netTcp performing slower than basicHttp, is that normal? - c#

Consider the following basic unit test code for a WCF service.
for (int i = 0; i < 10000; i++)
{
ServiceClient proxy = null;
try
{
proxy = new ServiceClient("basicHttpService"); // or netTcpService
Order[] orders = proxy.Find(Guid.Empty);
}
finally
{
if (proxy != null && proxy.State == CommunicationState.Opened)
proxy.Close();
}
}
I was quite surprised that the netTcp endpoint takes 2.5 minutes for 10k iterations and the basicHttp one takes 23 second. Keeping the connection open during the full loop makes the two endpoints perform about the same. (~20 seconds)
Is this normal that opening up a netTcp connection is so heavy compared to basicHttp?

It's hard to give an accurate answer not knowing the nature of the transport object, but I'm guessing that in this example the amount of data being passed around is small. I have seen significant gains in performance moving to tcp from http when passing around large amounts of data.
Also, don't forget that the tcp session is reliable - there is a whole bunch of WCF "kung-fu" involving hand-shaking and security to ensure that the reliable session is maintained. You could try turning off the security on the binding and seeing if that makes any appreciable difference (not necessarily a recommendation!).

Related

Improve performance of Redis to reduce timeout exceptions

I have a Redis Database on a Centos server, and 3 Windows servers are connected to it with approximately 1,000 reads/writes per second, all of which are on the same local LAN, so the ping time is less than one millisecond.
The problem is at least 5 percent of reading operations are going timeout, while I read maximum 3KB data in a read operation with 'syncTimeout=15', which is much more than network latency.
I installed Redis on bash on my windows 10, and simulate the problem. I also stopped writing operations. However, the problem still exists with 0.5 percent timeouts, while there is no network latency.
I also used a Centos Server in my LAN to simulate the problem, in this case, I need at 100 milliseconds for 'syncTimeout' to be sure the amount of timeout is less than 1 percent.
I considered using some Dictionaries to cache data from Redis, so there is no need to request per item, and I can take advantage of the pipeline. But I came across StackRedis.L1 which is developed as an L1 cache for Redis, and it is not confident in updating the L1 cache.
This is my code to simulate the problem:
var connectionMulti = ConnectionMultiplexer.Connect(
"127.0.0.1:6379,127.0.0.1:6380,allowAdmin=true,syncTimeout=15");
// 100,000 keys
var testKeys = File.ReadAllLines("D:\\RedisTestKeys.txt");
for (var i = 0; i < 3; i++)
{
var safeI = i;
Task.Factory.StartNew(() =>
{
var serverName = $"server {safeI + 1}";
var stringDatabase = connectionMulti.GetDatabase(12);
PerformanceTest($"{serverName} -> String: ",
key => stringDatabase.StringGet(key), testKeys);
});
}
and the PerformanceTest method is:
private static void PerformanceTest(string testName, Func<string, RedisValue> valueExtractor,
IList<string> keys)
{
Task.Factory.StartNew(() =>
{
Console.WriteLine($"Starting {testName} ...");
var timeouts = 0;
var errors = 0;
long totalElapsedMilliseconds = 0;
var stopwatch = new Stopwatch();
foreach (var key in keys)
{
var redisValue = new RedisValue();
stopwatch.Restart();
try
{
redisValue = valueExtractor(key);
}
catch (Exception e)
{
if (e is TimeoutException)
timeouts++;
else
errors++;
}
finally
{
stopwatch.Stop();
totalElapsedMilliseconds += stopwatch.ElapsedMilliseconds;
lock (FileLocker)
{
File.AppendAllLines("D:\\TestResult.csv",
new[]
{
$"{stopwatch.ElapsedMilliseconds.ToString()},{redisValue.Length()},{key}"
});
}
}
}
Console.WriteLine(
$"{testName} {totalElapsedMilliseconds * 1.0 / keys.Count} (errors: {errors}), (timeouts: {timeouts})");
});
}
I expect all read operations will be done successfully less than 15 milliseconds.
Achieving this, is Considering L1 cache for a Redis cache a good solution? (It is very fast, in the scale of a nanosecond, but how can I do for syncronizing)
Or Redis can be enhanced by clustering or something else? (While I tested it on bash on my PC, and I did not receive expected result)
Or Redis can be enhanced by clustering or something else?
Redis can be clustered, in different ways:
"regular" redis can be replicated to secondary read-only nodes, on the same machine or different machines; you can then send "read" traffic to some of the replicas
redis "cluster" exists, which allows you to split (shard) the keyspace over multiple primaries, sending appropriate requests to each node
redis "cluster" can also make use of readonly replicas of the sharded nodes
Whether that is appropriate or useful is contextual and needs local knowledge and testing.
Achieving this, is Considering L1 cache for a Redis cache a good solution?
Yes, it is a good solution. A request you don't make is much faster (and has much less impact on the impact) than a request you do make. There are tools for helping with cache invalidation, including using the pub/sub API for invalidations. Redis vNext is also looking into additional knowledge APIs specifically for this kind of L1 scenario.

