Receive concurrent asynchronous requests and process them one at a time - c#

Background
We have a service operation that can receive concurrent asynchronous requests and must process those requests one at a time.
In the following example, the UploadAndImport(...) method receives concurrent requests on multiple threads, but its calls to the ImportFile(...) method must happen one at a time.
Layperson Description
Imagine a warehouse with many workers (multiple threads). People (clients) can send the warehouse many packages (requests) at the same time (concurrently). When a package comes in a worker takes responsibility for it from start to finish, and the person who dropped off the package can leave (fire-and-forget). The workers' job is to put each package down a small chute, and only one worker can put a package down a chute at a time, otherwise chaos ensues. If the person who dropped off the package checks in later (polling endpoint), the warehouse should be able to report on whether the package went down the chute or not.
Question
The question then is how to write a service operation that...
can receive concurrent client requests,
receives and processes those requests on multiple threads,
processes requests on the same thread that received the request,
processes requests one at a time,
is a one way fire-and-forget operation, and
has a separate polling endpoint that reports on request completion.
We've tried the following and are wondering two things:
Are there any race conditions that we have not considered?
Is there a more canonical way to code this scenario in C#.NET with a service oriented architecture (we happen to be using WCF)?
Example: What We Have Tried?
This is the service code that we have tried. It works though it feels like somewhat of a hack or kludge.
static ImportFileInfo _inProgressRequest = null;
static readonly ConcurrentDictionary<Guid, ImportFileInfo> WaitingRequests =
new ConcurrentDictionary<Guid, ImportFileInfo>();
public void UploadAndImport(ImportFileInfo request)
{
// Receive the incoming request
WaitingRequests.TryAdd(request.OperationId, request);
while (null != Interlocked.CompareExchange(ref _inProgressRequest, request, null))
{
// Wait for any previous processing to complete
Thread.Sleep(500);
}
// Process the incoming request
ImportFile(request);
Interlocked.Exchange(ref _inProgressRequest, null);
WaitingRequests.TryRemove(request.OperationId, out _);
}
public bool UploadAndImportIsComplete(Guid operationId) =>
!WaitingRequests.ContainsKey(operationId);
This is example client code.
private static async Task UploadFile(FileInfo fileInfo, ImportFileInfo importFileInfo)
{
using (var proxy = new Proxy())
using (var stream = new FileStream(fileInfo.FullName, FileMode.Open, FileAccess.Read))
{
importFileInfo.FileByteStream = stream;
proxy.UploadAndImport(importFileInfo);
}
await Task.Run(() => Poller.Poll(timeoutSeconds: 90, intervalSeconds: 1, func: () =>
{
using (var proxy = new Proxy())
{
return proxy.UploadAndImportIsComplete(importFileInfo.OperationId);
}
}));
}
It's hard to write a minimum viable example of this in a Fiddle, but here is a start that give a sense and that compiles.
As before, the above seems like a hack/kludge, and we are asking both about potential pitfalls in its approach and for alternative patterns that are more appropriate/canonical.

Simple solution using Producer-Consumer pattern to pipe requests in case of thread count restrictions.
You still have to implement a simple progress reporter or event. I suggest to replace the expensive polling approach with an asynchronous communication which is offered by Microsoft's SignalR library. It uses WebSocket to enable async behavior. The client and server can register their callbacks on a hub. Using RPC the client can now invoke server side methods and vice versa. You would post progress to the client by using the hub (client side). In my experience SignalR is very simple to use and very good documented. It has a library for all famous server side languages (e.g. Java).
Polling in my understanding is the totally opposite of fire-and-forget. You can't forget, because you have to check something based on an interval. Event based communication, like SignalR, is fire-and-forget since you fire and will get a reminder (cause you forgot). The "event side" will invoke your callback instead of you waiting to do it yourself!
Requirement 5 is ignored since I didn't get any reason. Waiting for a thread to complete would eliminate the fire and forget character.
private BlockingCollection<ImportFileInfo> requestQueue = new BlockingCollection<ImportFileInfo>();
private bool isServiceEnabled;
private readonly int maxNumberOfThreads = 8;
private Semaphore semaphore = new Semaphore(numberOfThreads);
private readonly object syncLock = new object();
public void UploadAndImport(ImportFileInfo request)
{
// Start the request handler background loop
if (!this.isServiceEnabled)
{
this.requestQueue?.Dispose();
this.requestQueue = new BlockingCollection<ImportFileInfo>();
// Fire and forget (requirement 4)
Task.Run(() => HandleRequests());
this.isServiceEnabled = true;
}
// Cache multiple incoming client requests (requirement 1) (and enable throttling)
this.requestQueue.Add(request);
}
private void HandleRequests()
{
while (!this.requestQueue.IsCompleted)
{
// Wait while thread limit is exceeded (some throttling)
this.semaphore.WaitOne();
// Process the incoming requests in a dedicated thread (requirement 2) until the BlockingCollection is marked completed.
Task.Run(() => ProcessRequest());
}
// Reset the request handler after BlockingCollection was marked completed
this.isServiceEnabled = false;
this.requestQueue.Dispose();
}
private void ProcessRequest()
{
ImportFileInfo request = this.requestQueue.Take();
UploadFile(request);
// You updated your question saying the method "ImportFile()" requires synchronization.
// This a bottleneck and will significantly drop performance, when this method is long running.
lock (this.syncLock)
{
ImportFile(request);
}
this.semaphore.Release();
}
Remarks:
BlockingCollection is a IDisposable
TODO: You have to "close" the BlockingCollection by marking it completed:
"BlockingCollection.CompleteAdding()" or it will loop indeterminately waiting for further requests. Maybe you introduce a additional request methods for the client to cancel and/ or to update the process and to mark adding to the BlockingCollection as completed. Or a timer that waits an idle time before marking it as completed. Or make your request handler thread block or spin.
Replace Take() and Add(...) with TryTake(...) and TryAdd(...) if you want cancellation support
Code is not tested
Your "ImportFile()" method is a bottleneck in your multi threading environment. I suggest to make it thread safe. In case of I/O that requires synchronization, I would cache the data in a BlockingCollection and then write them to I/O one by one.

