Invoking C# callback on separate thread via PInvoke - c#

I am trying to marshal a callback via PInvoke from a managed C# program to a native C++ DLL. These callbacks may be invoked after large delays on a separate thread. My current design is finding that the callback is invoked correct with the right data if called immediately at the native layer, but is failing if called at a delay on a separate thread. Here is a simple example of the setup:
C# Interface
public class Example
{
private delegate void NativeLoginCallback(IntPtr bytes);
[DllImport ("NativeExample")]
private static extern void Example_loginAsync(NativeLoginCallback callback);
private delegate void LoginCallback(string data);
public void LoginAsync(LoginCallback callback)
{
NativeLoginCallback nativeCallback = (IntPtr bytes) =>
{
string data = MarshalUtility.Deserialize<string>(bytes);
try
{
callback(data);
}
catch (Exception ex)
{
Debug.Log(ex);
}
}
Example_loginAsync(nativeCallback);
}
}
C Interface
extern "C" __declspec(dllimport) void Example_loginAsync(void* callback)
{
typedef void(*CSharpLoginCallbackType)(void* data);
CSharpLoginCallbackType csharpCallback = (CSharpLoginCallbackType) callback;
auto cppLoginCallback = [csharpCallback](std::string data)
{
std::this_thread::sleep_for(std::chrono::milliseconds(5000));
unsigned char* dataBytes;
MarshalUtility::Serialize(data, dataBytes);
csharpCallback(dataBytes);
};
std::string testData = "This one is called immediately on same thread.";
unsigned char* testDataBytes;
MarshalUtility::Serialize(testData, testDataBytes);
csharpCallback(testDataBytes);
std::thread t(cppLoginCallback, "This one is called after 5 seconds on seperate thread.");
t.detach();
}
C# Caller
public class ExampleIntegrator
{
Example example = new Example();
public void Test()
{
example.Login((string data) =>
{
Debug.Log(data);
};
}
};
The output I see is:
This one is called immediately on same thread.
NullReferenceException
The output I expect is:
This one is called immediately on same thread.
This one is called after 5 seconds on seperate thread.
Upon inspection, I have discovered that the data is correct at the scope of NativeLoginCallback i.e. after the line string data = MarshalUtility.Deserialize<string>(bytes);, the debugger correctly shows This one is called after 5 seconds on seperate thread., however it finds that callback is a NullReference. How do I ensure callback does not become null?

Related

Register C# delegate to C++ callback, what does Marshal.GetFunctionPointerForDelegate do?

I used to register a delegate from C# to a callback function pointer like this (without using Marshal.GetFunctionPointerForDelegate):
C++ (Test.dll)
typedef void (__stdcall* Callback)(int num);
Callback pCallback = 0;
void __stdcall SetCallback(Callback callback)
{
pCallback = callback;
}
void __stdcall ActionCpp()
{
if(pCallback)
{
pCallback();
}
}
C#
class Program
{
[DllImport("Test.dll", CallingConvention = CallingConvention.StdCall)]
public static extern void SetCallBack(Callback callback);
[DllImport("Test.dll", CallingConvention = CallingConvention.StdCall)]
public static extern void ActionCpp();
public delegate void Callback();
static void Action()
{
Console.WriteLine("Callback succeeded.");
}
static void Main(string[] args)
{
Callback myAction = new Callback(Action);
SetCallback(myAction);
ActionCpp(); //Suppose to do the same thing as Action();
}
}
It seems that this way works fine. However, I found that we can do the same thing by using Marshal.GetFunctionPointerForDelegate and register the IntPtr of the delegate to the function pointer in C++.
I would like to know what the difference is and which practice is better? (And also Why? Thanks in advance.)
Here is the C# code when using Marshal.GetFunctionPointerForDelegate. (Nothing changes in C++ code.)
C# (With Marshal.GetFunctionPointerForDelegate)
class Program
{
[DllImport("Test.dll", CallingConvention = CallingConvention.StdCall)]
public static extern void SetCallBack(IntPtr pCallBack); //change to type "IntPtr" this time.
[DllImport("Test.dll", CallingConvention = CallingConvention.StdCall)]
public static extern void ActionCpp();
public delegate void Callback();
static void Action()
{
Console.WriteLine("Callback succeeded.");
}
static void Main(string[] args)
{
Callback myAction = new Callback(Action);
//GCHandle gcHandle = GCHandle.Alloc(myAction); <-- Is this necessary?
IntPtr pMyAction = Marshal.GetFunctionPointerForDelegate(myAction);
SetCallback(pMyAction);
ActionCpp();
//gcHandle.Free();
}
}
I have another further but related question about whether it is necessary to use "GCHandle.Alloc" (as in my comments in the above code) to avoid any GC action as long as my Callback myAction is still alive?
I am a newbie on C# and C++ callbacks, please let me know if I have naive mistakes made.
A callback requires the start address of the method that handles the event. So your two methods are both getting the same start address. The first method is clear since you are using the name of the method. 2nd method you have more statements that accomplishes the same as first method.
c# is managed language while c++ is un-managed. Which basically means that extra protection was added to c# to prevent PC from going blue screen. So when calling un-managed c++ from c# rules must be followed to prevent blue screen. So any pointer variables passed to a c++ method must be allocated in c# as un-managed using GCHandle.Alloc or by using other Marshal methods. Marshal.StrToPtr will also allocate the un-managed memory.

