SocketAsyncEventArgs "pooled byte[]"样式是否有助于降低内存需求?



我看不出池化SocketAsyncEventArgs样式如何帮助我减少为许多并发连接提供服务的服务器的内存消耗。

是的,它提供了一种替代MS的Begin/End样式的方法,前面MSDN页面将其描述为需要a System.IAsyncResult object be allocated for each asynchronous socket operation

最初的研究让我相信,出于某种原因,它最多只允许我分配少数字节数组,并在数千个并发连接的客户端之间共享它们。

但是,如果我想在数千个客户端连接上等待数据,我必须调用ReceiveAsync数千次,每次都提供一个不同的字节数组(封装在SocketAsyncEventArgs中),然后这数千个数组将一直停留在那里,直到客户端决定发送时为止,这可能是10秒。

因此,除非我在客户端发送数据的时候调用ReceiveAsync(或者在那之后,依赖于一些网络堆栈缓冲区?)——这是客户端的决定,对服务器来说是不可预测的,否则我运气不好,字节数组会坐在那里,无所事事地等待客户端移动底部。

我希望用一个单字节数组(或者,如果并行化有意义的话,每个侦听线程可能只有一个数组)侦听数千个连接,一旦这些连接中的任何一个发送了一些东西(无论如何都必须先进入某个网络堆栈缓冲区),它就会被复制到那个数组中,我的侦听器就会被调用,并且一旦监听器完成,就可以重用该数组。

Socket.*Async()方法确实不可能做到这一点吗?

在.net的套接字库中,这样的事情可能发生吗?

不可能为多个套接字操作共享同一内存(或者如果共享,则会收到未定义的结果)。

您可以通过一开始只读取1个字节来避免这个问题。当读取完成时,很可能会有更多的数据到来。因此,对于下一次读取,您可以使用更有效的大小,如4KB(或者询问DataAvailable属性——这大约是该属性的唯一有效用例)。

MSDN的文章解释了池是如何工作的。本质上:

a) 如果有可用的池实例,则使用该池实例,否则创建一个新实例。

b) 完成后,将实例返回到池中,以便可以重用它。

最终,池大小将增长以容纳所有请求,或者,例如,您可以将池配置为具有最大实例计数,并在存在对实例的请求、已达到最大池大小并且池当前为空时进行阻止。此策略可防止池以不受控制的方式增长。

以下是一个实现的示意图,结合了usr出色的byte[1]解决方法建议,并展示了如何在不牺牲性能的情况下将有些繁琐的Socket.xxxAsync方法完全隐藏在SimpleAsyncSocket中。

使用SimpleAsyncSocket的简单异步echo服务器可能是这样的。

readonly static Encoding Enc = new UTF8Encoding(false);
SimpleAsyncSocket _simpleSocket;
void StartEchoServer(Socket socket)
{
    _simpleSocket = new SimpleAsyncSocket(socket, OnSendCallback,
        _receiveBufferPool, OnReceiveCallback);
}
bool OnReceiveCallback(SimpleAsyncSocket socket,
    ArraySegment<byte> bytes)
{
    var str = Enc.GetString(bytes.Array, bytes.Offset, bytes.Count);
    _simpleSocket.SendAsync(new ArraySegment<byte>(Enc.GetBytes(str)));
    return false;
}
void OnSendCallback(SimpleAsyncSocket asyncSocket,
    ICollection<ArraySegment<byte>> collection, SocketError arg3)
{
    var bytes = collection.First();
    var str = Enc.GetString(bytes.Array, bytes.Offset, bytes.Count);
}

以下是实现的示意图:

class SimpleAsyncSocket
{
    private readonly Socket _socket;
    private readonly Pool<byte[]> _receiveBufferPool;
    private readonly SocketAsyncEventArgs _recvAsyncEventArgs;
    private readonly SocketAsyncEventArgs _sendAsyncEventArgs;
    private readonly byte[] _waitForReceiveEventBuffer = new byte[1];
    private readonly Queue<ArraySegment<byte>> _sendBuffers = new Queue<ArraySegment<byte>>();
    public SimpleAsyncSocket(Socket socket, Action<SimpleAsyncSocket, ICollection<ArraySegment<byte>>, SocketError> sendCallback,
        Pool<byte[]> receiveBufferPool, Func<SimpleAsyncSocket, ArraySegment<byte>, bool> receiveCallback)
    {
        if (socket == null) throw new ArgumentNullException("socket");
        if (sendCallback == null) throw new ArgumentNullException("sendCallback");
        if (receiveBufferPool == null) throw new ArgumentNullException("receiveBufferPool");
        if (receiveCallback == null) throw new ArgumentNullException("receiveCallback");
        _socket = socket;
        _sendAsyncEventArgs = new SocketAsyncEventArgs();
        _sendAsyncEventArgs.UserToken = sendCallback;
        _sendAsyncEventArgs.Completed += SendCompleted;
        _receiveBufferPool = receiveBufferPool;
        _recvAsyncEventArgs = new SocketAsyncEventArgs();
        _recvAsyncEventArgs.UserToken = receiveCallback;
        _recvAsyncEventArgs.Completed += ReceiveCompleted;
        _recvAsyncEventArgs.SetBuffer(_waitForReceiveEventBuffer, 0, 1);
        ReceiveAsyncWithoutTheHassle(_recvAsyncEventArgs);
    }
    public void SendAsync(ArraySegment<byte> buffer)
    {
        lock (_sendBuffers)
            _sendBuffers.Enqueue(buffer);
        StartOrContinueSending();
    }
    private void StartOrContinueSending(bool calledFromCompleted = false)
    {
        lock (_waitForReceiveEventBuffer) // reuse unrelated object for locking
        {
            if (!calledFromCompleted && _sendAsyncEventArgs.BufferList != null)
                return; // still sending
            List<ArraySegment<byte>> buffers = null;
            lock (_sendBuffers)
            {
                if (_sendBuffers.Count > 0)
                {
                    buffers = new List<ArraySegment<byte>>(_sendBuffers);
                    _sendBuffers.Clear();
                }
            }
            _sendAsyncEventArgs.BufferList = buffers; // nothing left to send
            if (buffers == null)
                return;
        }
        if (!_socket.SendAsync(_sendAsyncEventArgs))
            // Someone on stackoverflow claimed that invoking the Completed
            // handler synchronously might end up blowing the stack, which
            // does sound possible. To avoid that guy finding my code and
            // downvoting me for it (and maybe just because it's the right
            // thing to do), let's leave the call stack via the ThreadPool
            ThreadPool.QueueUserWorkItem(state => SendCompleted(this, _sendAsyncEventArgs));
    }
    private void SendCompleted(object sender, SocketAsyncEventArgs args)
    {
        switch (args.LastOperation)
        {
            case SocketAsyncOperation.Send:
                {
                    try
                    {
                        var bytesTransferred = args.BytesTransferred;
                        var sendCallback = (Action<SimpleAsyncSocket, ICollection<ArraySegment<byte>>, SocketError>)args.UserToken;
                        // for the moment, I believe the following commented-out lock is not
                        // necessary, but still have to think it through properly
                        // lock (_waitForReceiveEventBuffer) // reuse unrelated object for locking
                        {
                            sendCallback(this, args.BufferList, args.SocketError);
                        }
                        StartOrContinueSending(true);
                    }
                    catch (Exception e)
                    {
                        args.BufferList = null;
                        // todo: log and disconnect
                    }

                    break;
                }
            case SocketAsyncOperation.None:
                break;
            default:
                throw new Exception("Unsupported operation: " + args.LastOperation);
        }
    }
    private void ReceiveCompleted(object sender, SocketAsyncEventArgs args)
    {
        switch (args.LastOperation)
        {
            case SocketAsyncOperation.Receive:
                {
                    var bytesTransferred = args.BytesTransferred;
                    var buffer = args.Buffer;
                    if (args.BytesTransferred == 0) // remote end closed connection
                    {
                        args.SetBuffer(null, 0, 0);
                        if (buffer != _waitForReceiveEventBuffer)
                            _receiveBufferPool.Return(buffer);
                        // todo: disconnect event
                        return;
                    }
                    if (buffer == _waitForReceiveEventBuffer)
                    {
                        if (args.BytesTransferred == 1)
                        {
                            // we received one byte, there's probably more!
                            var biggerBuffer = _receiveBufferPool.Take();
                            biggerBuffer[0] = _waitForReceiveEventBuffer[0];
                            args.SetBuffer(biggerBuffer, 1, biggerBuffer.Length - 1);
                            ReceiveAsyncWithoutTheHassle(args);
                        }
                        else
                            throw new Exception("What the heck");
                    }
                    else
                    {
                        var callback = (Func<SimpleAsyncSocket, ArraySegment<byte>, bool>)args.UserToken;
                        bool calleeExpectsMoreDataImmediately = false;
                        bool continueReceiving = false;
                        try
                        {
                            var count = args.Offset == 1
                                            // we set the first byte manually from _waitForReceiveEventBuffer
                                            ? bytesTransferred + 1
                                            : bytesTransferred;
                            calleeExpectsMoreDataImmediately = callback(this, new ArraySegment<byte>(buffer, 0, count));
                            continueReceiving = true;
                        }
                        catch (Exception e)
                        {
                            // todo: log and disconnect
                        }
                        finally
                        {
                            if (!calleeExpectsMoreDataImmediately)
                            {
                                args.SetBuffer(_waitForReceiveEventBuffer, 0, 1);
                                _receiveBufferPool.Return(buffer);
                            }
                        }
                        if (continueReceiving)
                            ReceiveAsyncWithoutTheHassle(args);
                    }
                    break;
                }
            case SocketAsyncOperation.None:
                break;
            default:
                throw new Exception("Unsupported operation: " + args.LastOperation);
        }
    }
    private void ReceiveAsyncWithoutTheHassle(SocketAsyncEventArgs args)
    {
        if (!_socket.ReceiveAsync(args))
            // Someone on stackoverflow claimed that invoking the Completed
            // handler synchronously might end up blowing the stack, which
            // does sound possible. To avoid that guy finding my code and
            // downvoting me for it (and maybe just because it's the right
            // thing to do), let's leave the call stack via the ThreadPool
            ThreadPool.QueueUserWorkItem(state => ReceiveCompleted(this, args));
    }
}

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