The problem is that your total bandwidth is very small-- only one job can run at a time-- and you want to handle parallel requests. That means that queue time could vary wildly. It may not be the best choice to implement your job queue in-memory, as it would make your system much more brittle, and more difficult to scale out when your business grows.
A traditional, scaleable way to architect this would be:
An HTTP service to accept requests, load balanced/redundant, with no session state.
A SQL Server database to persist the requests in a queue, returning a persistent unique job ID.
A Windows service to process the queue, one job at a time, and mark jobs as complete. The worker process for the service would probably be single-threaded.
This solution requires you to choose a web server. A common choice is IIS running ASP.NET. On that platform, each request is guaranteed to be handled in a single-threaded manner (i.e. you don't need to worry about race conditions too much), but due to a feature called thread agility the request might end with a different thread, but in the original synchronization context, which means you will probably never notice unless you are debugging and inspecting thread IDs.

Given the constraints context of our system, this is the implementation we ended up using:
static ImportFileInfo _importInProgressItem = null;
static readonly ConcurrentQueue<ImportFileInfo> ImportQueue =
new ConcurrentQueue<ImportFileInfo>();
public void UploadAndImport(ImportFileInfo request) {
UploadFile(request);
ImportFileSynchronized(request);
}
// Synchronize the file import,
// because the database allows a user to perform only one write at a time.
private void ImportFileSynchronized(ImportFileInfo request) {
ImportQueue.Enqueue(request);
do {
ImportQueue.TryPeek(out var next);
if (null != Interlocked.CompareExchange(ref _importInProgressItem, next, null)) {
// Queue processing is already under way in another thread.
return;
}
ImportFile(next);
ImportQueue.TryDequeue(out _);
Interlocked.Exchange(ref _importInProgressItem, null);
}
while (ImportQueue.Any());
}
public bool UploadAndImportIsComplete(Guid operationId) =>
ImportQueue.All(waiting => waiting.OperationId != operationId);
This solution works well for the loads we are expecting. That load involves a maximum of about 15-20 concurrent PDF file uploads. The batch of up to 15-20 files tends to arrive all at once and then to go quiet for several hours until the next batch arrives.
Criticism and feedback is most welcome.

Related

Is there a way to limit the number of parallel Tasks globally in an ASP.NET Web API application?