Events in native library created by "Unmanaged Exports" in C#

I have written the following code that uses .net4 to run. Since I am using this code in Unity3D that doesn't support .net4 I had to convert it to native code. I am using "Unmanaged Exports" to export it to a native library.
I can call this function from Unity3D and it works fine.
Now I want to add events to my library and then access these events from another C# code in Unity3D.
My question is: How to create a callback event and register a function in my library to call when it is done? I know how to create an event in a Managed c# code. But note that here I am exporting it to native code and I need to use the event in the native code. So, My library does something as a native code and then I want it to fire a callback function to tell Unity3D that it is done.
Here is my library code:
[DllExport("SayText", CallingConvention = CallingConvention.Cdecl)]
public static void SayText()
{
var task = new Task(() =>
{
var synth = new SpeechSynthesizer();
synth.SetOutputToNull();
synth.SetOutputToWaveFile("D:\\test3.wav");
synth.SpeakCompleted += SynthOnSpeakCompleted;
synth.SpeakAsync("This is a test text");
});
task.Start();
}
private static void SynthOnSpeakCompleted(object sender, SpeakCompletedEventArgs speakCompletedEventArgs)
{
var synth = (SpeechSynthesizer)sender;
synth.SpeakCompleted -= SynthOnSpeakCompleted;
synth.SetOutputToDefaultAudioDevice();
// I want to trigger an event here so the application knows that the file has been created.
}
And here is how I'm calling this function from Unity3D:
[DllImport("mylib", EntryPoint = "SayText")]
public static extern void SayText();
I can't be sure it will solve your issue but I tried something similar with ios plugin.
Here is the C# side of the plugin:
public class CSharpWrapper
{
// Create delegate type
public delegate void TestDelegate();
// Connection with the native side
[DllImport("__Internal")]
private static extern void externMethod( TestDelegate onCompletion);
private static Action callback = null;
// This is most likely the part you are looking for.
// That method is marshalled so it will pass its address to the native side
// When native calls it we can add any code within
[MonoPInvokeCallback(typeof(TestDelegate))]
private static void ManagedTest()
{
if(callback != null) { callback(); }
callback = null;
}
#endif
public static void CallMethod(Action<string> onCompletion)
{
callback = onCompletion;
// Here we pass our own method that is marshalled for native side
externMethod(ManagedTest);
}
}
Then I have a C section in the .m file.
extern "C"
{
typedef void (*TestCallback)();
void externMethod(TestCallback testCallback)
{
// Here communication with Objective-C code
}
}
Maybe this will get you somewhere near completion. It is also possible to add parameters, just list them as usual and the marshalling attribute will do it all for you.

C# function pointer?

