I have an application that makes a couple hundred TCP connections at the same time, and receives a constant stream of data from them.
private void startReceive()
{
SocketAsyncEventArgs e = new SocketAsyncEventArgs();
e.Completed += receiveCompleted;
e.SetBuffer(new byte[1024], 0, 1024);
if (!Socket.ReceiveAsync(e)) { receiveCompleted(this, e); }
}
void receiveCompleted(object sender, SocketAsyncEventArgs e)
{
ProcessData(e);
if (!Socket.ReceiveAsync(e)) { receiveCompleted(this, e); }
}
My attempts led to something like this:
private async void StartReceive()
{
byte[] Buff = new byte[1024];
int recv = 0;
while (Socket.Connected)
{
recv = await NetworkStream.ReadAsync(Buff, 0, 1024);
ProcessData(Buff,recv);
}
}
The issue I had was the method calling StartReceive()
would block, and not get to the accompanying StartSend() method called after
StartReceive(). Creating a new task for
StartReceive()would just end up with 300-ish threads, and it seems to do so just by calling
StartReceive()` anyways.
What would be the correct method of implementing the new async
and await
keywords on my existing code while using a NetworkStream
so it is using the thread pool that Socket.SendAsync()
and Socket.ReceiveAsync()
are using to avoid having to have hundreds of threads/tasks?
Is there any performance advantage of using networkstream
in this manner over i/o completion ports with beginreceive
?
You're changing two things at once here: the asynchronous style (SocketAsyncEventArgs
to Task
/async
) and the level of abstraction (Socket
to NetworkStream
).
Since you're already comfortable with Socket
, I recommend just changing the asynchronous style, and continue using the Socket
class directly.
The Async CTP doesn't give Socket
any async
-compatible methods (which is weird; I assume they were left out by mistake and will be added in .NET 4.5).
It's not that hard to create your own ReceiveAsyncTask
extension method (and similar wrappers for other operations) if you use my AsyncEx library:
public static Task<int> ReceiveAsyncTask(this Socket socket,
byte[] buffer, int offset, int size)
{
return AsyncFactory<int>.FromApm(socket.BeginReceive, socket.EndReceive,
buffer, offset, size, SocketFlags.None);
}
Once you do that, your StartReceive
can be written as such:
private async Task StartReceive()
{
try
{
var buffer = new byte[1024];
while (true)
{
var bytesReceived = await socket.ReceiveAsyncTask(buffer, 0, 1024)
.ConfigureAwait(false);
ProcessData(buffer, bytesReceived);
}
}
catch (Exception ex)
{
// Handle errors here
}
}
Now, to address many minor points:
await
doesn't spawn a new thread. I wrote up an async/await intro on my blog, as have many others. async
/await
allows concurrency, but that doesn't necessarily imply multithreading.async
/await
is not a brand new form of asynchronous processing; it's just an easier way to express asynchronous processing. It still uses IOCPs underneath. async
/await
has slightly lower performance than the lower-level methods; its appeal is the ease of writing and composing asynchronous methods.async
/await
. Stephen Toub on the Parallel Team wrote up some example socket-specific awaitables that can help with that issue. (I recommend using the straightforward pattern first, and only using the performance-enhanced approach if you find it necessary; still, it's good to know it's out there if you do end up needing it).Task
unless you really need them to return void
. Task
is awaitable, so your method is composable (and more easily testable); void
is more like "fire and forget".ConfigureAwait(false)
to tell the rest of the async
method to execute on a thread pool thread. I use this in my example above so that ProcessData
is executed in a thread pool thread, just like it was when using SocketAsyncEventArgs
.Socket.Connected
is useless. You need to send data to detect if the connection is still valid.
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