I have an ASP.NET 5 Web API application which contains a method that takes objects from a List<T> and makes HTTP requests to a server, 5 at a time, until all requests have completed. This is accomplished using a SemaphoreSlim, a List<Task>(), and awaiting on Task.WhenAll(), similar to the example snippet below:
public async Task<ResponseObj[]> DoStuff(List<Input> inputData)
{
const int maxDegreeOfParallelism = 5;
var tasks = new List<Task<ResponseObj>>();
using var throttler = new SemaphoreSlim(maxDegreeOfParallelism);
foreach (var input in inputData)
{
tasks.Add(ExecHttpRequestAsync(input, throttler));
}
List<ResponseObj> resposnes = await Task.WhenAll(tasks).ConfigureAwait(false);
return responses;
}
private async Task<ResponseObj> ExecHttpRequestAsync(Input input, SemaphoreSlim throttler)
{
await throttler.WaitAsync().ConfigureAwait(false);
try
{
using var request = new HttpRequestMessage(HttpMethod.Post, "https://foo.bar/api");
request.Content = new StringContent(JsonConvert.SerializeObject(input, Encoding.UTF8, "application/json");
var response = await HttpClientWrapper.SendAsync(request).ConfigureAwait(false);
var responseBody = await response.Content.ReadAsStringAsync().ConfigureAwait(false);
var responseObject = JsonConvert.DeserializeObject<ResponseObj>(responseBody);
return responseObject;
}
finally
{
throttler.Release();
}
}
This works well, however I am looking to limit the total number of Tasks that are being executed in parallel globally throughout the application, so as to allow scaling up of this application. For example, if 50 requests to my API came in at the same time, this would start at most 250 tasks running parallel. If I wanted to limit the total number of Tasks that are being executed at any given time to say 100, is it possible to accomplish this? Perhaps via a Queue<T>? Would the framework automatically prevent too many tasks from being executed? Or am I approaching this problem in the wrong way, and would I instead need to Queue the incoming requests to my application?
I'm going to assume the code is fixed, i.e., Task.Run is removed and the WaitAsync / Release are adjusted to throttle the HTTP calls instead of List<T>.Add.
I am looking to limit the total number of Tasks that are being executed in parallel globally throughout the application, so as to allow scaling up of this application.
This does not make sense to me. Limiting your tasks limits your scaling up.
For example, if 50 requests to my API came in at the same time, this would start at most 250 tasks running parallel.
Concurrently, sure, but not in parallel. It's important to note that these aren't 250 threads, and that they're not 250 CPU-bound operations waiting for free thread pool threads to run on, either. These are Promise Tasks, not Delegate Tasks, so they don't "run" on a thread at all. It's just 250 objects in memory.
If I wanted to limit the total number of Tasks that are being executed at any given time to say 100, is it possible to accomplish this?
Since (these kinds of) tasks are just in-memory objects, there should be no need to limit them, any more than you would need to limit the number of strings or List<T>s. Apply throttling where you do need it; e.g., number of HTTP calls done simultaneously per request. Or per host.
Would the framework automatically prevent too many tasks from being executed?
The framework has nothing like this built-in.
Perhaps via a Queue? Or am I approaching this problem in the wrong way, and would I instead need to Queue the incoming requests to my application?
There's already a queue of requests. It's handled by IIS (or whatever your host is). If your server gets too busy (or gets busy very suddenly), the requests will queue up without you having to do anything.
If I wanted to limit the total number of Tasks that are being executed at any given time to say 100, is it possible to accomplish this?
What you are looking for is to limit the MaximumConcurrencyLevel of what's called the Task Scheduler. You can create your own task scheduler that regulates the MaximumCongruencyLevel of the tasks it manages. I would recommend implementing a queue-like object that tracks incoming requests and currently working requests and waits for the current requests to finish before consuming more. The below information may still be relevant.
The task scheduler is in charge of how Tasks are prioritized, and in charge of tracking the tasks and ensuring that their work is completed, at least eventually.
The way it does this is actually very similar to what you mentioned, in general the way the Task Scheduler handles tasks is in a FIFO (First in first out) model very similar to how a ConcurrentQueue<T> works (at least starting in .NET 4).
Would the framework automatically prevent too many tasks from being executed?
By default the TaskScheduler that is created with most applications appears to default to a MaximumConcurrencyLevel of int.MaxValue. So theoretically yes.
