Effects of non-awaited Task - c#

I have a Task which I do not await because I want it to continue its own logic in the background. Part of that logic is to delay 60 seconds and check back in to see if some minute work is to be done. The abbreviate code looks something like this:
public Dictionary<string, Task> taskQueue = new Dictionary<string, Task>();
// Entry point
public void DoMainWork(string workId, XmlDocument workInstructions){
// A work task (i.e. "workInstructions") is actually a plugin which might use its own tasks internally or any other logic it sees fit.
var workTask = Task.Factory.StartNew(() => {
// Main work code that interprets workInstructions
// .........
// .........
// etc.
}, TaskCreationOptions.LongRunning);
// Add the work task to the queue of currently running tasks
taskQueue.Add(workId, workTask);
// Delay a period of time and then see if we need to extend our timeout for doing main work code
this.QueueCheckinOnWorkTask(workId); // Note the non-awaited task
}
private async Task QueueCheckinOnWorkTask(string workId){
DateTime startTime = DateTime.Now;
// Delay 60 seconds
await Task.Delay(60 * 1000).ConfigureAwait(false);
// Find out how long Task.Delay delayed for.
TimeSpan duration = DateTime.Now - startTime; // THIS SOMETIMES DENOTES TIMES MUCH LARGER THAN EXPECTED, I.E. 80+ SECONDS VS. 60
if(!taskQueue.ContainsKey(workId)){
// Do something based on work being complete
}else{
// Work is not complete, inform outside source we're still working
QueueCheckinOnWorkTask(workId); // Note the non-awaited task
}
}
Keep in mind, this is example code just to show a extremely miniminal version of what is going on with my actual program.
My problem is that Task.Delay() is delaying for longer than the time specified. Something is blocking this from continuing in a reasonable timeframe.
Unfortunately I haven't been able to replicate the issue on my development machine and it only happens on the server every couple of days. Lastly, it seems related to the number of work tasks we have running at a time.
What would cause this to delay longer than expected? Additionally, how might one go about debugging this type of situation?
This is a follow up to my other question which did not receive an answer: await Task.Delay() delaying for longer that expected

Most often that happens because of thread pool saturation. You can clearly see its effect with this simple console application (I measure time the same way you are doing, doesn't matter in this case if we use stopwatch or not):
public class Program {
public static void Main() {
for (int j = 0; j < 10; j++)
for (int i = 1; i < 10; i++) {
TestDelay(i * 1000);
}
Console.ReadKey();
}
static async Task TestDelay(int expected) {
var startTime = DateTime.Now;
await Task.Delay(expected).ConfigureAwait(false);
var actual = (int) (DateTime.Now - startTime).TotalMilliseconds;
ThreadPool.GetAvailableThreads(out int aw, out _);
ThreadPool.GetMaxThreads(out int mw, out _);
Console.WriteLine("Thread: {3}, Total threads in pool: {4}, Expected: {0}, Actual: {1}, Diff: {2}", expected, actual, actual - expected, Thread.CurrentThread.ManagedThreadId, mw - aw);
Thread.Sleep(5000);
}
}
This program starts 100 tasks which await Task.Delay for 1-10 seconds, and then use Thread.Sleep for 5 seconds to simulate work on a thread on which continuation runs (this is thread pool thread). It will also output total number of threads in thread pool, so you will see how it increases over time.
If you run it you will see that in almost all cases (except first 8) - actual time after delay is much longer than expected, in some cases 5 times longer (you delayed for 3 seconds but 15 seconds has passed).
That's not because Task.Delay is so imprecise. The reason is continuation after await should be executed on a thread pool thread. Thread pool will not always give you a thread when you request. It can consider that instead of creating new thread - it's better to wait for one of the current busy threads to finish its work. It will wait for a certain time and if no thread became free - it will still create a new thread. If you request 10 thread pool threads at once and none is free, it will wait for Xms and create new one. Now you have 9 requests in queue. Now it will again wait for Xms and create another one. Now you have 8 in queue, and so on. This wait for a thread pool thread to become free is what causes increased delay in this console application (and most likely in your real program) - we keep thread pool threads busy with long Thread.Sleep, and thread pool is saturated.
Some parameters of heuristics used by thread pool are available for you to control. Most influential one is "minumum" number of threads in a pool. Thread pool is expected to always create new thread without delay until total number of threads in a pool reaches configurable "minimum". After that, if you request a thread, it might either still create new one or wait for existing to become free.
So the most straightforward way to remove this delay is to increase minimum number of threads in a pool. For example if you do this:
ThreadPool.GetMinThreads(out int wt, out int ct);
ThreadPool.SetMinThreads(100, ct); // increase min worker threads to 100
All tasks in the example above will complete at the expected time with no additional delay.
This is usually not recommended way to solve this problem though. It's better to avoid performing long running heavy operations on thread pool threads, because thread pool is a global resource and doing this affects your whole application. For example, if we remove Thread.Sleep(5000) in the example above - all tasks will delay for expected amount of time, because all what keeps thread pool thread busy now is Console.WriteLine statement which completes in no time, making this thread available for other work.
So to sum up: identify places where you perform heavy work on thread pool threads and avoid doing that (perform heavy work on separate, non-thread-pool threads instead). Alternatively, you might consider increasing minimum number of threads in a pool to a reasonable amount.