I'm having a problem with C#, I'd like to get a pointer of a method in my code, but it seems impossible. I need the pointer of the method because I want to no-op it using WriteProcessMemory. How would I get the pointer?
Example code
main()
{
function1();
function2();
}
function1()
{
//get function2 pointer
//use WPM to nop it (I know how, this is not the problem)
}
function2()
{
Writeline("bla"); //this will never happen because I added a no-op.
}
I know this is very old, but an example of something like a function pointer in C# would be like this:
class Temp
{
public void DoSomething() {}
public void DoSomethingElse() {}
public void DoSomethingWithAString(string myString) {}
public bool GetANewCat(string name) { return true; }
}
...and then in your main or wherever:
var temp = new Temp();
Action myPointer = null, myPointer2 = null;
myPointer = temp.DoSomething;
myPointer2 = temp.DoSomethingElse;
Then to call the original function,
myPointer();
myPointer2();
If you have arguments to your methods, then it's as simple as adding generic arguments to your Action:
Action<string> doItWithAString = null;
doItWithAString = temp.DoSomethingWithAString;
doItWithAString("help me");
Or if you need to return a value:
Func<string, bool> getACat = null;
getACat = temp.GetANewCat;
var gotIt = getACat("help me");
EDIT: I misread your question and didn't see the bit about wanting to NOP a statement with doing raw memory manipulation. I'm afraid this isn't recommended because, as Raymond Chen says, the GC moves stuff around in memory (hence the 'pinned' keyword in C#). You probably can do it with reflection, but your question suggests you don't have a strong grasp of the CLR. Anyway, back to my original irrelevant answer (where I thought you just wanted information on how to use delegates):
C# isn't a scripting language ;)
Anyway, C# (and the CLR) has "function pointers" - except they're called "delegates" and are strongly typed, which means you need to define the function's signature in addition to the function you want to call.
In your case, you'd have something like this:
public static void Main(String[] args) {
Function1();
}
// This is the "type" of the function pointer, known as a "delegate" in .NET.
// An instance of this delegate can point to any function that has the same signature (in this case, any function/method that returns void and accepts a single String argument).
public delegate void FooBarDelegate(String x);
public static void Function1() {
// Create a delegate to Function2
FooBarDelegate functionPointer = new FooBarDelegate( Function2 );
// call it
functionPointer("bla");
}
public static void Function2(String x) {
Console.WriteLine(x);
}
public string myFunction(string name)
{
return "Hello " + name;
}
public string functionPointerExample(Func<string,string> myFunction)
{
return myFunction("Theron");
}
Func functionName.. use this to pass methods around. Makes no sense in this context but thats basically how you would use it
I'd wish it is useful
class Program
{
static void Main(string[] args)
{
TestPointer test = new TestPointer();
test.function1();
}
}
class TestPointer
{
private delegate void fPointer(); // point to every functions that it has void as return value and with no input parameter
public void function1()
{
fPointer point = new fPointer(function2);
point();
}
private void function2()
{
Console.WriteLine("Bla");
}
}
Actually there are real function pointers introduced in C# 9
Official Documentation
From the link:
You can define a function pointer using the delegate* syntax. The compiler will call the function using the calli instruction rather than instantiating a delegate object and calling Invoke
Example for the example in the post:
static unsafe void function1()
{
//get function2 pointer
delegate*<void> ptr = &function2;
// do something with ptr
}
Rewriting a method cannot be done directly from managed code, however the unmanaged .net profiling api can be used to do this. See this msdn article for example on how to use it.

