.None, ref this._target, new AsyncCallback(ARecieve), s);
if (!s.Flag.WaitOne(10000)) { throw new Exception("Timed out"); } //always thrown
//process response data
}
private void ARecieve (IAsyncResult result)
{
//never gets here!
State s = (result as State);
int bytesreceived = s.Sock.EndReceiveFrom(result, ref this._target);
if (bytesreceived > 0)
{
s.Received += bytesreceived;
this._sock.BeginReceiveFrom(s.Buffer, s.Received, BUFFER_SIZE, SocketFlags.None, ref this._target, new AsyncCallback(ARecieve), s);
}
else
{
s.Flag.Set();
}
}
private class State
{
public State(Socket sock)
{
this._sock = sock;
this._buffer = new byte[BUFFER_SIZE];
this._buffer.Initialize();
}
public Socket Sock;
public byte[] Buffer;
public ManualResetEvent Flag = new ManualResetEvent(false);
public int Received = 0;
}
Point 2: So clearly I'm getting something quite wrong.
Point 3: I'm not sure if I'm going about this right. How does the data coming from the remote service even get to the right listening thread? Do I need to create a socket per request?
Out of my comfort zone here. Need help.
Not the solution for you, just a suggestion - come up with the simplest code that works peeling off all the threading/events/etc. From there start adding needed, and only needed, complexity. My experience always was that in the process I'd find what I was doing wrong.
So is your program SUDO outline as follows?
Socket MySocket;
Socket ResponceSocket;
byte[] Request;
byte[] Responce;
public byte[] GetUDPResponce()
{
this.MySocket.Send(Request).To(ResponceSocket);
this.MySocket.Receive(Responce).From(ResponceSocket);
return Responce;
}
ill try help!
The second code post is the one we can work with and the way forward.
But you are right! the documentation is not the best.
Do you know for sure that you get a response to the message you send? Remove the asynchronous behavior from the socket and just try to send and receive synchronously (even though this may block your thread for now). Once you know this behavior is working, edit your question and post that code, and I'll help you with the threading model. Once networking portion, i.e., the send/receive, is working, the threading model is pretty straightforward.
One POSSIBLE issue is if your send operation goes to the server, and it responds before windows sets up the asynchronous listener. If you arent listening the data wont be accepted on your side (unlike TCP)
Try calling beginread before the send operation.

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