The fact that there practically is no limit to the amount of tasks(at least with the default TaskScheduler) might not be that big of a deal for your case scenario.
Tasks are separated into two types, at least when it comes to how they are assigned to the available thread pools. They're separated into Local and Global queues.
Without going too far into detail, the way it works is if a task creates other tasks, those new tasks are part of the parent tasks queue (a local queue). Tasks spawned by a parent task are limited to the parent's thread pool.(Unless the task scheduler takes it upon itself to move queues around)
If a task isn't created by another task, it's a top-level task and is placed into the Global Queue. These would normally be assigned their own thread(if available) and if one isn't available it's treated in a FIFO model, as mentioned above, until it's work can be completed.
This is important because although you can limit the amount of concurrency that happens with the TaskScheduler, it may not necessarily be important - if for say you have a top-level task that's marked as long running and is in-charge of processing your incoming requests. This would be helpful since all the tasks spawned by this top-level task will be part of that task's local queue and therefor won't spam all your available threads in your thread pool.
When you have a bunch of items and you want to process them asynchronously and with limited concurrency, the SemaphoreSlim is a great tool for this job. There are two ways that it can be used. One way is to create all the tasks immediately and have each task acquire the semaphore before doing it's main work, and the other is to throttle the creation of the tasks while the source is enumerated. The first technique is eager, and so it consumes more RAM, but it's more maintainable because it is easier to understand and implement. The second technique is lazy, and it's more efficient if you have millions of items to process.
The technique that you have used in your sample code is the second (lazy) one.
Here is an example of using two SemaphoreSlims in order to impose two maximum concurrency policies, one per request and one globally. First the eager approach:
private const int maxConcurrencyGlobal = 100;
private static SemaphoreSlim globalThrottler
= new SemaphoreSlim(maxConcurrencyGlobal, maxConcurrencyGlobal);
public async Task<ResponseObj[]> DoStuffAsync(IEnumerable<Input> inputData)
{
const int maxConcurrencyPerRequest = 5;
var perRequestThrottler
= new SemaphoreSlim(maxConcurrencyPerRequest, maxConcurrencyPerRequest);
Task<ResponseObj>[] tasks = inputData.Select(async input =>
{
await perRequestThrottler.WaitAsync();
try
{
await globalThrottler.WaitAsync();
try
{
return await ExecHttpRequestAsync(input);
}
finally { globalThrottler.Release(); }
}
finally { perRequestThrottler.Release(); }
}).ToArray();
return await Task.WhenAll(tasks);
}
The Select LINQ operator provides an easy and intuitive way to project items to tasks.
And here is the lazy approach for doing exactly the same thing:
private const int maxConcurrencyGlobal = 100;
private static SemaphoreSlim globalThrottler
= new SemaphoreSlim(maxConcurrencyGlobal, maxConcurrencyGlobal);
public async Task<ResponseObj[]> DoStuffAsync(IEnumerable<Input> inputData)
{
const int maxConcurrencyPerRequest = 5;
var perRequestThrottler
= new SemaphoreSlim(maxConcurrencyPerRequest, maxConcurrencyPerRequest);
var tasks = new List<Task<ResponseObj>>();
foreach (var input in inputData)
{
await perRequestThrottler.WaitAsync();
await globalThrottler.WaitAsync();
Task<ResponseObj> task = Run(async () =>
{
try
{
return await ExecHttpRequestAsync(input);
}
finally
{
try { globalThrottler.Release(); }
finally { perRequestThrottler.Release(); }
}
});
tasks.Add(task);
}
return await Task.WhenAll(tasks);
static async Task<T> Run<T>(Func<Task<T>> action) => await action();
}
This implementation assumes that the await globalThrottler.WaitAsync() will never throw, which is a given according to the documentation. This will no longer be the case if you decide later to add support for cancellation, and you pass a CancellationToken to the method. In that case you would need one more try/finally wrapper around the task-creation logic. The first (eager) approach could be enhanced with cancellation support without such considerations. Its existing try/finally infrastructure is
already sufficient.
It is also important that the internal helper Run method is implemented with async/await. Eliding the async/await would be an easy mistake to make, because in that case any exception thrown synchronously by the ExecHttpRequestAsync method would be rethrown immediately, and it would not be encapsulated in a Task<ResponseObj>. Then the task returned by the DoStuffAsync method would fail without releasing the acquired semaphores, and also without awaiting the completion of the already started operations. That's another argument for preferring the eager approach. The lazy approach has too many gotchas to watch for.