C# best way to implement TCP Client Server Application

I want to extend my experience with the .NET framework and want to build a client/server application.
Actually, the client/server is a small Point Of Sale system but first, I want to focus on the communication between server and client.
In the future, I want to make it a WPF application but for now, I simply started with a console application.
2 functionalities:
client(s) receive(s) a dataset and every 15/30min an update with changed prices/new products
(So the code will be in a Async method with a Thread.sleep for 15/30 mins).
when closing the client application, sending a kind of a report (for example, an xml)
On the internet, I found lots of examples but i can't decide which one is the best/safest/performanced manner of working so i need some advice for which techniques i should implement.
CLIENT/SERVER
I want 1 server application that handles max 6 clients. I read that threads use a lot of mb and maybe a better way will be tasks with async/await functionallity.
Example with ASYNC/AWAIT
http://bsmadhu.wordpress.com/2012/09/29/simplify-asynchronous-programming-with-c-5-asyncawait/
Example with THREADS
mikeadev.net/2012/07/multi-threaded-tcp-server-in-csharp/
Example with SOCKETS
codereview.stackexchange.com/questions/5306/tcp-socket-server
This seems to be a great example of sockets, however, the revisioned code isn't working completely because not all the classes are included
msdn.microsoft.com/en-us/library/fx6588te(v=vs.110).aspx
This example of MSDN has a lot more with Buffersize and a signal for the end of a message. I don't know if this just an "old way" to do this because in my previous examples, they just send a string from the client to the server and that's it.
.NET FRAMEWORK REMOTING/ WCF
I found also something about the remoting part of .NET and WCF but don' know if I need to implement this because i think the example with Async/Await isn't bad.
SERIALIZED OBJECTS / DATASET / XML
What is the best way to send data between it? Juse an XML serializer or just binary?
Example with Dataset -> XML
stackoverflow.com/questions/8384014/convert-dataset-to-xml
Example with Remoting
akadia.com/services/dotnet_dataset_remoting.html
If I should use the Async/Await method, is it right to something like this in the serverapplication:
while(true)
{
string input = Console.ReadLine();
if(input == "products")
SendProductToClients(port);
if(input == "rapport")
{
string Example = Console.ReadLine();
}
}
Here are several things anyone writing a client/server application should consider:
Application layer packets may span multiple TCP packets.
Multiple application layer packets may be contained within a single TCP packet.
Encryption.
Authentication.
Lost and unresponsive clients.
Data serialization format.
Thread based or asynchronous socket readers.
Retrieving packets properly requires a wrapper protocol around your data. The protocol can be very simple. For example, it may be as simple as an integer that specifies the payload length. The snippet I have provided below was taken directly from the open source client/server application framework project DotNetOpenServer available on GitHub. Note this code is used by both the client and the server:
private byte[] buffer = new byte[8192];
private int payloadLength;
private int payloadPosition;
private MemoryStream packet = new MemoryStream();
private PacketReadTypes readState;
private Stream stream;
private void ReadCallback(IAsyncResult ar)
{
try
{
int available = stream.EndRead(ar);
int position = 0;
while (available > 0)
{
int lengthToRead;
if (readState == PacketReadTypes.Header)
{
lengthToRead = (int)packet.Position + available >= SessionLayerProtocol.HEADER_LENGTH ?
