Wrap asynchronous calls with synchronous method - c#

I have a 3rd party DLL with an asynchronous method that I want to wrap with another method that waits for its result.
I started writing a class to hide the functionality, but now I can't work out how to wait for Doc.Completed to be called by the DLL after this.version.DownloadFile(this) in Doc.Download.
The DLL calls InitTransfer, then OnProgressNotify a number of times, then Completed. OnError may be called at any stage, but Completed is always called last. I don't care about InitTransfer, OnProgressNotify or OnError.
I have read
Asynchronous call in synchronous method and Turn asynchronous calls into synchronous but I don't understand how to apply the answers to this case.
I'm using C# 4.
public class Doc : SomeInterfaceFromTheDll
{
private readonly IVersion version; // An interface from the DLL.
private bool downloadSuccessful;
public Doc(IVersion version)
{
this.version = version;
}
public bool Download()
{
this.version.DownloadFile(this);
return ??? // I want to return this.downloadSuccessful after Completed() runs.
}
public void Completed(short reason)
{
Trace.WriteLine(string.Format("Notify.Completed({0})", reason));
this.downloadSuccessful = reason == 0 ? true : false;
}
public void InitTransfer(int totalSize)
{
Trace.WriteLine(string.Format("Notify.InitTransfer({0})", totalSize));
}
public void OnError(string errorText)
{
Trace.WriteLine(string.Format("Notify.OnError({0})", errorText));
}
public void OnProgressNotify(int bytesRead)
{
Trace.WriteLine(string.Format("Notify.OnProgressNotify({0})", bytesRead));
}
}

This can be achieved using a ManualResetEvent as shown below. There are a few caveats though. The primary one being that this mechanism does not permit you to call Download() on the same Doc instance on multiple threads at the same time. If you need to do this, then a different approach may be required.
public class Doc : SomeInterfaceFromTheDll
{
private readonly IVersion version; // An interface from the DLL.
private readonly ManualResetEvent _complete = new ManualResetEvent(false);
private bool downloadSuccessful;
// ...
public bool Download()
{
this.version.DownloadFile(this);
// Wait for the event to be signalled...
_complete.WaitOne();
return this.downloadSuccessful;
}
public void Completed(short reason)
{
Trace.WriteLine(string.Format("Notify.Completed({0})", reason));
this.downloadSuccessful = reason == 0;
// Signal that the download is complete
_complete.Set();
}
// ...
}

Related

How do I guarantee execution of code only if and when optional main thread task and worker threads are finished?