Correct way to call a C DLL method from C#

I'm trying to execute some methods (in this particular case, rdOnAllDone) from a third party DLL, written in C, and looking trough the headers files, I found this:
#ifndef TDECLSDONE
#ifdef STDCALL
#define CCON __stdcall
#else
#define CCON __cdecl
#endif
#define TDECLSDONE
#endif
#define DLLIMP __declspec (dllimport)
DLLIMP int CCON rdOnAllDone (void(CCON *)(int));
After goggling for a way to call this method, I made this:
[DllImport("sb6lib.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int rdOnAllDone(Delegate d);
public delegate void rdOnAllDoneCallbackDelegate();
private static void rdOnAllDoneCallback()
{
Console.WriteLine("rdOnAllDoneCallback invoked");
}
The method was called correctly except that I couldn't get the int parameter. So I tried adding the input parameter int like this
[DllImport("sb6lib.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int rdOnAllDone(Delegate d);
public delegate void rdOnAllDoneCallbackDelegate(int number);
private static void rdOnAllDoneCallback(int number)
{
Console.WriteLine("rdOnAllDoneCallback invoked " + number);
}
But now delegate is called twice and and it crashes the program with the following error " vshosts32.exe has stopped working"
What's the correct way to call this DLL method?
EDIT: Forgot to add the Main method:
public static void Main()
{
rdOnAllDoneCallbackDelegate del3 = new rdOnAllDoneCallbackDelegate(rdOnAllDoneCallback);
rdOnAllDone(del3);
while (true)
{
Thread.Sleep(1000);
}
}
Three things you need to do to make this work right:
you need to tell the pinvoke marshaller about the actual delegate type, using Delegate isn't good enough. That will create the wrong thunk that won't properly marshal the argument. Which is what you saw happening.
you need to tell the marshaller about the calling convention if it isn't __stdcall with the [UnmanagedFunctionPointer] attribute. Getting this wrong imbalances the stack with good odds for a hard crash.
you need to store a reference to the delegate object so that the garbage collector won't collect it. It cannot see references held by native code. Getting this wrong makes the native code fail with a hard crash after the next garbage collection.
So this ought to work better, tweak as necessary:
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void rdOnAllDoneCallbackDelegate(int parameter);
[DllImport("sb6lib.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int rdOnAllDone(rdOnAllDoneCallbackDelegate d);
class Foo {
private static rdOnAllDoneCallbackDelegate callback; // Keeps it referenced
public static void SetupCallback() {
callback = new rdOnAllDoneCallbackDelegate(rdOnAllDoneCallback);
rdOnAllDone(callback);
}
private static void rdOnAllDoneCallback(int parameter) {
Console.WriteLine("rdOnAllDoneCallback invoked, parameter={0}", parameter);
}
}
Your delegates signature has to match that of the native callback, also it has to have the UnmanagedFunctionPointerAttribute set appropriately.
In your case like so:
[UnmanagedFunctionPointerAttribute(CallingConvention.Cdecl)]
public delegate void rdOnAllDoneCallbackDelegate(int parameter);
[DllImport("sb6lib.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int rdOnAllDone(rdOnAllDoneCallbackDelegate callback);
Usage:
{
rdOnAllDone(rdOnAllDoneCallback);
}
private static void rdOnAllDoneCallback(int parameter)
{
Console.WriteLine("rdOnAllDoneCallback invoked, parameter={0}", parameter);
}

