• 异步编程总结


         最近在为公司的分布式服务框架做支持异步调用的开发,这种新特性的上线需要进行各种严格的测试。在并发性能测试时,性能一直非常差,而且非常的不稳定。经过不断的分析调优,发现Socket通信和多线程异步回调存在较为严重的性能问题。经过多方优化,性能终于达标。下面是原版本、支持异步最初版本和优化后版本的性能比较。差异还是非常巨大的。另外说明一下,总耗时是指10000次请求累计执行时间。

    Image

         从上图可以看到,支持异步的版本,在单线程模式下,性能的表现与老版本差异并不明显,但是10线程下差异就非常巨大,而100线程的测试结果反而有所好转。通过分析,两个版本的性能差异如此巨大,主要是因为:

    1. 同步模式会阻塞客户端请求,说白了,在线程内就是串行请求的。但是在异步模式中,线程内的请求不再阻塞,网络流量、后台计算压力瞬间暴涨,峰值是同步模式的100倍。网络传输变成瓶颈点。
    2. 在压力暴涨的情况下,CPU资源占用也会突变, 并且ThreadPool、Task、异步调用的执行都将变慢。

         在网络通信方面,把原先半异步的模式调整为了SocketAsyncEventArgs 模式。下面是Socket通信的几种模型的介绍和示例,总结一下,与大家分享。下次再与大家分享,并发下异步调用的性能优化方案。

    APM方式: Asynchronous Programming Model

        异步编程模型是一种模式,该模式允许用更少的线程去做更多的操作,.NET Framework很多类也实现了该模式,同时我们也可以自定义类来实现该模式。NET Framework中的APM也称为Begin/End模式。此种模式下,调用BeginXXX方法来启动异步操作,然后返回一个IAsyncResult 对象。当操作执行完成后,系统会触发IAsyncResult 对象的执行。 具体可参考: https://docs.microsoft.com/en-us/dotnet/standard/asynchronous-programming-patterns/asynchronous-programming-model-apm

         .net中的Socket异步模式也支持APM,与同步模式或Blocking模式相比,可以更好的利用网络带宽和系统资源编写出具有更高性能的程序。参考具体代码如下:

    服务端监听:
        
    Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
    //本机预使用的IP和端口
    IPEndPoint serverIP = new IPEndPoint(IPAddress.Any, 9050);
    //绑定服务端设置的IP
    serverSocket.Bind(serverIP);
    //设置监听个数
    serverSocket.Listen(1);
    //异步接收连接请求
    serverSocket.BeginAccept(ar =>
    {
        base.communicateSocket = serverSocket.EndAccept(ar);
       AccessAciton();
     }, null);
    客户端连接:
    var communicateSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
       communicateSocket.Bind(new IPEndPoint(IPAddress.Any, 9051));
                 
            //服务器的IP和端口
            IPEndPoint serverIP;
            try
            {
                serverIP = new IPEndPoint(IPAddress.Parse(IP), 9050);
            }
            catch
            {
                throw new Exception(String.Format("{0}不是一个有效的IP地址!", IP));
            }
                 
            //客户端只用来向指定的服务器发送信息,不需要绑定本机的IP和端口,不需要监听
            try
            {
               communicateSocket.BeginConnect(serverIP, ar =>
                {
                    AccessAciton();
                }, null);
            }
            catch
            {
                throw new Exception(string.Format("尝试连接{0}不成功!", IP));
            }
    客户端请求:
        
    if (communicateSocket.Connected == false)
            {
                throw new Exception("还没有建立连接, 不能发送消息");
            }
            Byte[] msg = Encoding.UTF8.GetBytes(message);
            communicateSocket.BeginSend(msg,0, msg.Length, SocketFlags.None,
                ar => {
                     
                }, null);
    服务端响应:
    Byte[] msg = new byte[1024];
            //异步的接受消息
            communicateSocket.BeginReceive(msg, 0, msg.Length, SocketFlags.None,
                ar => {
                    //对方断开连接时, 这里抛出Socket Exception              
                        communicateSocket.EndReceive(ar);
                    ReceiveAction(Encoding.UTF8.GetString(msg).Trim('',' '));
                    Receive(ReceiveAction);
                }, null);

