I've written the following function to implement a timeout feature using NetworkStream's asynchronous read functions (BeginRead and EndRead). It works fine until I comment out the line Trace.WriteLine("bytesRead: " + bytesRead);. Why?
private int SynchronousRead(byte[] buffer, int count)
{
int bytesRead = 0;
bool success = false;
IAsyncResult result = null;
result = _stream.BeginRead(
buffer, 0, count,
delegate(IAsyncResult r)
{
bytesRead = _stream.EndRead(r);
},
null);
success = result.AsyncWaitHandle.WaitOne(_ioTmeoutInMilliseconds, false);
if (!success)
{
throw new TimeoutException("Could not read in the specfied timeout.");
}
//If I remove this line, bytesRead is always 0
Trace.WriteLine("bytesRead: " + bytesRead);
return bytesRead;
}
Just in case you're wondering, I have to do this because I will eventually need to target the .Net Compact Framework 3.5 and it doesn't support the NetworkStream.ReadTimeout and NetworkStream.WriteTimeout properties.
An interesting threading bug. The bytesRead variable is assigned after the wait handle is signaled. Two things can go wrong: the method returns before the assignment is made. Or the thread reads a stale value since their is no memory barrier past the WaitOne() call. The Trace statement fixes the problem because it delays the main thread long enough to allow the variable to be written. And it has an internal lock that ensures the cache is coherent.
You'll need an additional AutoResetEvent that signals that bytesRead variable was written.
Besides the memory barrier problem in you code (As Hans also pointed), If i were you i'd use Reactive Extension instead that would make this code segment in just three lines of code. If you have time, I'd strongly suggest you to use Rx instead.
Cheers
Related
As the title says I am trying to use the new (C# 8.0) object (Span) for my networking project. On my previous implementation I learned that it was mandatory to make sure that a NetworkStream have received a complete buffer before trying to use its content, otherwise, depending on the connection, the data received on the other end may not be whole.
while (true)
{
while (!stream.DataAvailable)
Thread.Sleep(10);
int received = 0;
byte[] response = new byte[consumerBufferSize];
//Loop that forces the stream to read all incoming data before using it
while (received < consumerBufferSize)
received += stream.Read(response, received, consumerBufferSize - received);
string[] message = ObjectWrapper.ConvertByteArrayToObject<string>(response);
consumerAction(this, message);
}
However, it was introduced a different approach for reading network stream data (Read(Span)). And assuming that stackalloc will help with performance I am attempting to migrate my old implementation to accomodate this method. Here is what it looks like now:
while (true)
{
while (!stream.DataAvailable)
Thread.Sleep(10);
Span<byte> response = stackalloc byte[consumerBufferSize];
stream.Read(response);
string[] message = ObjectWrapper.ConvertByteArrayToObject<string>(response).Split('|');
consumerAction(this, message);
}
But now how can I be sure that the buffer was completely read since it does not provides methods like the one I was using?
Edit:
//Former methodd
int Read (byte[] buffer, int offset, int size);
//The one I am looking for
int Read (Span<byte> buffer, int offset, int size);
I'm not sure I understand what you're asking. All the same features you relied on in the first code example still exist when using Span<byte>.
The Read(Span<byte>) overload still returns the count of bytes read. And since the Span<byte> is not the buffer itself, but rather just a window into the buffer, you can update the Span<byte> value to indicate the new starting point to read additional data. Having the count of bytes read and being able to specify the offset for the next read are all you need to duplicate the functionality in your old example. Of course, you don't currently have any code that saves the original buffer reference; you'll need to add that too.
I would expect something like this to work fine:
while (true)
{
while (!stream.DataAvailable)
Thread.Sleep(10);
byte* response = stackalloc byte[consumerBufferSize];
while (received < consumerBufferSize)
{
Span<byte> span = new Span<byte>(response, received, consumerBufferSize - received);
received += stream.Read(span);
}
// process response here...
}
Note that this requires unsafe code because of the way stackalloc works. You can only avoid that by using Span<T> and allocating new blocks each time. Of course, that will eventually eat up all your stack.