Understanding fire and forget when using infinite loops

Can someone tell me what the best practice/proper way of doing this is?
I'm also using WPF, not a console or ASP.NET.
Using Listener to accept clients and spin off a new "thread" for each client that handles all the I/O and Exception catching for that client.
Method 1: Fire and forget, and just throw it into a variable to get rid of the warning.
public static async Task Start(CancellationToken token)
{
m_server = TcpListener.Create(33777);
m_server.Start();
running = true;
clientCount = 0;
// TODO: Add try... catch
while (!token.IsCancellationRequested)
{
var client = await m_server.AcceptTcpClientAsync().ConfigureAwait(false);
Client c = new Client(client);
var _ = HandleClientAsync(c);
}
}
Here's the Client Handler code:
public static async Task HandleClientAsync(Client c)
{
// TODO: add try...catch
while (c.connected)
{
string data = await c.reader.ReadLineAsync();
// Now we will parse the data and update variables accordingly
// Just Regex and some parsing that updates variables
ParseAndUpdate(data);
}
}
Method 2: The same thing... but with Task.Run()
var _ = Task.Run(() => HandleClientAsync());
Method 3: an intermediate non async function (doubt this is good. Should be Async all the way)
But this at least gets rid of the squiggly line without using the variable trick which kinda feels dirty.
while (!token.IsCancellationRequested)
{
var client = await m_server.AcceptTcpClientAsync().ConfigureAwait(false);
Client c = new Client(client);
NonAsync(c);
}
public static void NonAsync(VClient vc)
{
Task.Run(() => HandleClientAsync(vc));
}
Method 4: Make HandleClientAsync an Async void instead of Async Task (really bad)
public static async Task HandleClientAsync(Client c)
// Would change to
public static async Void HandleClientAsync(Client c)
Questions:
Is it any better to use Task.Run() When doing a fire and forget task?
Is it just accepted that you need to use the var _ = FireAndForget() trick to do fire and forget? I could just ignore the warning but something feels wrong about it.
If I wanted to update my UI from a Client, how would I do that? Would I just use a dispatcher?
Thanks guys
I've never been a fan of background workers which you expect to run for a long time, being run in a task. Tasks get scheduled to run on threads drawn from a pool. As you schedule these long running tasks, the thread pool gets smaller and smaller. Eventually all of the threads from the pool are busy running your tasks, and things get really slow and unmanageable.
My recommendation here? Use the Thread class and manage them yourselves. In this way, you keep your thread pool and the overhead for for tasks out of the picture.
Addendum - Producer Consumer Model
Another interesting question to consider: Do you really need a thread for every client? Threads are reasonably costly to create and maintain in terms of memory overhead, and if your client interaction is such that the client threads spend the vast majority of their time waiting around on something to do, then perhaps a producer consumer model is more suited to your use case.
Example:
Client connects on listening thread, gets put in a client queue
Worker thread responsible for checking to see if the clients need anything comes along through that queue every so often and checks - does the client have a new message to service? If so, it services all messages the client has, then moves on
In this way, you limit the number of threads working to just the number needed to manage the message queue. You can even get fancy and add worker threads dynamically based on how long its been since all the clients have been serviced.
If you insist
If you really like what you have going, I suggest refactoring what youre doing a bit so that rather than HandleClientAsync you do something more akin to CreateServiceForClient(c);
This could be a synchronous method that returns something like a ClientService. ClientService could then create the task that does what your HandleClientAsync does now, and store that task as a member. It could also provide methods like
ClientService.WaitUntilEnd()
and
ClientService.Disconnect() (which could set a cancellation token, also stored as a member variable)