Related

C# Can Barrier or something similar be used to synchonise tasks multiple times?

I understand a Barrier can be used to have several tasks synchronise their completion before a second phase runs.
I would like to have several tasks synchronise multiple steps like so:
state is 1;
Task1 runs and pauses waiting for state to become 2;
Task2 runs and pauses waiting for state to become 2;
Task2 is final Task and causes the state to progress to state 2;
Task1 runs and pauses waiting for state to become 3;
Task2 runs and pauses waiting for state to become 3;
Task2 is final Task and causes the state to progress to state 3;
state 3 is final state and so all tasks exit.
I know I can spin up new tasks at the end of each state, but since each task does not take too long, I want to avoid creating new tasks for each step.
I can run the above synchronously using for loops, but final state can be 100,000, and so I would like to make use of more than one thread to run the process faster as the process is CPU bound.
I have tried using a counter to keep track of the number of completed Tasks that is incremented by each Task on completion. If the Task is the final Task to complete then it will change the state to the next state. All completed Tasks then wait using while (iterationState == state) await Task.Yield but the performance is terrible and it seems to me a very crude way of doing it.
What is the most efficient way to get the above done? There must be an optimised tool to get this done?
I'm using Parallel.For, creating 300 tasks, and each task needs to run through up to 100,000 states. Each task running through one state completes in less than a second, and creating 300 * 100,000 tasks is a huge overhead that makes running the whole thing synchronously much faster, even if using a single thread.
So I'd like to create 300 Tasks and have these Tasks synchronise moving through the 100,000 states. Hopefully the overhead of creating only 300 tasks instead of 300 * 100,000 tasks, with the overhead of optimised synchronisation between the tasks, will run faster than when doing it synchronously on a single thread.
Each state must complete fully before the next state can be run.
So - what's the optimal synchronisation technique for this scenario? Thanks!
while (iterationState == state) await Task.Yield is indeed a terrible solution to synchronize across your 300 tasks (and no, 300 isn't necessarily super-expensive: you'll only get a reasonable number of threads allocated).
The key problem here isn't the Parallel.For, it's synchronizing across 300 tasks to wait efficiently until each of them have completed a given phase.
The simplest and cleanest solution here would probably be to have a for loop over the stages and a parallel.for over the bit you want parallelized:
for (int stage = 0; stage < 10000; stage++)
{
// the next line blocks until all 300 have completed
// will use thread pool threads as necessary
Parallel.For( ... 300 items to process this stage ... );
}
No extra synchronization primitives needed, no spin-waiting consuming CPU, no needless thrashing between threads trying to see if they are ready to progress.
I think I am understanding what you are trying to do, so here is a suggested way to handle it. Note - I am using Action as the type for the blocking collection, but you can change it to whatever would work best in your scenario.
// Shared variables
CountdownEvent workItemsCompleted = new CountdownEvent(300);
BlockingCollection<Action> workItems = new BlockingCollection<Action>();
CancellationTokenSource cancelSource = new CancellationTokenSource();
// Work Item Queue Thread
for(int i=1; i < stages; ++i)
{
workItemsCompleted.Reset(300);
for(int j=0; j < workItemsForStage[i].Count; ++j)
{
workItems.Add(() => {}) // Add your work item here
}
workItemsCompleted.Wait(token) // token should be passed in from cancelSource.Token
}
// Worker threads that are making use of the queue
// token should be passed to the threads from cancelSource.Token
while(!token.IsCancelled)
{
var item = workItems.Take(token); // Blocks until available item or token is cancelled
item();
workItemsCompleted.Signal();
}
You can use cancelSource from your main thread to cancel the running operations if you need to. In your worker threads you would then need to handle the OperationCancelledException. With this setup you can launch as many worker threads as you need and easily benchmark where you are getting your optimal performance (maybe it is with only using 10 worker threads, etc). Just launch as many workers as you want and then queue up the work items in the Work item queue thread. It's basically a producer-consumer type model except that the producer queues up one phase of the work, then blocks until that phase is done and then queues up the next round of work.