Since in your implementation you apparently are dedicating a thread to this infinite loop, I don't see how stackalloc is helpful. You might as well just allocate a long-lived buffer array in the heap and use that.
In other words, I don't really see how this is better than just using the original Read(byte[], int, int) overload with a regular managed array. But the above is how you'd get the code to work.
Aside: you should learn how the async APIs work. Since you're already using NetworkStream, the async/await patterns are a natural fit. And regardless of what API you use, a loop checking DataAvailable is just plain crap. Don't do that. The Read() method is already a blocking method; you don't need to wait for data to show up in a separate loop, since the Read() method won't return until there is some.
I am just adding a little bit of additional information.
The function that you are talking about has the following description
public override int Read (Span<byte> buffer);
(source : https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.networkstream.read?view=net-5.0 )
Where the int returned is the amount of byte read from the NetworkStream. Now if we are looking at the Span functions we find Slice with the following description
public Span<T> Slice (int start);
(source : https://learn.microsoft.com/en-us/dotnet/api/system.span-1.slice?view=net-5.0#system-span-1-slice(system-int32) )
Which returns a portion of our Span, which you can use to send a certain portion of your stackalloc to your NetworkStream without using unsafe code.
Reusing your Code you could use something like this
while (true)
{
while (!stream.DataAvailable)
Thread.Sleep(10);
int received = 0;
Span<byte> response = stackalloc byte[consumerBufferSize];
//Loop that forces the stream to read all incoming data before using it
while (received < consumerBufferSize)
received += stream.Read(response.Slice(received));
string[] message = ObjectWrapper.ConvertByteArrayToObject<string>(response).Split('|');
consumerAction(this, message);
}
In simple words, we "create" a new Span that is a portion of the initial Span pointing to our stackalloc with Slice, the "start" parameter allows us to choose where to start this portion. The portion is then passed to the function read which will start writing in our buffer wherever we "started" our Slice.
I'm trying to use the following to continuously read data from a serial port:
var serialPort = new SerialPort("COM7", 38400, Parity.None, 8, StopBits.One);
var buffer = new byte[256];
Action read = null;
AsyncCallback callback = delegate (IAsyncResult ar)
{
int len = serialPort.BaseStream.EndRead(ar);
// do something with data
read();
};
read = delegate
{
serialPort.BaseStream.BeginRead(buffer, 0, buffer.Length, callback, null);
};
serialPort.Open();
while (true)
{
read();
//Thread.Sleep(100);
}
This leaks memory with an ever-increasing number of the following objects:
ManualResetEvent
Microsoft.Win32.SafeHandles.SafeWaitHandle
ThreadPoolBoundHandleOverlapped
OverlappedData
SerialStream+SerialStreamAsyncResult
The objects persist even after a garbage collection pass.
The sample above is a minimal reproducible example. I've taken out the "do something with data" because the problem occurs with or without any data handling at that point.
The Thread.Sleep in the while loop only slows down memory consumption. I've left it out so that it clearly shows the problem. The above sample will consume approximately 650mb in 20 seconds on my machine.
The problem occurs in both .NET Core 3.1 and .NET Framework 4.8.
I'm sure I'm doing something wrong, I just can't see what it is at this point.
This leaks memory with an ever-increasing...
Quite simply because you are infinitely looping BeginRead operations before the existing one has completed via:
while (true)
{
read(); // <-- this delegate calls `BeginRead` thus starting ANOTHER verlapped read operation
//Thread.Sleep(100);
}
Change it to something like:
serialPort.Open();
read(); // kick off initial read
while (/* some condition*/)
{
}
// quit
Your callback is doing the right thing by ensuring that another overlapped read operation is only commenced once the prior completes:
AsyncCallback callback = delegate (IAsyncResult ar)
{
int len = serialPort.BaseStream.EndRead(ar);
// do something with data
read(); // <--- correctly initiates another read since the existing is complete
};
I'm using the asynchronous methos BeginSend and I need some sort of a timeout mechanism. What I've implemented works fine for connect and receive timeouts but I have a problem with the BeginSend callback. Even a timeout of 25 seconds is often not enough and gets exceeded. This seems very strange to me and points towards a different cause.
public void Send(String data)
{
if (client.Connected)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
client.NoDelay = true;
// Begin sending the data to the remote device.