Background:
I have an application I am developing that deals with a large number of addons for another application. One if its primary uses is to safely modify file records in files with fewer records so that they may be treated as one file (almost as if it is combing the files together into one set of records. To do this safely it keeps track of vital information about those files and changes made to them so that those changes can be undone if they don't work as expected.
When my application starts, it analyzes those files and keeps essential properties in a cache (to reduce load times). If a file is missing from the cache, the most important stuff is retrieved and then a background worker must process the file for more information. If a file that was previously modified has been updated with a new version of the file, the UI must confirm this with the user and its modification data removed. All of this information, including information on its modification is stored in the cache.
My Problem:
My problem is that neither of these processes are guaranteed to run (the confirmation window or the background file processor). If either of them run, then the cache must be updated by the main thread. I don't know enough about worker threads, and which thread runs the BackgroundWorker.RunWorkerCompleted event handler in order to effectively decide how to approach guaranteeing that the cache updater is run after either (or both) processes are completed.
To sum up: if either process is run, they both must finish and (potentially) wait for the other to be completed before running the cache update code. How can I do this?
ADJUNCT INFO (My current intervention that doesn't seem to work very well):
I have a line in the RunWorkerCompleted handler that waits until the form reference is null before continuing and exiting but maybe this was a mistake as it sometimes locks my program up.
SpinWait.SpinUntil(() => overwriteForm == null);
I haven't included any more code because I anticipate that this is more of a conceptual question than a code one. However, if necessary, I can supply code if it helps.
I think CountDownTask is what you need
using System;
using System.Threading;
public class Program
{
public class AtomicInteger
{
protected int value = 0;
public AtomicInteger(int value)
{
this.value = value;
}
public int DecrementAndGet()
{
int answer = Interlocked.Decrement(ref value);
return answer;
}
}
public interface Runnable
{
void Run();
}
public class CountDownTask
{
private AtomicInteger count;
private Runnable task;
private Object lk = new Object();
private volatile bool runnable;
private bool cancelled;
public CountDownTask(Int32 count, Runnable task)
{
this.count = new AtomicInteger(count);
this.task = task;
this.runnable = false;
this.cancelled = false;
}
public void CountDown()
{
if (count.DecrementAndGet() == 0)
{
lock (lk)
{
runnable = true;
Monitor.Pulse(lk);
}
}
}
public void Await()
{
lock (lk)
{
while (!runnable)
{
Monitor.Wait(lk);
}
if (cancelled)
{
Console.WriteLine("Sorry! I was cancelled");
}
else {
task.Run();
}
}
}
public void Cancel()
{
lock (lk)
{
runnable = true;
cancelled = true;
Monitor.Pulse(lk);
}
}
}
public class HelloWorldTask : Runnable
{
public void Run()
{
Console.WriteLine("Hello World, I'm last one");
}
}
public static void Main()
{
Thread.CurrentThread.Name = "Main";
Console.WriteLine("Current Thread: " + Thread.CurrentThread.Name);
CountDownTask countDownTask = new CountDownTask(3, new HelloWorldTask());
Thread worker1 = new Thread(() => {
Console.WriteLine("Worker 1 run");
countDownTask.CountDown();
});
Thread worker2 = new Thread(() => {
Console.WriteLine("Worker 2 run");
countDownTask.CountDown();
});
Thread lastThread = new Thread(() => countDownTask.Await());
lastThread.Start();
worker1.Start();
worker2.Start();
//countDownTask.Cancel();
Console.WriteLine("Main Thread Run");
countDownTask.CountDown();
Thread.Sleep(1000);
}
}
let me explain (but you can refer Java CountDownLatch)
1. To ensure a task must run after another tasks, we need create a Wait function to wait for they done, so I used
while(!runnable) {
Monitor.Wait(lk);
}
2. When there is a task done, we need count down, and if count down to zero (it means all of the tasks was done) we will need notify to blocked thread to wake up and process task
if(count.decrementAndGet() == 0) {
lock(lk) {
runnable = true;
Monitor.Pulse(lk);
}
}
Let read more about volatile, thanks
While dung ta van's "CountDownTask" answer isn't quite what I needed, it heavily inspired the solution below (see it for more info). Basically all I did was add some extra functionality and most importantly: made it so that each task "vote" on the outcome (true or false). Thanks dung ta van!
To be fair, dung ta van's solution DOES work to guarantee execution which as it turns out isn't quite what I needed. My solution adds the ability to make that execution conditional.
This was my solution which worked:
public enum PendingBool
{
Unknown = -1,
False,
True
}
public interface IRunnableTask
{
void Run();
}
public class AtomicInteger
{
int integer;
public int Value { get { return integer; } }
public AtomicInteger(int value) { integer = value; }
public int Decrement() { return Interlocked.Decrement(ref integer); }
public static implicit operator int(AtomicInteger ai) { return ai.integer; }
}
public class TaskElectionEventArgs
{
public bool VoteResult { get; private set; }
public TaskElectionEventArgs(bool vote) { VoteResult = vote; }
}
public delegate void VoteEventHandler(object sender, TaskElectionEventArgs e);
public class SingleVoteTask
{
private AtomicInteger votesLeft;
private IRunnableTask task;
private volatile bool runTask = false;
private object _lock = new object();
public event VoteEventHandler VoteCast;
public event VoteEventHandler TaskCompleted;
public bool IsWaiting { get { return votesLeft.Value > 0; } }
public PendingBool Result
{
get
{
if (votesLeft > 0)
return PendingBool.Unknown;
else if (runTask)
return PendingBool.True;
else
return PendingBool.False;
}
}
public SingleVoteTask(int numberOfVotes, IRunnableTask taskToRun)
{
votesLeft = new AtomicInteger(numberOfVotes);
task = taskToRun;
}
public void CastVote(bool vote)
{
votesLeft.Decrement();
runTask |= vote;
VoteCast?.Invoke(this, new TaskElectionEventArgs(vote));
if (votesLeft == 0)
lock (_lock)
{
Monitor.Pulse(_lock);
}
}
public void Await()
{
lock(_lock)
{
while (votesLeft > 0)
Monitor.Wait(_lock);
if (runTask)
task.Run();
TaskCompleted?.Invoke(this, new TaskElectionEventArgs(runTask));
}
}
}
Implementing the above solution was as simple as creating the SingleVoteTask in the UI thread and then having each thread affecting the outcome cast a vote.

