Running graphics display on multiple systems, keeping synched - c#

I have a series of systems on a LAN running a synchronized display routine. For example, think of a chorus line. The program they ran is fixed. I have each "client" download the entire routine, and then contact the central "server" at fixed points in the routine for synchronization. The routine itself is mundane with, perhaps, 20 possible instructions.
Each client runs the same routine, but they can be doing completely different things at any one time. One part of the chorus line can be kicking left, another part kicking right, but all in time with each other. Clients can join and drop out at any time, but they're all assigned a part. If no-one is there to run the part, it just doesn't get run.
This is all coded in C# .Net.
The client display is a Windows Forms application. The server accepts TCP connections, and then services them round-robin fashion, keeping a master clock of what's going on. The clients send a signal that says "I've reached sync-point 32" (or 19, or 5, or whatever) and waits for the server to acknowledge and then moves on. Or the server can say "No, you need to start at sync-point 15".
This all works great. There is a minor bit of delay between the first and last clients to hit a sync-point, but it's hardly noticeable. Ran for months.
Then the Specification changed.
Now the clients need to respond to near real-time instructions from the server -- it's no longer a pre-set dance program. The server is going to be sending instructions out and the dance program is made up on the fly. I get the fun job of re-designing the protocol, the servicing loops, and the programming instructions.
My toolkit includes anything in a standard .Net 3.5 toolbox. Installing new software is a pain in the arse, since so many systems (clients) can be involved.
I'm looking for suggestions on keeping the clients synced (some sort of latching system? UDP? Broadcast?), distribution of the "dance program", anything that might make this easier than a traditional Client/Server TCP arrangement.
Keep in mind that there are time/speed limitations going on as well. I could put the dance program in a network database, but I'd have to shove instructions in fairly quickly and there'd be a lot of readers using a rather thick protocol (DBI, SqlClient, etc..) to get a small bit of text. That seems overly complex. And I still need something to keep them all displaying in sync.
Suggestions? Opinions? Wild-ass speculation? Code examples?
PS: Answers may not get marked as "correct" (since this isn't a "correct" answer), but +1 votes for good suggestions for sure.

I did something similar (quite a while back) with synchronizing a bank of 4 displays, each run by a single system, receiving messages from a central server.
The architecture we finally settled on after a fair amount of testing involved having one "master" machine. In your case, this would be having one of your 20 clients that acts as the master, and have it connect to the server via TCP.
The server then would send the entire series of commands for the series through to that one machine.
That machine then used UDP to broadcast real-time instructions to each of the other machines (the 19 other clients on its LAN) to keep their displays up to date. We used UDP for a couple reasons here - there was lower overhead involved, which helped keep the total resource usage down. Also, since you're updating in real-time, if one or two "frames" was out of sync, it was never noticable, at least not noticeable enough for our purposes (having a human sitting and interacting with the system).
The key point to this working smoothly, though, is having an intelligent communication means between the main server and the "master" machine - you want to keep the bandwidth as low as possible. In a case like yours, I'd probably come up with a single binary blob that had the current instruction set for the 20 machines, in its smallest form. (Maybe something like 20 bytes, or 40 bytes if you need it, etc). The "master" machine would then worry about translating this out to the other 19 machines and itself.
There are some nice things about this - the server has a much easier time transmitting to one machine in the cluster instead of every machine in the cluster. This let us, for example, have one single, centralized server "drive" multiple clusters efficiently, without having ridiculous hardware requirements anywhere. It also keeps the client code very, very simple. It just has to listen for a UDP datagram and do whatever it says - in your case, it sounds like it would have one of 20 commands, so the client becomes very, very simple.
The "master" server is the trickiest. In our implementation, we actually had the same client code on it as the other 19 (as a separate proces) and one "translation" process that took the blob, broke it into 20 pieces, and transmitted them. It was fairly simple to write, and worked very well.

Related

What is the best Method for monitoring a large number of clients reliably with good performance