IAsyncResult res = client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
if (!res.IsCompleted)
{
sendTimer = new System.Threading.Timer(SendTimeoutCallback, null, 10000, Timeout.Infinite);
}
}
else MessageBox.Show("No connection to target! Send");
}
private void SendCallback(IAsyncResult ar)
{
if (Interlocked.CompareExchange(ref sendTimeoutflag, 1, 0) != 0)
{
// the flag was set elsewhere, so return immediately.
return;
}
sendTimeoutflag = 0; //needs to be reset back to 0 for next reception
// we set the flag to 1, indicating it was completed.
if (sendTimer != null)
{
// stop the timer from firing.
sendTimer.Dispose();
}
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
ef.updateUI("Sent " + bytesSent.ToString() + " bytes to server." + "\n");
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
private void SendTimeoutCallback(object obj)
{
if (Interlocked.CompareExchange(ref sendTimeoutflag, 2, 0) != 0)
{
// the flag was set elsewhere, so return immediately.
return;
}
// we set the flag to 2, indicating a timeout was hit.
sendTimer.Dispose();
client.Close(); // closing the Socket cancels the async operation.
MessageBox.Show("Connection to the target has been lost! SendTimeoutCallback");
}
I've tested timeout values up to 30 seconds. The value of 30 seconds has proved to be the only one never to time out. But that just seems like an overkill and I believe there's a different underlying cause.Any ideas as to why this could be happening?
Unfortunately, there's not enough code to completely diagnose this. You don't even show the declaration of sendTimeoutflag. The example isn't self-contained, so there's no way to test it. And you're not clear about exactly what happens (e.g. do you just get the timeout, do you complete a send and still get a timeout, does something else happen?).
That said, I see at least one serious bug in the code, which is your use of the sendTimeoutflag. The SendCallback() method sets this flag to 1, but it immediately sets it back to 0 again (this time without the protection of Interlocked.CompareExchange()). Only after it's set the value to 0 does it dispose the timer.
This means that even when you successfully complete the callback, the timeout timer is nearly guaranteed to have no idea and to close the client object anyway.
You can fix this specific issue by moving the assignment sendTimeoutflag = 0; to a point after you've actually completed the send operation, e.g. at the end of the callback method. And even then only if you take steps to ensure that the timer callback cannot execute past that point (e.g. wait for the timer's dispose to complete).
Note that even having fixed that specific issue, you may still have other bugs. Frankly, it's not clear why you want a timeout in the first place. Nor is it clear why you want to use lock-free code to implement your timeout logic. More conventional locking (i.e. Monitor-based with the lock statement) would be easier to implement correctly and would likely not impose a noticeable performance penalty.
And I agree with the suggestion that you would be better-served by using the async/await pattern instead of explicitly dealing with callback methods (but of course that would mean using a higher-level I/O object, since Socket doesn't suppose async/await).
I have been trying to read data from the Twitter stream API using C#, and since sometimes the API will return no data, and I am looking for a near-realtime response, I have been hesitant to use a buffer length of more than 1 byte on the reader in case the stream doesn't return any more data for the next day or two.
I have been using the following line:
input.BeginRead(buffer, 0, buffer.Length, InputReadComplete, null);
//buffer = new byte[1]
Now that I plan to scale the application up, I think a size of 1 will result in a lot of CPU usage, and want to increase that number, but I still don't want the stream to just block. Is it possible to get the stream to return if no more bytes are read in the next 5 seconds or something similar?
Async Option
You can use a timer in the async callback method to complete the operation if no bytes are received for e.g. 5 seconds. Reset the timer every time bytes are received. Start it before BeginRead.