List of tasks starts them synchronously - I would like them to start all at once

private async Task MainTask(CancellationToken token)
{
List<Task> tasks = new List<Task>();
do
{
var data = StaticVariables.AllData;
foreach (var dataPiece in data)
{
tasks.Add((new Task(() => DoSomething(data))));
}
Parallel.ForEach(tasks, task => task.Start());
await Task.WhenAll(tasks);
tasks.Clear();
await Task.Delay(2000);
} while (!token.IsCancellationRequested);
}
The above function is supposed to start a number of DoSomething(task) methods and run them at the same time. DoSomething has a timeout of 2 sec before it returns false. After some testing, it seems that the part between
await Task.WhenAll(tasks);
and
tasks.Clear()
is taking roughly 2 sec * number of tasks. So it would seem they do it like that:
Start task
do it or abort after 2 sec
start next task
...
How could I do it so that they all start at the same time and perform their operations simultaneously?
EDIT
Doing it like so:
await Task.WhenAll(data.Select(dataPiece => Task.Run(() => DoSomething(dataPiece)))
results in horrible performance (around 25 sec to complete the old code, 115 sec to complete this)
The issue you are seeing here is due to the fact that the thread pool maintains a minimum number of threads ready to run. If the thread pool needs to create more threads than that minimum, it introduces a deliberate 1 second delay between creating each new thread.
This is done to prevent things like "thread stampedes" from swamping the system with many simultaneous thread creations.
You can change the minimum thread limit using the ThreadPool.SetMinThreads() method. However, it is not recommended to do this, since it is subverting the expected thread pool operation and may cause other processes to slow down.
If you really must do it though, here's an example console application:
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;
namespace ConsoleApp3
{
class Program
{
static Stopwatch sw = Stopwatch.StartNew();
static void Main()
{
runTasks();
setMinThreadPoolThreads(30);
runTasks();
}
static void setMinThreadPoolThreads(int count)
{
Console.WriteLine("\nSetting min thread pool threads to {0}.\n", count);
int workerThreads, completionPortThreads;
ThreadPool.GetMinThreads(out workerThreads, out completionPortThreads);
ThreadPool.SetMinThreads(count, completionPortThreads);
}
static void runTasks()
{
var sw = Stopwatch.StartNew();
Console.WriteLine("\nStarting tasks.");
var task = test(20);
Console.WriteLine("Waiting for tasks to finish.");
task.Wait();
Console.WriteLine("Finished after " + sw.Elapsed);
}
static async Task test(int n)
{
var tasks = new List<Task>();
for (int i = 0; i < n; ++i)
tasks.Add(Task.Run(new Action(task)));
await Task.WhenAll(tasks);
}
static void task()
{
Console.WriteLine("Task starting at time " + sw.Elapsed);
Thread.Sleep(5000);
Console.WriteLine("Task stopping at time " + sw.Elapsed);
}
}
}
If you run it, you'll see from the output that running test() before setting the minimum thread pool size the tasks will take around 10 seconds (and you'll see the delay between the task start times increases after the first few tasks).
After setting the minimum thread pool threads to 30, the delay between new tasks starting is much shorter, and the overall time to run test() drops to around 5 seconds (on my PC - yours may be different!).
However, I just want to reiterate that setting the minimum thread pool size is not a normal thing to do, and should be approached with caution. As the Microsoft documentation says:
By default, the minimum number of threads is set to the number of processors on a system. You can use the SetMinThreads method to increase the minimum number of threads. However, unnecessarily increasing these values can cause performance problems. If too many tasks start at the same time, all of them might appear to be slow. In most cases, the thread pool will perform better with its own algorithm for allocating threads. Reducing the minimum to less than the number of processors can also hurt performance.
First of all, you should utilize Task.Run instead of creating and starting tasks in separate steps.
You can do so inside the loop or Linq style. If you use Linq, just ensure that you are not stuck with deferred execution, where the second task only starts after the first one is completed. Create a list, array or some other persistent collection of your selected tasks:
await Task.WhenAll(data.Select(dataPiece => Task.Run(() => DoSomething(dataPiece)).ToList());
The other problem is with the content of DoSomething. As long as this is a synchronous method, it will block its executing thread until it is done. For an inherently asynchronous operation (like pinging some network address), redesigning the method can prevent this thread blocking behavior.
Another option, as answered by Matthew Watson is to increase the amount of available threads, so each task can run in its own thread. This is not the best option, but if you have many tasks that have long blocking time without doing actual work, more threads will help to get the work done.
More threads will not help if the tasks are actually using the available physical resources, CPU or IO bound work.