          注意:异步模式虽好,但是如果进行大量异步套接字操作,是要付出很高代价的。针对每次操作,都必须创建一个IAsyncResult对象,而且该对象不能被重复使用。由于大量使用对象分配和垃圾收集,这会影响系统性能。如需要更好的理解APM模式,最了解EAP模式:Event-based Asynchronous Pattern:https://docs.microsoft.com/en-us/dotnet/standard/asynchronous-programming-patterns/event-based-asynchronous-pattern-eap 。

     

    TAP 方式: Task-based Asynchronous Pattern

          基于任务的异步模式,该模式主要使用System.Threading.Tasks.Task和Task<T>类来完成异步编程,相对于APM 模式来讲,TAP使异步编程模式更加简单(因为这里我们只需要关注Task这个类的使用),同时TAP也是微软推荐使用的异步编程模式。APM与TAP的本质区别,请参考我的一篇历史博客:http://www.cnblogs.com/vveiliang/p/7943003.html

         TAP模式与APM模式是两种异步模式的实现,从性能上看没有本质的差别。TAP的资料可参考:https://docs.microsoft.com/en-us/dotnet/standard/asynchronous-programming-patterns/task-based-asynchronous-pattern-tap 。参考具体代码如下:

    服务端:

    publicclassStateContext
    {
       // Client socket.   
       publicSocketWorkSocket =null;
       // Size of receive buffer.   
       publicconstintBufferSize = 1024;
       // Receive buffer.   
       publicbyte[] buffer =newbyte[BufferSize];
       // Received data string.   
       publicStringBuildersb =newStringBuilder(100);
    }
    publicclassAsynchronousSocketListener
    {
       // Thread signal.   
       publicstaticManualResetEventreSetEvent =newManualResetEvent(false);
       publicAsynchronousSocketListener()
        {
        }
       publicstaticvoidStartListening()
        {
           // Data buffer for incoming data.   
           byte[] bytes =newByte[1024];
           // Establish the local endpoint for the socket.   
           IPAddressipAddress =IPAddress.Parse("127.0.0.1");
           IPEndPointlocalEndPoint =newIPEndPoint(ipAddress, 11000);
           // Create a TCP/IP socket.   
           Socketlistener =newSocket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
           // Bind the socket to the local   
           try
            {
                listener.Bind(localEndPoint);
                listener.Listen(100);
               while(true)
                {
                   // Set the event to nonsignaled state.   
                    reSetEvent.Reset();
                   // Start an asynchronous socket to listen for connections.   
                   Console.WriteLine("Waiting for a connection...");
                    listener.BeginAccept(newAsyncCallback(AcceptCallback), listener);
                   // Wait until a connection is made before continuing.   
                    reSetEvent.WaitOne();
                }
            }
           catch(Exceptione)
            {
               Console.WriteLine(e.ToString());
            }
           Console.WriteLine(" Press ENTER to continue...");
           Console.Read();
        }
       publicstaticvoidAcceptCallback(IAsyncResultar)
        {
           // Signal the main thread to continue.   
            reSetEvent.Set();
           // Get the socket that handles the client request.   
           Socketlistener = (Socket)ar.AsyncState;
           Sockethandler = listener.EndAccept(ar);
           // Create the state object.   
           StateContextstate =newStateContext();
            state.WorkSocket = handler;
            handler.BeginReceive(state.buffer, 0,StateContext.BufferSize, 0,newAsyncCallback(ReadCallback), state);
        }
       publicstaticvoidReadCallback(IAsyncResultar)
        {
           Stringcontent =String.Empty;
           StateContextstate = (StateContext)ar.AsyncState;
           Sockethandler = state.WorkSocket;
           // Read data from the client socket.   
           intbytesRead = handler.EndReceive(ar);
           if(bytesRead > 0)
            {
               // There might be more data, so store the data received so far.   
                state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
               // Check for end-of-file tag. If it is not there, read   
               // more data.   
                content = state.sb.ToString();
               if(content.IndexOf("<EOF>") > -1)
                {
                   Console.WriteLine("读取 {0} bytes. 数据: {1}", content.Length, content);
                    Send(handler, content);
                }
               else
                {
                    handler.BeginReceive(state.buffer, 0,StateContext.BufferSize, 0,newAsyncCallback(ReadCallback), state);
                }
            }
        }
       privatestaticvoidSend(Sockethandler,Stringdata)
        {
           byte[] byteData =Encoding.ASCII.GetBytes(data);
            handler.BeginSend(byteData, 0, byteData.Length, 0,newAsyncCallback(SendCallback), handler);
        }
       privatestaticvoidSendCallback(IAsyncResultar)
        {
           try
            {
               Sockethandler = (Socket)ar.AsyncState;
               intbytesSent = handler.EndSend(ar);
               Console.WriteLine("发送 {0} bytes.", bytesSent);
                handler.Shutdown(SocketShutdown.Both);
                handler.Close();
            }
           catch(Exceptione)
            {
               Console.WriteLine(e.ToString());
            }
        }
       publicstaticintMain(String[] args)
        {
            StartListening();
           return0;
        }