This is more of a programming strategy and direction question, than the actual code itself.
I am programming in C-Sharp.
I have an application that remotely starts processes on many different clients on the network, could be up to 1000 clients in theory.
It then monitors the status of the remote processes by reading a log file on each client.
I currently do this by running one thread that loops through all of the clients in a list, and reading the log file. It works fine for 10 or 20 machines, but 1000 would probably be untenable.
There are several problems with this approach:
First, if the thread doesn’t finish reading all of the client statuses before it’s called again, the client statuses at the end of the list might not be read and updated.
Secondly, if any client in the list goes offline during this period, the updating hangs, until that client is back online again.
So I require a different approach, and have thought up a few possible ways to resolve this.
Spawn a separate thread for each client, to read their log file and update its progress.
a. However, I’m not sure if having 1000 threads running on my machine is something that would be acceptable.
Test the connect for each machine first, before trying to read the file, and if it cannot connect, then just ignore it for that iteration and move on to the next client in the list.
a. This still has the same problem of not getting through the list before the next call, and causes more delay and it tries to test the connection via a port first. With 1000 clients, this would be noticeable.
Have each client send the data to the machine running the application whenever there is an update.
a. This could create a lot of chatter with 1000 machines trying to send data repeatedly.
So I’m trying to figure if there is another more efficient and reliable method, that I haven’t considered, or which one of these would be the best.
Right now I’m leaning towards having the clients send updates to the application, instead of having the application pulling the data.
Looking for thoughts, concerns, ideas and recommendations.
In my opinion, you are doing this (Monitoring) the wrong way. Instead of keeping all logs in a text file, you'd better preserve them in a central data repository that can be of any kind. With respect to the fact that you are monitoring the performance of those system, your design and the mechanism behind it must not impact the performance of the target systems negatively, and with this design the disk and CPU would be involved so much in certain cases that can result in a performance issue itself.
I recommend you to create a log repository server using a fast in-memory database like Redis, and send logged data directly to that server. Keep in mind that this database must be running on a different virtual machine. You can then tune Redis to store received data on physical Disk once a particular number of indexes are reached or a particular interval elapses. The in-memory feature here is advantageous as you may need to query information a lot in a monitoring application like this. On the other hand, the performance of Redis is so high that it efficiently passes processing millions of indexes.
The blueprint for you is that:
1- Centralize all log data in a single repository.
2- Configure clients to send monitored information to the centralized repository.
3- Read the data from the centralized repository by the main server (monitoring system) when required.
I'm not trying to advertise for a particular tool here as I'm only sharing my own experience. There's many more tools that you can use for this purpose such as ElasticSearch.

Very Slow PLC Programming and Fault Finding

I am working in a full production environment that has a range of PLCS around our production mill, each of these PLC's talk back through a 'DataHighway +' network back to a special PC on our LAN Network called the MicroLinks PC. This has the ROCKWELL OPC RSLinx Classic server software on it.
So, recently I have put together a piece of .NET software in c# using the OPC .NET API to read to ROCKWELL OPC server on the Microlinks PC and sync data back into our MYSQL database that is sat on our WINDOWS R2 server PC
Ever since turning on the .net software, the engineers on site have experienced a massive slow down in developing new PLC scripts and fault finding.
Some of the reports are even as bad as 10 second lags.
Consequently, we have had to turn of the .NET software to sync the data to allow the Engineers to do their work swiftly without issues.
So i am looking for some advice on where or what i should look for, any resources to read for this type of problem etc. As PLC and networks are way out of my depth, I am just the .NET programmer.
Here is the structure of our network:
I'm not sure which type of rockwell PLCs you are using. I'm most familiar with the ControlLogix platform so I'll talk about that.
The ethernet card in a controllogix PLC connects at 100Mb/s but the card can't actually handle 100Mb/s continuously. A 1756-ENBt card can handle about 5000 packets per second, the EN2T roughly double that. There are formulas in the rockwell docs explain how to calculate packets per second but another option when you have a running system is to connect the 'Logix5000 task monitor' that comes with RS Logix and verify the CPU usage of the Ethernet card I think Rockwell recommends you keep it under 60%. If you are requesting too many packets then this CPU won't keep up
The PLC itself can starve communications. Controllogix has a "overhead time slice" setting which is the percent of time the PLC spends servicing communication tasks as opposed to running its own logic. Increasing this percentage can improve comms a bit.
It sounds like your program is putting a large burden on the PLC. Does it get better if you slow down your app so that it is not pulling as much data as fast?
One easy way to reduce the number of packets required to retrieve a block of data without slowing down the update rate is to put it all in one array. RSLinx will then be able to optimize the request instead of pulling individual tags
I have had plenty of troubles using Rockwell RSLinx on my local PC trying to find the IP address of a PLC plugged directly into my ethernet port. Using the "Autobrowse" option, it completely locks up my PC trying to scan the ports and IP addresses for targets.
It might just be poorly optimized Rockwell software causing issues. You also may be exchanging a whole lot of data and your server PC is struggling to keep up.
I would contact Rockwell/Allen Bradley support for help with this. They will probably want some cash to help you.
You're almost deinifitely over-polling the PLC. Try polling less and less frequently until find a value that doesn't slow down the network For example, if you're requesting data every 100ms now, change that once per second. Then once per minute. Then once every 15 minutes. At each step check the comms speed for the programming terminals.