Sync Option
Alternatively, you can use the ReceiveTimeout property of the underlying socket to establish a maximum time to wait before completing the read. You can use a larger buffer and set the timeout to e.g. 5 seconds.
From the MSDN documentation that property only applies to a synchronous read. You could perform a synchronous read on a separate thread.
UPDATE
Here's rough, untested code pieced together from a similar problem. It will probably not run (or be bug-free) as-is, but should give you the idea:
private EventWaitHandle asyncWait = new ManualResetEvent(false);
private Timer abortTimer = null;
private bool success = false;
public void ReadFromTwitter()
{
abortTimer = new Timer(AbortTwitter, null, 50000, System.Threading.Timeout.Infinite);
asyncWait.Reset();
input.BeginRead(buffer, 0, buffer.Length, InputReadComplete, null);
asyncWait.WaitOne();
}
void AbortTwitter(object state)
{
success = false; // Redundant but explicit for clarity
asyncWait.Set();
}
void InputReadComplete()
{
// Disable the timer:
abortTimer.Change(System.Threading.Timeout.Infinite, System.Threading.Timeout.Infinite);
success = true;
asyncWait.Set();
}
NetworkStream stream = socket.GetStream();
if (stream.CanRead)
{
while (true)
{
int i = stream.Read(buf, 0, 1024);
result += Encoding.ASCII.GetString(buf, 0, i);
}
}
Above code was designed to retrieve message from a TcpClient while running on a separate thread. Read Method works fine until it is supposed to return -1 to indicate there is nothing to read anymore; instead, it just terminates the thread it is running on without any apparent reason - tracing each step using the debugger shows that it just stops running right after that line.
Also I tried encapsulating it with a try ... catch without much success.
What could be causing this?
EDIT: I tried
NetworkStream stream = socket.GetStream();
if (stream.CanRead)
{
while (true)
{
int i = stream.Read(buf, 0, 1024);
if (i == 0)
{
break;
}
result += Encoding.ASCII.GetString(buf, 0, i);
}
}
thanks to #JonSkeet, but the problem is still there. The thread terminates at that read line.
EDIT2: I fixed the code like this and it worked.
while (stream.DataAvailable)
{
int i = stream.Read(buf, 0, 1024);
result += Encoding.ASCII.GetString(buf, 0, i);
}
I think the problem was simple, I just didn't think thoroughly enough. Thanks everyone for taking a look at this!
No, Stream.Read returns 0 when there's nothing to read, not -1:
Return value
The total number of bytes read into the buffer. This can be less than the number of bytes requested if that many bytes are not currently available, or zero (0) if the end of the stream has been reached.
My guess is that actually, no exception is being thrown and the thread isn't being aborted - but it's just looping forever. You should be able to see this if you step through in the debugger. Whatever's happening, your "happy" termination condition will never be hit...
Since you're trying to read ASCII characters, from a stream, take a look at the following as a potentially simpler way to do it:
public IEnumerable<string> ReadLines(Stream stream)
{
using (StreamReader reader = new StreamReader(stream, Encoding.ASCII))
{
while (!reader.EndOfStream)
yield return reader.ReadLine();
}
}
While this may not be exactly what you want, the salient points are:
Use a StreamReader to do all the hard work for you
Use a while loop with !reader.EndOfStream to loop through the stream
You can still use reader.Read(buffer, 0, 1024) if you'd prefer to read chunks into a buffer, and append to result. Just note that these will be char[] chunks not byte[] chunks, which is likely what you want.
It looks to me like it is simply blocking - i.e. waiting on the end of the stream. For it to return a non-positive number, it is necessary that the stream be closed, i.e. the the caller has not only sent data, but has closed their outbound socket. Otherwise, the system cannot distinguish between "waiting for a packet to arrive" and "the end of the stream".
If the caller is sending one message only, they should close their outbound socket after sending (they can keep their inbound socket open for a reply).
If the caller is sending multiple messages, then you must use a framing approach to read individual sub-messages. In the case of a text-based protocol this usually means "hunt the newline".