    客户端:

    publicclassAsynchronousClient
    {
       // The port number for the remote device.   
       privateconstintport = 11000;
       // ManualResetEvent instances signal completion.   
       privatestaticManualResetEventconnectResetEvent =newManualResetEvent(false);
       privatestaticManualResetEventsendResetEvent =newManualResetEvent(false);
       privatestaticManualResetEventreceiveResetEvent =newManualResetEvent(false);
       privatestaticStringresponse =String.Empty;
       privatestaticvoidStartClient()
        {
           try
            {
             
               IPAddressipAddress =IPAddress.Parse("127.0.0.1");
               IPEndPointremoteEP =newIPEndPoint(ipAddress, port);
               // Create a TCP/IP socket.   
               Socketclient =newSocket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
               // Connect to the remote endpoint.   
                client.BeginConnect(remoteEP,newAsyncCallback(ConnectCallback), client);
                connectResetEvent.WaitOne();
                Send(client,"This is a test<EOF>");
                sendResetEvent.WaitOne();
                Receive(client);
                receiveResetEvent.WaitOne();
               Console.WriteLine("Response received : {0}", response);
               // Release the socket.   
                client.Shutdown(SocketShutdown.Both);
                client.Close();
               Console.ReadLine();
            }
           catch(Exceptione)
            {
               Console.WriteLine(e.ToString());
            }
        }
       privatestaticvoidConnectCallback(IAsyncResultar)
        {
           try
            {
               Socketclient = (Socket)ar.AsyncState;
                client.EndConnect(ar);
               Console.WriteLine("Socket connected to {0}", client.RemoteEndPoint.ToString());
                connectResetEvent.Set();
            }
           catch(Exceptione)
            {
               Console.WriteLine(e.ToString());
            }
        }
       privatestaticvoidReceive(Socketclient)
        {
           try
            {
               StateContextstate =newStateContext();
                state.WorkSocket = client;
                client.BeginReceive(state.buffer, 0,StateContext.BufferSize, 0,newAsyncCallback(ReceiveCallback), state);
            }
           catch(Exceptione)
            {
               Console.WriteLine(e.ToString());
            }
        }
       privatestaticvoidReceiveCallback(IAsyncResultar)
        {
           try
            {
               StateContextstate = (StateContext)ar.AsyncState;
               Socketclient = state.WorkSocket;
               intbytesRead = client.EndReceive(ar);
               if(bytesRead > 0)
                {
                    state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
                    client.BeginReceive(state.buffer, 0,StateContext.BufferSize, 0,newAsyncCallback(ReceiveCallback), state);
                }
               else
                {
                   if(state.sb.Length > 1)
                    {
                        response = state.sb.ToString();
                    }
                    receiveResetEvent.Set();
                }
            }
           catch(Exceptione)
            {
               Console.WriteLine(e.ToString());
            }
        }
       privatestaticvoidSend(Socketclient,Stringdata)
        {
           byte[] byteData =Encoding.ASCII.GetBytes(data);
            client.BeginSend(byteData, 0, byteData.Length, 0,newAsyncCallback(SendCallback), client);
        }
       privatestaticvoidSendCallback(IAsyncResultar)
        {
           try
            {
               Socketclient = (Socket)ar.AsyncState;
               intbytesSent = client.EndSend(ar);
               Console.WriteLine("Sent {0} bytes to server.", bytesSent);
                sendResetEvent.Set();
            }
           catch(Exceptione)
            {
               Console.WriteLine(e.ToString());
            }
        }
       publicstaticintMain(String[] args)
        {
            StartClient();
           return0;
        }
    }