C# Client-Server Time Tracker: How should I implement the networking?

I'm writing an application in C# that allows people to track the amount of time they spend on tasks. It can be used by a single person to track their own personal time, but it will also be able to work in, for example, a company - like, if they want to track the amount of time spend on some project.
The data being stored by this program is pretty simple - a collection of all the tasks and each "block" of time that was spent on it (including date, start/stop time, and length of time spent).
For the multiuser functionality, my plan was to have a single server that the clients send updates to the tracked time. I don't think the clients will need a continuous connection as the updates would typically be pretty far apart.
Additionally, as both the server and the client will store a copy of the data, either of them can ask for a copy from the other if there's a data loss on either. Femaref has informed me that this is a poor idea, so I've removed it.
So, my question is, how should I approach this? I've seen some C# client/server tutorials, but those seem to be geared towards continuous connections.
Your best bet is to track the data separately. First Allow users to track there own time, and just store that in a local db (you can use something like csharp-sqlite ), then when the user connects sync what data you want to keep on server.
For data that you want to track sever side your just going to want the app to sign in and say its starting a task and then sign out when its stopping a task(then have the server side hit the db functions)(your going to want to keep the user data, and the server data separate, so you know what you can trust, and what implications there are for using what data ) .
Obviously, your going to want to handle situations where a task goes on longer then expected. For example someone forgets to say there done with the task(like there computer just crashes)(you can do this by having your app just say its still working on a task every so often).
The best way I have found to get around issues that are caused by trusting peoples input is to just tie into something like your local A.D or LDAP and allow management control(because in the end they are the ones that sort out any messes that come from people having the wrong hours) thats all handled server side. If you don't have A.D or LDAP, you might have to consider implementing some kind of RSA key mechanism for authentication and authority chains.
For talking to the server side process on the client, I suggest something like SOAP (SOAP using C#). That way you can move your server language to what ever makes your feel all warm and fuzzy.
This is a bit of a broad question so its hard to cover everything, but it should give you some leads in the right direction.

Persisting 140 TCP connections?

We are currently investigating the most efficient way of communicating between 120-140 embedded hardware devices running on the .NET Micro framework and a server.
Each embedded device needs to send to, and request information from the server on a fairly regular basis all in real time through TCP.
My question is this: Would it be better to initialise 140 TCP connections to the server, and then hang on to these connections, or initialise a new connection for each requests to and from the devices? Would holding on to and managing 140 TCP connections put a lot of strain on the server?
When the server detects new data in the database it needs to send this new info to 1..* devices (information is targeted to specific devices), if I held on to the 140 connections I would need to do a lookup for the correct connection each time I needed to send information instead of just sending to an IP:PORT associated with the new data.
I guess another possibly stupid question would be is it actually possibly to hang on to 140 TCP connections on a single port?
Any suggestions/comments are appreciated!
In general you are better maintaining the connections for as long as possible. If you have each device opening a connection each time it sends a message you can end up effectively DoS'ing the server as it ends up with lots of sockets in the TIME_WAIT state taking up space in it's tables.
I worked on a system where there were a bunch of clients talking to a server and while they could be turned on and off regularly, it was still better to maintain the connection (and re-establish it when it had dropped and a new message needed to be sent). You may end up needing to write slightly more complex code, but I've found it to be well worth the effort for the reduced load on the server.
Modern operating systems may have bigger buffers than the ones I actually encountered the DoS effect on, but it's fundamentally not the best idea to be using lots of connections like that.
Things can get relatively complicated on the client side, especially when the device tends to go to sleep transparently to the application because that means connections will time out while the app thinks they are still open. When we did this we ended up with relatively complex network code because we needed to deal with the fact that the sockets could (and would) fail as a matter of course and we simply needed to setup a new connection and re-attempt sending the message. You just tuck this code away into your libraries and forget about it once it's done though.
In actual fact in practice our initial application had even more complex code because it was dealing with a network library that was semi-aware of the stop start nature of the devices and tried to resend failed messages, sometimes meaning that the same message got sent twice. We ended up doing an extra layer of communication on top in order to ensure duplicates got rejected. If you're using C# or regular BSD style sockets you shouldn't have that problem though I'm guessing. This was a proprietary library that managed the reconnects but caused headaches with the resends and it's inappropriate default time-outs.
You usually can connect much more than 140 "clients" to a server (that is with decent network / HW / RAM)...
I recommend always to test this sort of thing with real scenarios (load etc.) to decide since there are aspects like network (performance, stability...), HW (server RAM etc.) and SW (what does the server exactly do?) that can only be checked by you.
Depending on the protocol you could/should even put some timeout/reconnect mechanism in there.
The lookup you mean would be really fast - just use ConcurrentDictionary to hold the needed information with IP:PORT as the key (assuming the server runs on a full .NET 4).
For some references see:
http://msdn.microsoft.com/en-us/library/dd287191.aspx
http://geekswithblogs.net/BlackRabbitCoder/archive/2011/02/17/c.net-little-wonders-the-concurrentdictionary.aspx
EDIT - as per comments:
Holding on to a TCP/IP connection doesn't take much processing client-side... it costs a bit of memory. I would recommend to do a small test (1-2 clients) to check this assumption for your specific case.
If you are talking about a system with hardware devices then I suggest to go with closing the connection every time the client finishes sending data.
To make sure the client gets some update from the server, the client can wait for a 5 second period for any data to arrive from the server. If the data is received within/before this timeframe, then close the connection and process the data. If not, close the connection and wait after sending next set of data.
This way scaling becomes much easier. Keeping the connections open always leads to strain on the resources and in my opinion is not necessary unless it is some life-saving device like heart rate monitor, oxygen supply monitor etc.,