SessionLayerProtocol.HEADER_LENGTH - (int)packet.Position :
available;
packet.Write(buffer, position, lengthToRead);
position += lengthToRead;
available -= lengthToRead;
if (packet.Position >= SessionLayerProtocol.HEADER_LENGTH)
readState = PacketReadTypes.HeaderComplete;
}
if (readState == PacketReadTypes.HeaderComplete)
{
packet.Seek(0, SeekOrigin.Begin);
BinaryReader br = new BinaryReader(packet, Encoding.UTF8);
ushort protocolId = br.ReadUInt16();
if (protocolId != SessionLayerProtocol.PROTOCAL_IDENTIFIER)
throw new Exception(ErrorTypes.INVALID_PROTOCOL);
payloadLength = br.ReadInt32();
readState = PacketReadTypes.Payload;
}
if (readState == PacketReadTypes.Payload)
{
lengthToRead = available >= payloadLength - payloadPosition ?
payloadLength - payloadPosition :
available;
packet.Write(buffer, position, lengthToRead);
position += lengthToRead;
available -= lengthToRead;
payloadPosition += lengthToRead;
if (packet.Position >= SessionLayerProtocol.HEADER_LENGTH + payloadLength)
{
if (Logger.LogPackets)
Log(Level.Debug, "RECV: " + ToHexString(packet.ToArray(), 0, (int)packet.Length));
MemoryStream handlerMS = new MemoryStream(packet.ToArray());
handlerMS.Seek(SessionLayerProtocol.HEADER_LENGTH, SeekOrigin.Begin);
BinaryReader br = new BinaryReader(handlerMS, Encoding.UTF8);
if (!ThreadPool.QueueUserWorkItem(OnPacketReceivedThreadPoolCallback, br))
throw new Exception(ErrorTypes.NO_MORE_THREADS_AVAILABLE);
Reset();
}
}
}
stream.BeginRead(buffer, 0, buffer.Length, new AsyncCallback(ReadCallback), null);
}
catch (ObjectDisposedException)
{
Close();
}
catch (Exception ex)
{
ConnectionLost(ex);
}
}
private void Reset()
{
readState = PacketReadTypes.Header;
packet = new MemoryStream();
payloadLength = 0;
payloadPosition = 0;
}
If you're transmitting point of sale information, it should be encrypted. I suggest TLS which is easily enabled on through .Net. The code is very simple and there are quite a few samples out there so for brevity I'm not going to show it here. If you are interested, you can find an example implementation in DotNetOpenServer.
All connections should be authenticated. There are many ways to accomplish this. I've use Windows Authentication (NTLM) as well as Basic. Although NTLM is powerful as well as automatic it is limited to specific platforms. Basic authentication simply passes a username and password after the socket has been encrypted. Basic authentication can still, however; authenticate the username/password combination against the local server or domain controller essentially impersonating NTLM. The latter method enables developers to easily create non-Windows client applications that run on iOS, Mac, Unix/Linux flavors as well as Java platforms (although some Java implementations support NTLM). Your server implementation should never allow application data to be transferred until after the session has been authenticated.
There are only a few things we can count on: taxes, networks failing and client applications hanging. It's just the nature of things. Your server should implement a method to clean up both lost and hung client sessions. I've accomplished this in many client/server frameworks through a keep-alive (AKA heartbeat) protocol. On the server side I implement a timer that is reset every time a client sends a packet, any packet. If the server doesn't receive a packet within the timeout, the session is closed. The keep-alive protocol is used to send packets when other application layer protocols are idle. Since your application only sends XML once every 15 minutes sending a keep-alive packet once a minute would able the server side to issue an alert to the administrator when a connection is lost prior to the 15 minute interval possibly enabling the IT department to resolve a network issue in a more timely fashion.