API methods must wait until critical method is done

I have MVC API controller.
One method in this controller is critical.
This mean that all other API methods must wait util this method is done.
My basic idea is to block threads in constructor.
But I am not sure if this is so smart?
public class TestApi : Controller
{
private static bool wait = false;
public TestApi()
{
// wait if critical method is working.
while (wait)
{
System.Threading.Thread.Sleep(100);
}
}
[HttpPost]
public void PostCriticalMethod()
{
try
{
wait = true;
// do critical work
}
finally
{
wait = false;
}
}
// Many non critical API methods...
}
Solution two:
public class TestApi : Controller
{
private static bool wait = false;
private static AutoResetEvent waitHandle = new AutoResetEvent(false);
public TestApi()
{
// wait if critical method is working.
if (wait) waitHandle.WaitOne();
}
[HttpPost]
public void PostCriticalMethod()
{
try
{
wait = true;
// do critical work
}
finally {
waitHandle.Set();
wait = false;
}
}
// Many non critical API methods...
}
My solution (This is async version, but non async is even simpler):
In base class (common for all controllers) I add method BlockOtherRequestsBeforeExecute
private static readonly SemaphoreSlim semaphoreInit = new SemaphoreSlim(1, 1);
protected async Task BlockOtherRequestsBeforeExecute(Func<Task> criticalAction)
{
await semaphoreInit.WaitAsync();
try
{
await criticalAction();
}
finally
{
semaphoreInit.Release();
}
}
Then I can call method in secure way if I need to:
await BlockOtherRequestsBeforeExecute(async () => await RestoreDatabase());
Important part is that semaphoreInit must be used in all critical places.
This can be done in constructor of base class, and then all API-s are blocked until critical action is not finished.