    SAEA方式: SocketAsyncEventArgs

          APM模式、TAP模式虽然解决了Socket的并发问题,但是在大并发下还是有较大性能问题的。这主要是因为上述两种模式都会生产 IAsyncResult 等对象 ,而大量垃圾对象的回收会非常影响系统的性能。为此,微软推出了 SocketAsyncEventArgs 。SocketAsyncEventArgs 是 .NET Framework 3.5 开始支持的一种支持高性能 Socket 通信的实现。SocketAsyncEventArgs 相比于 APM 方式的主要优点可以描述如下,无需每次调用都生成 IAsyncResult 等对象,向原生 Socket 更靠近一些。这是官方的解释:

    The main feature of these enhancements is the avoidance of the repeated allocation and synchronization of objects during high-volume asynchronous socket I/O. The Begin/End design pattern currently implemented by the Socket class for asynchronous socket I/O requires a System.IAsyncResult object be allocated for each asynchronous socket operation.

          SocketAsyncEventArgs主要为高性能网络服务器应用程序而设计,避免了在异步套接字 I/O 量非常大时,大量垃圾对象创建与回收。使用此类执行异步套接字操作的模式包含以下步骤,具体说明可参考:https://msdn.microsoft.com/en-us/library/system.net.sockets.socketasynceventargs(v=vs.110).aspx 。

    1. 分配一个新的 SocketAsyncEventArgs 上下文对象,或者从应用程序池中获取一个空闲的此类对象。
    2. 将该上下文对象的属性设置为要执行的操作(例如,完成回调方法、数据缓冲区、缓冲区偏移量以及要传输的最大数据量)。
    3. 调用适当的套接字方法 (xxxAsync) 以启动异步操作。
    4. 如果异步套接字方法 (xxxAsync) 返回 true,则在回调中查询上下文属性来获取完成状态。
    5. 如果异步套接字方法 (xxxAsync) 返回 false,则说明操作是同步完成的。 可以查询上下文属性来获取操作结果。
    6. 将该上下文重用于另一个操作,将它放回到应用程序池中,或者将它丢弃。

        下面是封装的一个组件代码:

    classBufferManager
        {
           intm_numBytes;                // the total number of bytes controlled by the buffer pool
           byte[] m_buffer;               // the underlying byte array maintained by the Buffer Manager
           Stack<int> m_freeIndexPool;    //
           intm_currentIndex;
           intm_bufferSize;
           publicBufferManager(inttotalBytes,intbufferSize)
            {
                m_numBytes = totalBytes;
                m_currentIndex = 0;
                m_bufferSize = bufferSize;
                m_freeIndexPool =newStack<int>();
            }
           // Allocates buffer space used by the buffer pool
           publicvoidInitBuffer()
            {
               // create one big large buffer and divide that
               // out to each SocketAsyncEventArg object
                m_buffer =newbyte[m_numBytes];
            }
           // Assigns a buffer from the buffer pool to the
           // specified SocketAsyncEventArgs object
           //
           // <returns>true if the buffer was successfully set, else false</returns>
           publicboolSetBuffer(SocketAsyncEventArgsargs)
            {
               if(m_freeIndexPool.Count > 0)
                {
                    args.SetBuffer(m_buffer, m_freeIndexPool.Pop(), m_bufferSize);
                }
               else
                {
                   if((m_numBytes - m_bufferSize) < m_currentIndex)
                    {
                       returnfalse;
                    }
                    args.SetBuffer(m_buffer, m_currentIndex, m_bufferSize);
                    m_currentIndex += m_bufferSize;
                }
               returntrue;
            }
           // Removes the buffer from a SocketAsyncEventArg object.
           // This frees the buffer back to the buffer pool
           publicvoidFreeBuffer(SocketAsyncEventArgsargs)
            {
                m_freeIndexPool.Push(args.Offset);
                args.SetBuffer(null, 0, 0);
            }
        }
       ///<summary>
       ///This class is used to communicate with a remote application over TCP/IP protocol.
       ///</summary>
       classTcpCommunicationChannel
        {
          