Next, data format. In your case XML is great. XML enables you to change up the payload however you want whenever you want. If you really need speed, then binary will always trump the bloated nature of string represented data.
Finally, as #NSFW already stated, threads or asynchronous doesn't really matter in your case. I've written servers that scale to 10000 connections based on threads as well as asynchronous callbacks. It's all really the same thing when it comes down to it. As #NSFW said, most of us are using asynchronous callbacks now and the latest server implementation I've written follows that model as well.
Threads are not terribly expensive, considering the amount of RAM available on modern systems, so I don't think it's helpful to optimize for a low thread count. Especially if we're talking about a difference between 1 thread and 2-5 threads. (With hundreds or thousands of threads, the cost of a thread starts to matter.)
But you do want to optimize for minimal blocking of whatever threads you do have. So for example instead of using Thread.Sleep to do work on 15 minute intervals, just set a timer, let the thread return, and trust the system to invoke your code 15 minutes later. And instead of blocking operations for reading or writing information over the network, use non-blocking operations.
The async/await pattern is the new hotness for asynchronous programming on .Net, and it is a big improvement over the Begin/End pattern that dates back to .Net 1.0. Code written with async/await is still using threads, it is just using features of C# and .Net to hide a lot of the complexity of threads from you - and for the most part, it hides the stuff that should be hidden, so that you can focus your attention on your application's features rather than the details of multi-threaded programming.
So my advice is to use the async/await approach for all of your IO (network and disk) and use timers for periodic chores like sending those updates you mentioned.
And about serialization...
One of the biggest advantages of XML over binary formats is that you can save your XML transmissions to disk and open them up using readily-available tools to confirm that the payload really contains the data that you thought would be in there. So I tend to avoid binary formats unless bandwidth is scarce - and even then, it's useful to develop most of the app using a text-friendly format like XML, and then switch to binary after the basic mechanism of sending and receiving data have been fleshed out.
So my vote is for XML.
And regarding your code example, well ther's no async/await in it...
But first, note that a typical simple TCP server will have a small loop that listens for incoming connections and starts a thread to hanadle each new connection. The code for the connection thread will then listen for incoming data, process it, and send an appropriate response. So the listen-for-new-connections code and the handle-a-single-connection code are completely separate.
So anyway, the connection thread code might look similar to what you wrote, but instead of just calling ReadLine you'd do something like "string line = await ReadLine();" The await keyword is approximately where your code lets one thread exit (after invoking ReadLine) and then resumes on another thread (when the result of ReadLine is available). Except that awaitable methods should have a name that ends with Async, for example ReadLineAsync. Reading a line of text from the network is not a bad idea, but you'll have to write ReadLineAsync yourself, building upon the existing network API.
I hope this helps.