using await Task.Delay in a for kills performance

Let's say I want to start roughly N tasks per second distributed equally.
So I tried this:
public async Task Generate(int numberOfCallsPerSecond)
{
var delay = TimeSpan.FromMiliseconds(1000/numberOfCallsPerSecond); // a call should happen every 1000 / numberOfCallsPerSecond miliseconds
for (int i=0; i < numberOfcallsPerSecond; i++)
{
Task t = Call(); // don't wait for result here
await Task.Delay(delay);
}
}
At first I expected this to run in 1 second but for numberOfCallsPerSecond = 100 it takes 16 seconds on my 12 core CPU.
It seems the await Task.Delay adds a lot of overhead (of course without it in place generation of the calls happens in 3ms.
I didn't expect that await would add so much overhead in this scenario. Is this normal?
EDIT:
Please forget about the Call(). Running this code shows similiar result:
public async Task Generate(int numberOfCallsPerSecond)
{
var delay = TimeSpan.FromMiliseconds(1000/numberOfCallsPerSecond); // a call should happen every 1000 / numberOfCallsPerSecond miliseconds
for (int i=0; i < numberOfcallsPerSecond; i++)
{
await Task.Delay(delay);
}
}
I tried to run it with numberOfCallsPerSecond = 500 and it takes around 10 seconds, I expected Generate to take roughly 1 second, not 10 times more
Task.Delay is lightweight but not accurate. Since the loop without delay completes much faster, it sounds like your thread is going idle and using an OS sleep to wait for the timer to elapse. The timer is checked according to the OS thread scheduling quantum (in the same interrupt handler which performs thread pre-emption), which is 16ms by default.
You can reduce the quantum with timeBeginPeriod, but a better (more power efficient) approach if you need rate limiting rather than exact timing is to keep track of elapsed time (the Stopwatch class is good for this) and number of calls made, and only delay when calls made have caught up to elapsed time. The overall effect is that your thread will wake up ~60 times per second, and start a few work items each time it does. If your CPU becomes busy with something else, you'll start extra work items when you get control back -- although it's also pretty straightforward to cap the number of items started at once, if that's what you need.
public async Task Generate(int numberOfCallsPerSecond)
{
var elapsed = Stopwatch.StartNew();
var delay = TimeSpan.FromMilliseconds(1000/numberOfCallsPerSecond); // a call should happen every 1000 / numberOfCallsPerSecond milliseconds
for (int i=0; i < numberOfcallsPerSecond; i++)
{
Call(); // don't wait for result here
int expectedI = elapsed.Elapsed.TotalSeconds * numberOfCallsPerSecond;
if (i > expectedI) await Task.Delay(delay);
}
}
My psychic debugger says your Call method has a significant synchronous part (i.e the part before an await) which takes time to execute synchronously.
If you want the Generate method only to "fire up" these Call calls and have them run concurrently (including the synchronous parts) you need to offload them to a ThreadPool thread using Task.Run:
var task = Task.Run(() => Call());
await Task.Delay(delay);
Task.Delay adds almost no overhead. It uses a System.Threading.Timer internally that requires very little resources.
If you use a timespan with Task.Delay(), it'll kill the CPU. Use an integer and it wont. True story. no idea why.