           #regionPrivate fields
           ///<summary>
           ///Size of the buffer that is used to receive bytes from TCP socket.
           ///</summary>
           privateconstintReceiveBufferSize = 8 * 1024;//4KB
           ///<summary>
           ///This buffer is used to receive bytes
           ///</summary>
           privatereadonlybyte[] _buffer;
           ///<summary>
           ///Socket object to send/reveice messages.
           ///</summary>
           privatereadonlySocket_clientSocket;
           ///<summary>
           ///A flag to control thread's running
           ///</summary>
           privatevolatilebool_running;
           ///<summary>
           ///This object is just used for thread synchronizing (locking).
           ///</summary>
           privatereadonlyobject_syncLock;
           privateBufferManagerreceiveBufferManager;
           privateSocketAsyncEventArgsreceiveBuff =null;
           #endregion
           #regionConstructor
           ///<summary>
           ///Creates a new TcpCommunicationChannel object.
           ///</summary>
           ///<param name="clientSocket">A connected Socket object that is
           ///used to communicate over network</param>
           publicTcpCommunicationChannel(SocketclientSocket)
            {
                _clientSocket = clientSocket;
                _clientSocket.Blocking =false;
                _buffer =newbyte[ReceiveBufferSize];
                _syncLock =newobject();
                Init();
            }
           privatevoidInit()
            {
               //初始化接收Socket缓存数据
                receiveBufferManager =newBufferManager(ReceiveBufferSize*2, ReceiveBufferSize);
                receiveBufferManager.InitBuffer();
                receiveBuff =newSocketAsyncEventArgs();
                receiveBuff.Completed += ReceiveIO_Completed;
                receiveBufferManager.SetBuffer(receiveBuff);
               //初始化发送Socket缓存数据
            }
           #endregion
           #regionPublic methods
           ///<summary>
           ///Disconnects from remote application and closes channel.
           ///</summary>
           publicvoidDisconnect()
            {
                _running =false;
                receiveBuff.Completed -= ReceiveIO_Completed;
                receiveBuff.Dispose();
               if(_clientSocket.Connected)
                {
                    _clientSocket.Close();
                }
                _clientSocket.Dispose();
            }
           #endregion
         
           publicvoidStartReceive()
            {
                _running =true;
               boolresult = _clientSocket.ReceiveAsync(receiveBuff);
            }
           privatevoidReceiveIO_Completed(objectsender,SocketAsyncEventArgse)
            {
               if(e.BytesTransferred > 0 && e.SocketError ==SocketError.Success && _clientSocket.Connected ==true&& e.LastOperation ==SocketAsyncOperation.Receive)
                {
                   if(!_running)
                    {
                       return;
                    }
                   //Get received bytes count
                   DateTimereceiveTime =DateTime.Now;
                   //Copy received bytes to a new byte array
                   varreceivedBytes =newbyte[e.BytesTransferred];
                   Array.Copy(e.Buffer, 0, receivedBytes, 0, e.BytesTransferred);
                   //处理消息....
                   if(_running)
                    {
                        StartReceive();
                    }
                }
            }
           ///<summary>
           ///Sends a message to the remote application.
           ///</summary>
           ///<param name="message">Message to be sent</param>
           publicvoidSendMessage(byte[] messageBytes)
            {
               //Send message
               if(_clientSocket.Connected)
                {
                   SocketAsyncEventArgsdata =newSocketAsyncEventArgs();
                    data.SocketFlags =SocketFlags.None;
                    data.Completed += (s, e) =>
                    {
                        e.Dispose();
                    };
                    data.SetBuffer(messageBytes, 0, messageBytes.Length);
                   //Console.WriteLine("发送:" + messageBytes.LongLength);
                    _clientSocket.SendAsync(data);
                }
            }
        }

     
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  • 原文地址:https://www.cnblogs.com/xdanny/p/11341128.html
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