neo4j REST API poor performance

According to my benchmark of creating nodes using
GraphClient.Create()
performance leaves much to be desired.
I've got about 10 empty nodes per second on my machine (Core i3, 8 GB RAM).
Even when I use multithreading to perform create time to each Create() call speed icreases linearly (~N times when used N threads).
I've tested both stable 1.9.2 and 2.0.0-M04. The results exactly the same.
Does anybody know what's wrong?
EDIT: I tried to use neo4j REST API and I got similar results: ~ 20 empty nodes per second and multithreading also gives no benefits.
EDIT 2: At the same time Batch REST API, that allows batch creations provides much better performance: about 250 nodes per second. It looks like there is incredible big overhead in handling single request...
Poor performance caused by overhead in processing RESTful Cypher query. Mostly it is network overhead but overhead caused by need to parse query also exists.
Use Core Java API when you interested in high performance. Core Java API provides more than 10 times faster requests processing than Cypher query language.
See this articles:
Performance of Graph Query Languages
Get the full neo4j power by using the Core Java API for traversing
your Graph data base instead of Cypher Query Language
The neo4jclient itself uses the REST API, so you're already limited in performance (by bandwidth, network latency etc) when compared to a direct API call (for which you'd need Java).
What performance are you after?
What code are you running?
Some initial thoughts & tests to try:
Obviously there are things like CPU etc which will cause some throttling, some things to consider:
Is the Neo4J server on the same machine?
Have you tried your application not through Visual Studio? (i.e. no debugging)
In my test code (below), I get 10 entries in ~200ms - can you try this code in a simple console app and see what you get?
private static void Main()
{
var client = new GraphClient(new Uri("http://localhost.:7474/db/data"));
client.Connect();
for (int i = 0; i < 10; i++)
CreateEmptyNodes(10, client);
}
private static void CreateEmptyNodes(int numberToCreate, IGraphClient client)
{
var start = DateTime.Now;
for (int i = 0; i < numberToCreate; i++)
client.Create(new object());
var timeTaken = DateTime.Now - start;
Console.WriteLine("For {0} items, I took: {1}ms", numberToCreate, timeTaken.TotalMilliseconds);
}
EDIT:
This is a raw HttpClient approach to calling the 'Create', which I believe is analagous to what neo4jclient is doing under the hood:
private async static void StraightHttpClient(int iterations, int amount)
{
var client = new HttpClient {BaseAddress = new Uri("http://localhost.:7474/db/data/")};
for (int j = 0; j < iterations; j++)
{
DateTime start = DateTime.Now;
for (int i = 0; i < amount; i++)
{
var response = await client.SendAsync(new HttpRequestMessage(HttpMethod.Post, "cypher/") { Content = new StringContent("{\"query\":\"create me\"}", Encoding.UTF8, "application/json") });
if(response.StatusCode != HttpStatusCode.OK)
Console.WriteLine("Not ok");
}
TimeSpan timeTaken = DateTime.Now - start;
Console.WriteLine("took {0}ms", timeTaken.TotalMilliseconds);
}
}
Now, if you didn't care about the response, you could just call Client.SendAsync(..) without the await, and that gets you to a spiffy ~2500 per second. However obviously the big issue here is that you haven't necessarily sent any of those creates, you've basically queued them, so shut down your program straight after, and chances are you'll have either no entries, or a very small number.
So.. clearly the code can handle firing x thousand calls a second with no problems, (I've done a similar test to the above using ServiceStack and RestSharp, both take similar times to the HttpClient).
What it can't do is send those to the actual server at the same rate, so we're limited by the windows http stack and / or how fast n4j can process the request and supply a response.

How do I prevent Socket/Port Exhaustion?