Unit testing a background thread with an interface

I have created a class, SenderClass, which will start and run a background worker from its constructor.
The method, RunWorker(), runs is a while(true) loop which will pop elements from a queue, send them through the method SendMessage(), and sleep for a small amount of time to allow new elements to be added to the queue.
Here lies the problem: How do I test the method that sends the element from the queue, without exposing it to those who uses the class?
Implementation:
public class SenderClass : ISenderClass
{
private Queue<int> _myQueue = new Queue<int>();
private Thread _worker;
public SenderClass()
{
//Create a background worker
_worker = new Thread(RunWorker) {IsBackground = true};
_worker.Start();
}
private void RunWorker() //This is the background worker's method
{
while (true) //Keep it running
{
lock (_myQueue) //No fiddling from other threads
{
while (_myQueue.Count != 0) //Pop elements if found
SendMessage(_myQueue.Dequeue()); //Send the element
}
Thread.Sleep(50); //Allow new elements to be inserted
}
}
private void SendMessage(int element)
{
//This is what we want to test
}
public void AddToQueue(int element)
{
Task.Run(() => //Async method will return at ones, not slowing the caller
{
lock (_myQueue) //Lock queue to insert into it
{
_myQueue.Enqueue(element);
}
});
}
}
Wanted interface:
public interface ISenderClass
{
void AddToQueue(int element);
}
Needed interface for test purpose:
public interface ISenderClass
{
void SendMessage(int element);
void AddToQueue(int element);
}
There's a very simple solution, saying I have created my class incorrect due to the Single Responsability Principle, and my class' purpose is not to send messages, but actually run what sends them.
What I should have, is another class, TransmittingClass, which exposes the method SendMessage(int) through its own interface.
This way I can test that class, and SenderClass should just call the method through that interface.
But what other options do I have with the current implementation?
I can make all private methods I wish to test (all of them) have a [assembly:InternalsVisibleTo("MyTests")], but does a third option exist?
Send message logic should be implemented in a separate class with a separate interface. This class should take the new class as a dependency. You can test the new class separately.
public interface IMessageQueue
{
void AddToQueue(int element);
}
public interface IMessageSender
{
void SendMessage(object message);
}
public class SenderClass : IMessageQueue
{
private readonly IMessageSender _sender;
public SenderClass(IMessageSender sender)
{
_sender = sender;
}
public void AddToQueue(int element)
{
/*...*/
}
private void SendMessage()
{
_sender.SendMessage(new object());
}
}
public class DummyMessageSender : IMessageSender
{
//you can use this in your test harness to check for the messages sent
public Queue<object> Messages { get; private set; }
public DummyMessageSender()
{
Messages = new Queue<object>();
}
public void SendMessage(object message)
{
Messages.Enqueue(message);
//obviously you'll need to do some locking here too
}
}
Edit
To address your comment, here is an implementation using Action<int>. This allows you to define your message sending action in your test class to mock the SendMessage method without worrying about creating another class. (Personally, I'd still prefer to define the classes/interfaces explicitly).
public class SenderClass : ISenderClass
{
private Queue<int> _myQueue = new Queue<int>();
private Thread _worker;
private readonly Action<int> _senderAction;
public SenderClass()
{
_worker = new Thread(RunWorker) { IsBackground = true };
_worker.Start();
_senderAction = DefaultMessageSendingAction;
}
public SenderClass(Action<int> senderAction)
{
//Create a background worker
_worker = new Thread(RunWorker) { IsBackground = true };
_worker.Start();
_senderAction = senderAction;
}
private void RunWorker() //This is the background worker's method
{
while (true) //Keep it running
{
lock (_myQueue) //No fiddling from other threads
{
while (_myQueue.Count != 0) //Pop elements if found
SendMessage(_myQueue.Dequeue()); //Send the element
}
Thread.Sleep(50); //Allow new elements to be inserted
}
}
private void SendMessage(int element)
{
_senderAction(element);
}
private void DefaultMessageSendingAction(int item)
{
/* whatever happens during sending */
}
public void AddToQueue(int element)
{
Task.Run(() => //Async method will return at ones, not slowing the caller
{
lock (_myQueue) //Lock queue to insert into it
{
_myQueue.Enqueue(element);
}
});
}
}
public class TestClass
{
private SenderClass _sender;
private Queue<int> _messages;
[TestInitialize]
public void SetUp()
{
_messages = new Queue<int>();
_sender = new SenderClass(DummyMessageSendingAction);
}
private void DummyMessageSendingAction(int item)
{
_messages.Enqueue(item);
}
[TestMethod]
public void TestMethod1()
{
//This isn't a great test, but I think you get the idea
int message = 42;
_sender.AddToQueue(message);
Thread.Sleep(100);
CollectionAssert.Contains(_messages, 42);
}
}
It looks like SenderClass should not perform any sending at all. It should simply maintain the queue. Inject an Action<int> through the constructor that does the sending. That way you can move SendMessage somewhere else and call it however you like.
As an added benefit your test of SendMessage is not cluttered with queue management.
Seeing your edit you don't seem to like this approach and you don't seem to like the InternalsVisibleTo approach either. You could expose SendMessage through a separate interface and implement that interface explicitly. That way SendMessage is still callable through that interface but by default it is not accessible without some casting contortions. It also does not show up in the intellisense autocomplete list.

