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應用程序運行時C#TCP套接字性能下降

[英]C# TCP socket performance degrading as application runs

我寫了一個C#服務器應用程序。 服務器使用異步TCP套接字。

數據包是80-180字節的數據。

對於性能測試,我有一個客戶端連接並連續發送數據包。 通過調試前100個數據包(0-100)在大約5秒內接收。 當服務器收到數據包#300-400時,接收數據包大約需要30秒。 隨着更多接收發生,性能繼續下降。

我環顧四周,一直無法找到解決方案。 我已經嘗試設置Socket.NoDelay標志,以防Nagle算法禁止服務器。

我已經禁用了服務器中的所有功能; 所以它只是收到以確保我沒有失去其他代碼中的性能。

我還檢查了我的CPU利用率,它是~13%。 我有超過2 GB的可用內存。 在運行應用程序時,ram不會不斷增長,利用率也很低。

關於調試什么,看看下一個我感到很遺憾......

編輯:添加代碼示例

public void StartListening()
    {

        try
        {
            IPAddress ipAddress = IPAddress.Parse("192.168.2.60");
            IPEndPoint localEndPoint = new IPEndPoint(ipAddress, m_Port);
            m_MainSocket = new Socket(localEndPoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
            m_MainSocket.NoDelay = true;
            m_MainSocket.Bind(localEndPoint);
            m_MainSocket.Listen(10);
            m_MainSocket.BeginAccept(new AsyncCallback(clientConnected), null);

            System.Diagnostics.Debug.WriteLine("Listening on:Local IP Address: " + localEndPoint.Address.ToString() + " Port :" + localEndPoint.Port.ToString() + "\n");
        }
        catch (SocketException se)
        {
            System.Diagnostics.Debug.WriteLine("Listening Exception \n");
            System.Diagnostics.Debug.WriteLine(se.Message);
        }
    }

    void clientConnected(IAsyncResult ar)
    {
        try
        {
            SocketState state = new SocketState(m_MainSocket.EndAccept(ar));
            Client client = new Client(state);

            if (client.SocketState.clientSocket.Connected)
            {
                System.Diagnostics.Debug.WriteLine("Client #?????? Connected \n");
                AddLogText("Client #?????? Connected \r\n\r\n");
                waitForData(client);
                SetSendButton(true);
            }

            m_MainSocket.BeginAccept(new AsyncCallback(clientConnected), null);
        }
        catch (ObjectDisposedException)
        {
           System.Diagnostics.Debug.WriteLine("Client Connected: Socket has been closed\n");
        }
        catch (SocketException se)
        {
            System.Diagnostics.Debug.WriteLine("Client Connected Exception \n");
            System.Diagnostics.Debug.WriteLine(se.Message);
        }
    }

    void waitForData(Client client)
    {
        try
        {
            SocketState state = new SocketState(client.SocketState.clientSocket);
            client.SocketState.clientSocket = null; 
            client.SocketState = state;
            client.SocketState.clientSocket.BeginReceive(client.SocketState.DataBuffer, 0, client.SocketState.DataBuffer.Length, SocketFlags.None, new AsyncCallback(readDataCallback), client);
        }
        catch (SocketException se)
        {
            System.Diagnostics.Debug.WriteLine("Wait For Data Exception \n");
            System.Diagnostics.Debug.WriteLine(se.Message);
        }

    }

    public void readDataCallback(IAsyncResult ar)
    {
        Client client = (Client)ar.AsyncState;
        try
        {                
            // Read data from the client socket.
            int iRx = client.SocketState.clientSocket.EndReceive(ar);
            client.SocketState.SB.Append(Encoding.ASCII.GetString(client.SocketState.DataBuffer, 0, iRx));
            string sPacketString = client.SocketState.SB.ToString();

            Server formServer = this;
            Packet_Helper packet_helper = new Packet_Helper(sPacketString, formServer);

            Packet packet = new Packet(sPacketString);
            client.SerialNumber = packet.SerialNumber;
            client.FirmwareVersion = packet.FirmwareVersion;
            client.ProductID = packet.ProductID;
            client.HardwareVersion = packet.HardwareVersion;
            if (!m_Clients.ContainsKey(packet.SerialNumber))
            {
                m_Clients.Add(packet.SerialNumber, client);
                UpdateClientList();
                string[] packets = client.refreshAll();
                for (int i = 0; i < packets.Length; i++)
                {
                    byte[] byteData = Encoding.ASCII.GetBytes(packets[i]);
                    client.SocketState.clientSocket.BeginSend(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(SendCallback), client);
                    AddPacketsSentText(packets[i] + "--" + (iSent++).ToString() + "\r\n\r\n");
                }
            }