How to create an asynchronous method

I have simple method in my C# app, it picks file from FTP server and parses it and stores the data in DB. I want it to be asynchronous, so that user perform other operations on App, once parsing is done he has to get message stating "Parsing is done".
I know it can achieved through asynchronous method call but I dont know how to do that can anybody help me please??
You need to use delegates and the BeginInvoke method that they contain to run another method asynchronously. A the end of the method being run by the delegate, you can notify the user. For example:
class MyClass
{
private delegate void SomeFunctionDelegate(int param1, bool param2);
private SomeFunctionDelegate sfd;
public MyClass()
{
sfd = new SomeFunctionDelegate(this.SomeFunction);
}
private void SomeFunction(int param1, bool param2)
{
// Do stuff
// Notify user
}
public void GetData()
{
// Do stuff
sfd.BeginInvoke(34, true, null, null);
}
}
Read up at http://msdn.microsoft.com/en-us/library/2e08f6yc.aspx
try this method
public static void RunAsynchronously(Action method, Action callback) {
ThreadPool.QueueUserWorkItem(_ =>
{
try {
method();
}
catch (ThreadAbortException) { /* dont report on this */ }
catch (Exception ex) {
}
// note: this will not be called if the thread is aborted
if (callback!= null) callback();
});
}
Usage:
RunAsynchronously( () => { picks file from FTP server and parses it},
() => { Console.WriteLine("Parsing is done"); } );
Any time you're doing something asynchronous, you're using a separate thread, either a new thread, or one taken from the thread pool. This means that anything you do asynchronously has to be very careful about interactions with other threads.
One way to do that is to place the code for the async thread (call it thread "A") along with all of its data into another class (call it class "A"). Make sure that thread "A" only accesses data in class "A". If thread "A" only touches class "A", and no other thread touches class "A"'s data, then there's one less problem:
public class MainClass
{
private sealed class AsyncClass
{
private int _counter;
private readonly int _maxCount;
public AsyncClass(int maxCount) { _maxCount = maxCount; }
public void Run()
{
while (_counter++ < _maxCount) { Thread.Sleep(1); }
CompletionTime = DateTime.Now;
}
public DateTime CompletionTime { get; private set; }
}
private AsyncClass _asyncInstance;
public void StartAsync()
{
var asyncDoneTime = DateTime.MinValue;
_asyncInstance = new AsyncClass(10);
Action asyncAction = _asyncInstance.Run;
asyncAction.BeginInvoke(
ar =>
{
asyncAction.EndInvoke(ar);
asyncDoneTime = _asyncInstance.CompletionTime;
}, null);
Console.WriteLine("Async task ended at {0}", asyncDoneTime);
}
}
Notice that the only part of AsyncClass that's touched from the outside is its public interface, and the only part of that which is data is CompletionTime. Note that this is only touched after the asynchronous task is complete. This means that nothing else can interfere with the tasks inner workings, and it can't interfere with anything else.
Here are two links about threading in C#
Threading in C#
Multi-threading in .NET: Introduction and suggestions
I'd start to read about the BackgroundWorker class
In Asp.Net I use a lot of static methods for jobs to be done. If its simply a job where I need no response or status, I do something simple like below. As you can see I can choose to call either ResizeImages or ResizeImagesAsync depending if I want to wait for it to finish or not
Code explanation: I use http://imageresizing.net/ to resize/crop images and the method SaveBlobPng is to store the images to Azure (cloud) but since that is irrelevant for this demo I didn't include that code. Its a good example of time consuming tasks though
private delegate void ResizeImagesDelegate(string tempuri, Dictionary<string, string> versions);
private static void ResizeImagesAsync(string tempuri, Dictionary<string, string> versions)
{
ResizeImagesDelegate worker = new ResizeImagesDelegate(ResizeImages);
worker.BeginInvoke(tempuri, versions, deletetemp, null, null);
}
private static void ResizeImages(string tempuri, Dictionary<string, string> versions)
{
//the job, whatever it might be
foreach (var item in versions)
{
var image = ImageBuilder.Current.Build(tempuri, new ResizeSettings(item.Value));
SaveBlobPng(image, item.Key);
image.Dispose();
}
}
Or going for threading so you dont have to bother with Delegates
private static void ResizeImagesAsync(string tempuri, Dictionary<string, string> versions)
{
Thread t = new Thread (() => ResizeImages(tempuri, versions, null, null));
t.Start();
}
ThreadPool.QueueUserWorkItem is the quickest way to get a process running on a different thread.
Be aware that UI objects have "thread affinity" and cannot be accessed from any thread other than the one that created them.
So, in addition to checking out the ThreadPool (or using the asynchronous programming model via delegates), you need to check out Dispatchers (wpf) or InvokeRequired (winforms).
In the end you will have to use some sort of threading. The way it basically works is that you start a function with a new thread and it will run until the end of the function.
If you are using Windows Forms then a nice wrapper that they have for this is call the Background Worker. It allows you to work in the background with out locking up the UI form and even provides a way to communicate with the forms and provide progress update events.
Background Worker
.NET got new keyword async for asonchrynous functions. You can start digging at learn.microsoft.com (async). The shortest general howto make function asonchrynous is to change function F:
Object F(Object args)
{
...
return RESULT;
}
to something like this:
async Task<Object> FAsync(Object args)
{
...
await RESULT_FROM_PROMISE;
...
return RESULT;
}
The most important thing in above code is that when your code approach await keyword it return control to function that called FAsync and make other computation until promissed value has been returned and procede with rest of code in function FAsync.

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