Need help with the architecture for a penny bidding website

I'm trying to create a website similar to BidCactus and LanceLivre.
The specific part I'm having trouble with is the seconds aspect of the timer.
When an auction starts, a timer of 15 seconds starts counting down, and every time a person bids, the timer is reset and the price of the item is increased by 0,01$.
I've tried using SignalR for this bit, and while it does work well during trials runs in the office, it's just not good enough for real world usage where seconds count. I would get HTTP 503 errors when too many users were bidding and idling on the site.
How can I make the timer on the clients end shows the correct remaining time?
Would HTTP GETting that information with AJAX every second allow me to properly display the missing time? That's a request each second!
And not only that, but when a user requests that GET, I calculate remaining seconds, but until the user see's that response, that time is no longer useful as a second or more might pass between processing and returning. Do you see my conundrum?
Any suggestions on how to approach this problem?
There are a couple problems with the solution you described:
It is extremely wasteful. There is already a fairly high accuracy clock built into every computer on the Internet.
The Internet always has latency. By the time the packet reaches the client, it will be old.
The Internet is a variable-latency network, so the time update packets you get could be as high or higher than one second behind for one packet, and as low as 20ms behind for another packet.
It takes complicated algorithms to deal with #2 and #3.
If you actually need second-level accuracy
There is existing Internet-standard software that solves it - the Network Time Protocol.
Use a real NTP client (not the one built into Windows - it only guarantees it will be accurate to within a couple seconds) to synchronize your server with national standard NTP servers, and build a real NTP client into your application. Sync the time on your server regularly, and sync the time on the client regularly (possibly each time they log in/connect? Maybe every hour?). Then simply use the system clock for time calculations.
Don't try to sync the client's system time - they may not have access to do so, and certainly not from the browser. Instead, you can get a reference time relative to the system time, and simply add the difference as an offset on client-side calculations.
If you don't actually need second-level accuracy
You might not really need to guarantee accuracy to within a second.
If you make this decision, you can simplify things a bit. Simply transmit a relative finish time to the client for each auction, rather than an absolute time. Re-request it on the client side every so often (e.g. every minute). Their global system time may be out of sync, but the second-hand on their clock should pretty accurately tick down seconds.
If you want to make this a little more slick, you could try to determine the (relative) latency for each call to the server. Keep track of how much time has passed between calls to the server, and the time-left value from the previous call. Compare them. Then, calculate whichever is smaller, and base your new time off that calculation.
I'd be careful when engineering such a solution, though. If you get the calculations wrong, or are dealing with inaccurate system clocks, you could break your whole syncing model, or unintentionally cause the client to prefer the higest latency call. Make sure you account for all cases if you write the "slick" version of this code :)
One way to get really good real-time communication is to open a connection from the browser to a special tcp/ip socket server that you write on the server. This is how a lot of chat packages on the web work.
Duplex sockets allow you to push data both directions. Because the connection is already open, you can send quite a bit of very fast data across.
In the past, you needed to use Adobe Flash to accomplish this. I'm not sure if browsers have advanced enough to handle this without a plugin (eg, websockets?)
Another approach worth looking at is long polling. In concept, a connection is made to the server that just doesn't die, and it gives you the opportunity on the server to trickle bits of realtime data down to the clients.
Just some pointers. I have written web software using JavaScript <-> Flash <-> Python/PHP, and was please with how it worked.
Good luck.

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