Timed semaphore

I have the following class to manage access to a resource:
class Sync : IDisposable
{
private static readonly SemaphoreSlim Semaphore = new SemaphoreSlim(20);
private Sync()
{
}
public static async Task<Sync> Acquire()
{
await Semaphore.WaitAsync();
return new Sync();
}
public void Dispose()
{
Semaphore.Release();
}
}
Usage:
using (await Sync.Acquire())
{
// use a resource here
}
Now it allows not more than 20 shared usages.
How to modify this class to allow not more than N shared usages per unit of time (for example, not more than 20 per second)?
"20 per second" is completely different than "20 at a time". I recommend that you leave the thread synchronization behind and use higher-level abstractions capable of working more naturally with time as a concept.
In particular, Reactive Extensions has a number of different throttling operators.
Here's a basic reimplementation which calls Semaphore.Release either when the specified time period has elapsed, or (optionally - see code comments in Dispose()) when the Sync instance is disposed.
class Sync : IDisposable
{
private static readonly SemaphoreSlim Semaphore = new SemaphoreSlim(20);
// 0 : semaphore needs to be released.
// 1 : semaphore already released.
private int State = 0;
private Sync()
{
}
// Renamed to conform to Microsoft's guidelines.
public static async Task<Sync> AcquireAsync(TimeSpan releaseAfter)
{
var sync = new Sync();
await Semaphore.WaitAsync().ConfigureAwait(false);
try
{
return sync;
}
finally
{
// Fire-and-forget, not awaited.
sync.DelayedRelease(releaseAfter);
}
}
private async void DelayedRelease(TimeSpan releaseAfter)
{
await Task.Delay(releaseAfter).ConfigureAwait(false);
this.ReleaseOnce();
}
private void ReleaseOnce()
{
// Ensure that we call Semaphore.Release() at most
// once during the lifetime of this instance -
// either via DelayedRelease, or via Dispose.
if (Interlocked.Exchange(ref this.State, 1) == 0)
{
Semaphore.Release();
}
}
public void Dispose()
{
// Uncomment if you want the ability to
// release the semaphore via Dispose
// thus bypassing the throttling.
//this.ReleaseOnce();
}
}

Is it safe to use a boolean flag to stop a thread from running in C#

My main concern is with the boolean flag... is it safe to use it without any synchronization? I've read in several places that it's atomic (including the documentation).
class MyTask
{
private ManualResetEvent startSignal;
private CountDownLatch latch;
private bool running;
MyTask(CountDownLatch latch)
{
running = false;
this.latch = latch;
startSignal = new ManualResetEvent(false);
}
// A method which runs in a thread
public void Run()
{
startSignal.WaitOne();
while(running)
{
startSignal.WaitOne();
//... some code
}
latch.Signal();
}
public void Stop()
{
running = false;
startSignal.Set();
}
public void Start()
{
running = true;
startSignal.Set();
}
public void Pause()
{
startSignal.Reset();
}
public void Resume()
{
startSignal.Set();
}
}
Is this a safe way to design a task in this way? Any suggestions, improvements, comments?
Note: I wrote my custom CountDownLatch class in case you're wondering where I'm getting it from.
Update:
Here is my CountDownLatch too:
public class CountDownLatch
{
private volatile int m_remain;
private EventWaitHandle m_event;
public CountDownLatch (int count)
{
if (count < 0)
throw new ArgumentOutOfRangeException();
m_remain = count;
m_event = new ManualResetEvent(false);
if (m_remain == 0)
{
m_event.Set();
}
}
public void Signal()
{
// The last thread to signal also sets the event.
if (Interlocked.Decrement(ref m_remain) == 0)
m_event.Set();
}
public void Wait()
{
m_event.WaitOne();
}
}
You better mark it volatile though:
The volatile keyword indicates that a
field might be modified by multiple
concurrently executing threads. Fields
that are declared volatile are not
subject to compiler optimizations that
assume access by a single thread. This
ensures that the most up-to-date value
is present in the field at all times.
But I would change your loop:
startSignal.WaitOne();
while(running)
{
//... some code
startSignal.WaitOne();
}
As it is in your post the 'some code' might execute when the thread is stopped (ie. when Stop is called) which is unexpected and may be even incorrect.
Booleans are atomic in C#, however, if you want to modify it in one thread and read it in another, you will need to mark it volatile at the very least,. Otherwise the reading thread may only actually read it once into a register.
Booleans are atomic in C#: http://msdn.microsoft.com/en-us/library/aa691278(VS.71).aspx
BTW, I just noticed this part of the code:
// A method which runs in a thread
public void Run()
{
startSignal.WaitOne();
while(running)
{
startSignal.WaitOne();
//... some code
}
latch.Signal();
}
You will need to unblock the worker thread twice using "startSignal.Set()" for the code within the while block to execute.
Is this deliberate?

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