Understanding async/await to manage multiple clients

I'm getting confused by await/async as I may still not get the point of its correct usage.
I have a simple WPF-UI and a ViewModel-method to start listening for clients which want to connect.
The following method is executed when the user clicks the button to start listening:
public void StartListening()
{
_tcpListener.Start(); // TcpListener
IsListening = true; // bool
Task.Factory.StartNew(DoStartListeningAsync, TaskCreationOptions.LongRunning);
}
The method DoStartListeningAsync which is called is defined like
private async Task DoStartListeningAsync()
{
while (IsListening)
{
using (var newClient = await _tcpListener.AcceptTcpClientAsync() /*.WithWaitCancellation(_cts.Token)*/)
{
apiClient = new ApiClient();
if(await apiClient.InitClientAsync()) // <-- here is the problem
{
// ... apiClient is now initialized
}
// ... do more and go back to await _tcpListener.AcceptTcpClientAsync()
}
}
}
The ApiClient class' InitClientAsync method is defined like:
public async Task<bool> InitClientAsync()
{
using (var requestStream = await _apiWebRequest.GetRequestStreamAsync())
{
_apiStreamWriter = new StreamWriter(requestStream);
}
// ... do somehing with the _apiStreamWriter
return true;
}
However, sometimes the InitClientAsync-call will get stuck at await _apiWebRequest.GetRequestStreamAsync() which then will freeze the execution of the DoStartListeningAsync-method at // <-- here is the problem.
In case the DoStartListeningAsync is stuck, no new connections will be handled which destroys my whole concept of handling multiple clients asynchronously.
Since you are using "await" keyword along the code path, you won't actually serve
multiple clients asynchronously.
The thing is, your code in the background thread will serve clients one by one. Take a deeper look - in the while loop you are getting request stream, wait till it is loaded, serve it, and then wait for other request stream.
async/await principle doesn't itself provide ability to serve multiple actions at the time. The only thing it is doing - prevents blocking current thread from being reusable by other code. So if going with async/await, you allow system yo use your current task thread, while it is waiting to other async action to complete (like _apiWebRequest.GetRequestStreamAsync()).
But since you are having one task, and you are waiting on every iteration of while loop - your code will work the same way, if you wrote it completely synchronous. The only profit is that you are using Task, and so .Net can reuse it's thread from thread pool while you are waiting for async actions to complete.
If you wan't to serve multiple clients asynchronously, you should either start multiple tasks, or don't wait till request is completely served - so actually remove some awaits from your code.
So you should move towards design, there you have one listening task/thread, that does nothing exept reading requests and putting it to the some queue. And having other tasks, that serve requests, reading it from the queue.
If I understood you correctly, you are using TcpListener under the hood. So what you need, is the loop where you accept new clients, and start serving them in the different thread/task without any waiting, so going directly to accepting other clients. But you can and should use async/await inside those handlers that serve clients.
Take a look at this answer - not completely your case (since I don't know all details of implementation), but just to get the idea.