await Task.Delay takes longer than expected

I wrote a multithreaded app which uses async/await extensively. It is supposed to download some stuff at a scheduled time. To achieve that, it uses 'await Task.Delay'. Sometimes it sends thousands requests every minute.
It works as expected, but sometimes my program needs to log something big. When it does, it serializes many objects and saves them to a file. During that time, I noticed that my scheduled tasks are executed too late. I've put all the logging to a separate thread with the lowest priority and the problem doesn't occur that often anymore, but it still happens. The things is, I want to know when it happens and in order to know that I have to use something like that:
var delayTestDate = DateTime.Now;
await Task.Delay(5000);
if((DateTime.Now - delayTestDate).TotalMilliseconds > 6000/*delays up to 1 second are tolerated*/) Console.WriteLine("The task has been delayed!");
Moreover, I have found that 'Task.Run', which I also use, can also cause delays. To monitor that, I have to use even more ugly code:
var delayTestDate = DateTime.Now;
await Task.Run(() =>
{
if((DateTime.Now - delayTestDate).TotalMilliseconds > 1000/*delays up to 1 second are tolerated*/) Console.WriteLine("The task has been delayed!");
//do some stuff
delayTestDate = DateTime.Now;
});
if((DateTime.Now - delayTestDate).TotalMilliseconds > 1000/*delays up to 1 second are tolerated*/) Console.WriteLine("The task has been delayed!");
I have to use it before and after every await and Task.Run and inside every async function, which is ugly and inconvenient. I can't put it into a separate function, since it would have to be async and I would have to await it anyway. Does anybody have an idea of a more elegant solution?
EDIT:
Some information I provided in the comments:
As #YuvalItzchakov noticed, the problem may be caused by Thread Pool starvation. That's why I used System.Threading.Thread to take care of the logging outside of the Thread Pool, but as I said, the problem still sometimes occur.
I have a processor with four cores and by subtracting results of ThreadPool.GetAvailableThreads from ThreadPool.GetMaxThreads I get 0 busy worker threads and 1-2 busy completion port threads. Process.GetCurrentProcess().Threads.Count usually returns about 30. It's a Windows Forms app and although it only has a tray icon with a menu, it starts with 11 threads. When it gets to sending thousands requests per minute, it quickly gets up to 30.
As #Noseratio suggested, I tried to play with ThreadPool.SetMinThreads and ThreadPool.SetMaxThreads, but it didn't even change the numbers of busy threads mentioned above.
When you execute Task.Run it uses Thread Pool threads to execute those tasks. When you have long running tasks, you are causing starvation to the Thread Pool, since its resources are currently occupied with long running tasks.
2 Suggestions:
When running long running tasks, make sure to use Task.Factory.Startnew with TaskCreationOptions.LongRunning, which will trigger a new thread creation. You must be cautious here as well, as spinning too many new threads will cause excessive context switches which will cause your app to slow down
Use true async where you have to do IO Bound work, use apis that support the TAP such as HttpClient and Stream, which wont cause a new thread to execute blocking work.
There are overheads in async/await, as well as the tasks themselves being executed at a lower priority. If you need something to happen reliably at an accurate interval, async/await / TPL is not the interface to use.
Try creating an independent background thread that loops until it is scheduled to do work. This way you can control the priority and timing directly without going through TPL / async.
Thread backgroundThread = new Thread(BackgroundWork);
DateTime nextInterval = DateTime.Now;
public void BackgroundWork()
{
if(DateTime.Now > nextInterval){
DoWork();
nextInterval = nextInterval.Add(new TimeSpan(0,0,0,10)); // 10 seconds
}
Thread.Sleep(100);
}
Adjust the Sleep(..) and interval values as needed.
I think you're experiencing the situation described by Joe Duffy in his "CLR thread pool injection, stuttering problems" blog post:
One silly thing our thread pool currently does has to do with how it
creates new threads. Namely, it severely throttles creation of new
threads once you surpass the “minimum” number of threads, which, by
default, is the number of CPUs on the machine. We limit ourselves to
at most one new thread per 500ms once we reach or surpass this number.
One solution might be to explicitly increase the minimum number of thread pool threads before making any use of TPL, e.g.:
ThreadPool.SetMaxThreads(workerThreads: 200, completionPortThreads: 200);
ThreadPool.SetMinThreads(workerThreads: 100, completionPortThreads: 100);
Try playing with these numbers and see if the problem goes away.