I am attempting to performance test a website by hitting it with requests across multiple threads. Each thread executes n times. (in a for loop)
However, I am running into problems. Specifically the WebException ("Unable to connect to remote server") with the inner exception:
An operation on a socket could not be performed because the system
lacked sufficient buffer space or because a queue was full
127.0.0.1:52395
I am attempting to run 100 threads at 500 iterations per thread.
Initially I was using HttpWebRequest in System.Net to make the GET request to the server. Currently I am using WebClient as I assumed that each iteration was using a new socket (so 100 * 500 sockets in a short period of time). I assumed WebClient (which is instantiated once per thread) would only use one socket.
I don't need 50 000 sockets open at once, as I would like to send the GET request, receive the response, and close the socket, freeing it for use in the next loop iteration. I understand that it would be a problem to
However, even with WebClient, a bunch of sockets are being requested resulting in a bunch of sockets in TIME_WAIT mode (checked using netstat). This causes other applications (like internet browsers) to hang and stop functioning.
I can operate my test with less iterations and/or less threads, as it appears the sockets do eventually exit this TIME_WAIT state. However, this is not a solution as it doesn't adequately test the abilities of the web server.
Question:
How do I explicitly close a socket (from the client side) after each thread iteration in order to prevent TIME_WAIT states and socket exhaustion?
Code:
Class that wraps the HttpRequest
Edit: Wrapped WebClient in a using, so a new one is instantiated,used and disposed for every iteration. The problem still persists.
public sealed class HttpGetTest : ITest {
private readonly string m_url;
public HttpGetTest( string url ) {
m_url = url;
}
void ITest.Execute() {
using (WebClient webClient = new WebClient()){
using( Stream stream = webClient.OpenRead( m_url ) ) {
}
}
}
}
The part of my ThreadWrapperClass that creates a new thread:
public void Execute() {
Action Hammer = () => {
for( int i = 1; i <= m_iterations; i++ ) {
//Where m_test is an ITest injected through constructor
m_test.Execute();
}
};
ThreadStart work = delegate {
Hammer();
};
Thread thread = new Thread( work );
thread.Start();
}
Do you understand the purpose of TIME_WAIT? It's a period during which it would be unsafe to reuse the port because lost packets (that have been successfully retransmitted) from the previous transaction might yet be delivered within that time period.
You could probably tweak it down in the registry somewhere, but I question if this is a sensible next step.
My experience of creating realistic load in a test environment have proved very frustrating. Certainly running your load-tester from localhost is by no means realistic, and most network tests I have made using the .net http apis seem to require more grunt in the client than the server itself.
As such, it's better to move to a second machine for generating load on your server... however domestic routing equipment is rarely up to the job of supporting anywhere near the number of connections that would cause any sort of load on a well written server app, so now you need to upgrade your routing/switching equipment as well!
Lastly, I've had some really strange and unexpected performance issues around the .net Http client API. At the end of the day, they all use HttpWebRequest to do the heavy lifting. IMO it's nowhere near as performant as it could be. DNS is sychronous, even when calling the APIs asynchronously (although if you're only requesting from a single host, this isn't an issue), and after sustained usage CPU usage creeps up until the client becomes CPU constrained rather than IO constrained. If you're looking to generate sustained and heavy load, any request-heavy app reliant on HttpWebRequest is IMO a bogus investment.
All in all, a pretty tricky job, and ultimately, something that can only be proved in the wild, unless you've got plently of cash to spend on an armada of better equipment.
[Hint: I got much better perfomance from my own client written using async Socket apis and a 3rd party DNS client library]
Q: How do I explicitly close a socket ... in order to prevent
TIME_WAIT states?
A: Dude, TIME_WAIT is an integral - and important! - part of TCP/IP itself!
You can tune the OS to reduce TIME_WAIT (which can have negative repercussions).
And you can tune the OS to increase #/ephemeral ports:
http://msdn.microsoft.com/en-us/library/aa560610%28v=bts.20%29.aspx
Here's a link on why TIME_WAIT exists ... and why it's a Good Thing:
http://www.serverframework.com/asynchronousevents/2011/01/time-wait-and-its-design-implications-for-protocols-and-scalable-servers.html
It's not an issue of closing sockets or releasing resources in your app. The TIME _WAIT is a TCP stack timeot on released sockets to prevent their re-use until such time as it is virtually impossible for any packets 'left over' from a previous connection to that socket to not have expired.
For test purposes, you can reduce the wait time from the default, (some minutes, AFAIK), to a smaller value. When load-testing servers, I set it at six seconds.
It's in the registry somewhere - you'll find it if you Google.
Found it:
Change TIME_WAIT delay
It looks like you are not forcing your WebClient to get rid of the resources that it has allocated. You are performing a Using on the stream that is returned, but your WebClient still has resources.
Either wrap your WebClient instantiation in a using block, or manually call dispose on it once you are done reading from the URL.
Try this:
public sealed class HttpGetTest : ITest {
private readonly string m_url;
public HttpGetTest( string url ) {
m_url = url;
}
public void ITest.Execute() {
using( var m_webClient = new WebClient())
{
using( Stream stream = m_webClient.OpenRead( m_url ) )
{
}
}
}
}
You don't need to mess around with TIME_WAIT to accomplish what you want.
The problem is that you are disposing the WebClient every time you call Execute(). When you do that, you close the socket connection with the server and the TCP port keeps busy for the TIME_WAIT period.
A better approach is to create the WebClient in the constructor of your HttpGetTest class and reuse the same object throughout the test.
WebClient uses keep alive by default and will reuse the same connection for all its requests so in your case there will be only 100 opened connections for this.

Optimizing download of multiple web pages. C#

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

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