Possibility of Semaphoreslim.Wait(0) (to prevent multiple execution) causing non execution

The situation I am uncertain of concerns the usage of a "threadsafe" PipeStream where multiple threads can add messages to be written. If there is no queue of messages to be written, the current thread will begin writing to the reading party. If there is a queue, and the queue grows while the pipe is writing, I want the thread that begun writing to deplete the queue.
I "hope" that this design (demonstrated below) discourages the continuous entering/releasing of the SemaphoreSlim and decrease the number of tasks scheduled. I say "hope" because I should test whether this complication has any positive performance implications. However, before even testing this I should first understand if the code does what I think it will, so please consider the following class, and below it a sequence of events;
Note: I understand that execution of tasks is not tied to any particular thread, but I find this is the easiest way to explain.
class SemaphoreExample
{
// Wrapper around a NamedPipeClientStream
private readonly MessagePipeClient m_pipe =
new MessagePipeClient("somePipe");
private readonly SemaphoreSlim m_semaphore =
new SemaphoreSlim(1, 1);
private readonly BlockingCollection<Message> m_messages =
new BlockingCollection<Message>(new ConcurrentQueue<Message>());
public Task Send<T>(T content)
where T : class
{
if (!this.m_messages.TryAdd(new Message<T>(content)))
throw new InvalidOperationException("No more requests!");
Task dequeue = TryDequeue();
return Task.FromResult(true);
// In reality this class (and method) is more complex.
// There is a similiar pipe (and wrkr) in the other direction.
// The "sent jobs" is kept in a dictionary and this method
// returns a task belonging to a completionsource tied
// to the "sent job". The wrkr responsible for the other
// pipe reads a response and sets the corresponding
// completionsource.
}
private async Task TryDequeue()
{
if (!this.m_semaphore.Wait(0))
return; // someone else is already here
try
{
Message message;
while (this.m_messages.TryTake(out message))
{
await this.m_pipe.WriteAsync(message);
}
}
finally { this.m_semaphore.Release(); }
}
}
Wrkr1 finishes writing to the pipe. (in TryDequeue)
Wrkr1 determines queue is empty. (in TryDequeue)
Wrkr2 adds item to queue. (in Send)
Wrkr2 determines Wrkr1 occupies the Semaphore, returns. (in Send)
Wrkr1 releases the Semaphore. (in TryDequeue)
Queue is left with 1 item that wont be acted upon for x amount of Time.
Is this sequence of events possible? Should I forget this idea altogether and have every call to "Send" await on "TryDeque" and the semaphore within it? Perhaps the potential performance implications of scheduling another task per method call is negligible, even at a "high" frequency.
UPDATE:
Following the advice of Alex I am doing the following;
Let the caller of "Send" specify a "maxWorkload" integer that specifies how many items the caller is prepared to do (for other callers, in the worst case) before delegating work to another thread to handle any extra work. However, before creating the new thread, other callers of "Send" is given an opportunity to enter the semaphore, thereby possibly preventing the use of an additional thread.
To not let any work be left lingering in the queue, any worker who successfully entered the semaphore and did some work must check if there is any new work added after exiting the semaphore. If this is true the same worker will try to re-enter (if "maxWorkload" is not reached) or delegate work as described above.
Example below: Send now sets up "TryPool" as a continuation of "TryDequeue". "TryPool" only begins if "TryDequeue" returns true (i.e. did some work while having entered the semaphore).
// maxWorkload cannot be -1 for this method
private async Task<bool> TryDequeue(int maxWorkload)
{
int currWorkload = 0;
while (this.m_messages.Count != 0 && this.m_semaphore.Wait(0))
{
try
{
currWorkload = await Dequeue(currWorkload, maxWorkload);
if (currWorkload >= maxWorkload)
return true;
}
finally
{
this.m_semaphore.Release();
}
}
return false;
}
private Task TryPool()
{
if (this.m_messages.Count == 0 || !this.m_semaphore.Wait(0))
return Task<bool>.FromResult(false);
return Task.Run(async () =>
{
do
{
try
{
await Dequeue(0, -1);
}
finally
{
this.m_semaphore.Release();
}
}
while (this.m_messages.Count != 0 && this.m_semaphore.Wait(0));
});
}
private async Task<int> Dequeue(int currWorkload, int maxWorkload)
{
while (currWorkload < maxWorkload || maxWorkload == -1)
{
Message message;
if (!this.m_messages.TryTake(out message))
return currWorkload;
await this.m_pipe.WriteAsync(message);
currWorkload++;
}
return maxWorkload;
}
I tend to call this pattern the "GatedBatchWriter", i.e. the first thread through the gate handles a batch of tasks; its own and a number of others on behalf of other writers, until it has done enough work.
This pattern is primarily useful, when it is more efficient to batch work, because of overheads associated with that work. E.g. writing larger blocks to disk in one go, instead of multiple small ones.
And yes, this particular pattern has a specific race condition to be aware of: The "responsible writer", i.e. the one that got through the gate, determines that no more messages are in the queue and stops before releasing the semaphore (i.e. its write responsibility). A second writer arrived and in between those two decision points failed to acquire write responsibility. Now there is a message in the queue that will not be delivered (or delivered late, when the next writer arrives).
Additionally, what you are doing now, is not fair, in terms of scheduling. If there are many messages, the queue might never be empty, and the writer that got through the gate will be busy writing messages on behalf of the others for all eternity. You need to limit the batch size for the responsible writer.
Some other things you may want to change are:
Have your Message contain a task completion token.
Have writers that could not acquire the write responsibility enqueue their message and wait for any of two task completions: the task completion associated with their message, the releasing of the write responsibility.
Have the responsible writer set the completion for messages that it processed.
Have the responsible writer release it's write responsibility when it has done enough work.
When a waiting writer is woken up by one of the two task completions:
if it was due to the completion token on its message, it can go its merry way.
otherwise, try to acquire the write responsibility, rinse, repeat...
One more note: if there are a lot of messages, i.e. a high message load on average, a dedicated thread / long running task handling the queue will generally have a better performance.