Strange Behavior When I Don't Use TaskCreationOptions.LongRunning

I have an engine that has an arbitrary number of pollers which each do their "poll" every few seconds. I want the pollers to run in different threads, but each "poll" within a single poller should be sequential so that one happens after the next. Everything is working using this code to start the polling process:
public void StartPolling()
{
Stopwatch watch = new Stopwatch();
while (Engine.IsRunning)
{
Task task = Task.Factory.StartNew(() =>{
watch.Restart();
Poll();
watch.Stop();
},TaskCreationOptions.LongRunning);
task.Wait();
if(Frequency > watch.Elapsed) Thread.Sleep(Frequency - watch.Elapsed);
}
}
It took me awhile, however, to discover the TaskCreationOptions.LongRunning option which solved a strange problem I was having that I still don't understand.
Without that option, if I run a test that creates 1-3 of these pollers, everything worked fine. If I created 4+ then I ran into strange behavior. Three of the pollers would work, one would just perform one poll, and any remaining would not poll at all.
It makes total sense that my tasks are long running. They are after all running the entire length of my program. But I don't understand why I would get some bad behavior without this option set. Any help would be appreciated.
When you don't use the LongRunning flag, the task is scheduled on a threadpool thread, not its own (dedicated) thread. This is likely the cause of your behavioral change - when you're running without the LongRunning flag in place, you're probably getting threadpool starvation due to other threads in your process.
That being said, your above code doesn't really make a lot of sense. You're starting a dedicated thread (via Task....StartNew with LongRunning) to start a task, then immediately calling task.Wait(), which blocks the current thread. It would be better to just do this sequentially in the current thread:
public void StartPolling()
{
Stopwatch watch = new Stopwatch();
while (Engine.IsRunning)
{
watch.Restart();
Poll();
watch.Stop();
if(Frequency > watch.Elapsed) Thread.Sleep(Frequency - watch.Elapsed);
}
}
TPL (and the traditional ThreadPool) limits the number of threads in the pool (typically a small multiple of the number of CPU cores, usually 2x cores). If you mark a task as LongRunning, it knows that the task won't finish soon and may not subject this task to the threads limit.
Without LongRunning, it assumes that you task will finish quickly (which it doesn't) so it stays within the threads limit. Then if you create more tasks than the threads limit and the running tasks never end, TPL stops all other tasks from running waiting in vain for those running tasks to finish (which they will never do).

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