How to ensure order of async operation calls?

[This appears to be a loooong question but I have tried to make it as clear as possible. Please have patience and help me...]
I have written a test class which supports an Async operation. That operation does nothing but reports 4 numbers:
class AsyncDemoUsingAsyncOperations
{
AsyncOperation asyncOp;
bool isBusy;
void NotifyStarted () {
isBusy = true;
Started (this, new EventArgs ());
}
void NotifyStopped () {
isBusy = false;
Stopped (this, new EventArgs ());
}
public void Start () {
if (isBusy)
throw new InvalidOperationException ("Already working you moron...");
asyncOp = AsyncOperationManager.CreateOperation (null);
ThreadPool.QueueUserWorkItem (new WaitCallback (StartOperation));
}
public event EventHandler Started = delegate { };
public event EventHandler Stopped = delegate { };
public event EventHandler<NewNumberEventArgs> NewNumber = delegate { };
private void StartOperation (object state) {
asyncOp.Post (args => NotifyStarted (), null);
for (int i = 1; i < 5; i++)
asyncOp.Post (args => NewNumber (this, args as NewNumberEventArgs), new NewNumberEventArgs (i));
asyncOp.Post (args => NotifyStopped (), null);
}
}
class NewNumberEventArgs: EventArgs
{
public int Num { get; private set; }
public NewNumberEventArgs (int num) {
Num = num;
}
}
Then I wrote 2 test programs; one as console app and another as windows form app. Windows form app works as expected when I call Start repeatedly:
But console app has hard time ensuring the order:
Since I am working on class library, I have to ensure that my library works correctly in all app models (Haven't tested in ASP.NET app yet). So I have following questions:
I have tested enough times and it appears to be working but is it OK to assume above code will always work in windows form app?
Whats the reason it (order) doesn't work correctly in console app? How can I fix it?
Not much experienced with ASP.NET. Will the order work in ASP.NET app?
[EDIT: Test stubs can be seen here if that helps.]
Unless I am missing something then given the code above I believe there is no way of guaranteeing the order of execution. I have never used the AsyncOperation and AsyncOperationManager class but I looked in reflector and as could be assumed AsyncOperation.Post uses the thread pool to execute the given code asynchronously.
This means that in the example you have provided 4 tasks will be queued to the thread pool synchronously in very quick succession. The thread pool will then dequeue the tasks in FIFO order (first in first out) but it's entirely possible for one of later threads to be scheduled before an earlier one or one of the later threads to complete before an earlier thread has completed its work.
Therefore given what you have there is no way to control the order in the way you desire. There are ways to do this, a good place to look is this article on MSDN.
http://msdn.microsoft.com/en-us/magazine/dd419664.aspx
I use a Queue you can then Enqueue stuff and Dequeue stuff in the correct order. This solved this problem for me.
The documentation for AsyncOperation.Post states:
Console applications do not synchronize the execution of Post calls. This can cause ProgressChanged events to be raised out of order. If you wish to have serialized execution of Post calls, implement and install a System.Threading.SynchronizationContext class.
I think this is the exact behavior you’re seeing. Basically, if the code that wants to subscribe to notifications from your asynchronous event wants to receive the updates in order, it must ensure that there is a synchronization context installed and that your AsyncOperationManager.CreateOperation() call is run inside of that context. If the code consuming the asynchronous events doesn’t care about receiving them in the correct order, it simply needs to avoid installing a synchronization context which will result in the “default” context being used (which just queues calls directly to the threadpool which may execute them in any order it wants to).
In the GUI version of your application, if you call your API from a UI thread, you will automatically have a synchronization context. This context is wired up to use the UI’s message queueing system which guarantees that posted messages are processed in order and serially (i.e., not concurrently).
In a Console application, unless if you manually install your own synchronization context, you will be using the default, non-synchronizing threadpool version. I am not exactly sure, but I don’t think that .net makes installing a serializing synchronization context very easy to do. I just use Nito.AsyncEx.AsyncContext from the Nito.AsyncEx nuget package to do that for me. Basically, if you call Nito.AsyncEx.AsyncContext.Run(MyMethod), it will capture the current thread and run an event loop with MyMethod as the first “handler” in that event loop. If MyMethod calls something that creates an AsyncOperation, that operation increments an “ongoing operations” counter and that loop will continue until the operation is completed via AsyncOperation.PostOperationCompleted or AsyncOperation.OperationCompleted. Just like the synchronization context provided by a UI thread, AsyncContext will queue posts from AsyncOperation.Post() in the order it receives them and run them serially in its event loop.
Here is an example of how to use AsyncContext with your demo asynchronous operation:
class Program
{
static void Main(string[] args)
{
Console.WriteLine("Starting SynchronizationContext");
Nito.AsyncEx.AsyncContext.Run(Run);
Console.WriteLine("SynchronizationContext finished");
}
// This method is run like it is a UI callback. I.e., it has a
// single-threaded event-loop-based synchronization context which
// processes asynchronous callbacks.
static Task Run()
{
var remainingTasks = new Queue<Action>();
Action startNextTask = () =>
{
if (remainingTasks.Any())
remainingTasks.Dequeue()();
};
foreach (var i in Enumerable.Range(0, 4))
{
remainingTasks.Enqueue(
() =>
{
var demoOperation = new AsyncDemoUsingAsyncOperations();
demoOperation.Started += (sender, e) => Console.WriteLine("Started");
demoOperation.NewNumber += (sender, e) => Console.WriteLine($"Received number {e.Num}");
demoOperation.Stopped += (sender, e) =>
{
// The AsyncDemoUsingAsyncOperation has a bug where it fails to call
// AsyncOperation.OperationCompleted(). Do that for it. If we don’t,
// the AsyncContext will never exit because there are outstanding unfinished
// asynchronous operations.
((AsyncOperation)typeof(AsyncDemoUsingAsyncOperations).GetField("asyncOp", BindingFlags.NonPublic|BindingFlags.Instance).GetValue(demoOperation)).OperationCompleted();
Console.WriteLine("Stopped");
// Start the next task.
startNextTask();
};
demoOperation.Start();
});
}
// Start the first one.
startNextTask();
// AsyncContext requires us to return a Task because that is its
// normal use case.
return Nito.AsyncEx.TaskConstants.Completed;
}
}
With output:
Starting SynchronizationContext
Started
Received number 1
Received number 2
Received number 3
Received number 4
Stopped
Started
Received number 1
Received number 2
Received number 3
Received number 4
Stopped
Started
Received number 1
Received number 2
Received number 3
Received number 4
Stopped
Started
Received number 1
Received number 2
Received number 3
Received number 4
Stopped
SynchronizationContext finished
Note that in my example code I work around a bug in AsyncDemoUsingAsyncOperations which you should probably fix: when your operation stops, you never call AsyncOperation.OperationCompleted or AsyncOperation.PostOperationCompleted. This causes AsyncContext.Run() to hang forever because it is waiting for the outstanding operations to complete. You should make sure that your asynchronous operations complete—even in error cases. Otherwise you might run into similar issues elsewhere.
Also, my demo code, to imitate the output you showed in the winforms and console example, waits for each operation to finish before starting the next one. That kind of defeats the point of asynchronous coding. You can probably tell that my code could be greatly simplified by starting all four tasks at once. Each individual task would receive its callbacks in the correct order, but they would all make progress concurrently.
Recommendation
Because of how AsyncOperation seems to work and how it is intended to be used, it is the responsibility of the caller of an asynchronous API that uses this pattern to decide if it wants to receive events in order or not. If you are going to use AsyncOperation, you should document that the asynchronous events will only be received in order by the caller if the caller has a synchronization context that enforces serialization and suggest that the caller call your API on either a UI thread or in something like AsyncContext.Run(). If you try to use synchronization primitives and whatnot inside of the delegate you call with AsyncOperation.Post(), you could end up putting threadpool threads in a sleeping state which is a bad thing when considering performance and is completely redundant/wasteful when the caller of your API has properly set up a synchronization context already. This also enables the caller to decide that, if it is fine with receiving things out of order, that it is willing to process events concurrently and out of order. That may even enable speedup depending on what you’re doing. Or you might even decide to put something like a sequence number in your NewNumberEventArgs in case the caller wants both concurrency and still needs to be able to assemble the events into order at some point.

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