            System.Diagnostics.Debug.WriteLine("Read " + sPacketString.Length.ToString() + " bytes from " + client.SerialNumber + "\n" + sPacketString + "\n");
            AddLogText("Read " + sPacketString.Length.ToString() + " bytes from " + client.SerialNumber + " \r\n");
            AddLogText(sPacketString.ToString() + "\r\n\r\n");

            waitForData(client);
        }
        catch (ObjectDisposedException)
        {
            System.Diagnostics.Debugger.Log(0, "1", "\nOnDataReceived: Socket has been closed\n");
        }
        catch (SocketException se)
        {
            if (se.ErrorCode == 10054) // Error code for Connection reset by peer
            {
                string sclientSerial = "??????";
                if (client.SerialNumber != null || client.SerialNumber != "")
                    sclientSerial = client.SerialNumber;
                AddLogText("Client " + sclientSerial + " Disconnected" + "\r\n\r\n");
                System.Diagnostics.Debug.WriteLine("Client " + sclientSerial + " Disconnected" + "\n");

                m_Clients.Remove(sclientSerial);
                UpdateClientList();
            }
            else
            {
                System.Diagnostics.Debug.WriteLine("Read Data Exception \n");
                System.Diagnostics.Debug.WriteLine(se.Message);
            }
        }
    }


class SocketState
{
    private Socket m_ClientSocket;                   //Socket connection to the client
    private byte[] m_DataBuffer = new byte[256];        //Buffer to store the data sent by the client
    private StringBuilder m_SB = new StringBuilder();  //for building recieved data into a string 

    /// <summary>
    /// Gets or Sets the client Socket
    /// </summary>
    public Socket clientSocket
    {
        get { return m_ClientSocket; }
        set { m_ClientSocket = value; }
    }

    /// <summary>
    /// Gets the DataBuffer
    /// </summary>
    public byte[] DataBuffer
    {
        get { return m_DataBuffer; }
        set { DataBuffer = value; }
    }

    /// <summary>
    /// Gets or Sets the SB
    /// </summary>
    public StringBuilder SB
    {
        get { return m_SB; }
        set { m_SB = value; }
    }

    public SocketState(Socket socket)
    {
        m_ClientSocket = socket;
        m_ClientSocket.ReceiveBufferSize = 256;
        m_ClientSocket.NoDelay = true;
        //m_DataBuffer = Enumerable.Repeat((byte)0, 256).ToArray();
    }
}      

編輯:添加AddLogText()函數。 此函數用於將文本添加到UI中的文本框。

// Delegate - 啟用異步調用以設置tb_ListeningLog的text屬性

delegate void AddLogTextCallback(string text);

private void AddLogText(string text)
    {
        // InvokeRequired required compares the thread ID of the
        // calling thread to the thread ID of the creating thread.
        // If these threads are different, it returns true.
        if (this.tb_ListeningLog.InvokeRequired)
        {
            AddLogTextCallback d = new AddLogTextCallback(AddLogText);
            this.Invoke(d, new object[] { text });
        }
        else
        {
            this.tb_ListeningLog.Text += text;
            tb_ListeningLog.SelectionStart = tb_ListeningLog.Text.Length;
            tb_ListeningLog.ScrollToCaret();
        }
    }

我用這個答案在黑暗中拍了一下,但你發布的代碼肯定有幫助。

隨着時間的推移你可能會看到性能下降的原因是因為readDataCallback方法中的代碼。 您設置的方式,數據處理在您再次接收之前完成。 這意味着隨着處理長度的增加,接收數據之間的持續時間也會增加。

我不知道你的很多方法中有什么代碼,但是你應該看看可能需要一段時間才能完成的任何循環。 如果您在查找代碼時遇到問題,請嘗試查找哪些方法花費的時間最長,然后繼續縮小代碼范圍。

例如(我猜測瓶頸在這個代碼區域):

if (!m_Clients.ContainsKey(packet.SerialNumber))
{
    m_Clients.Add(packet.SerialNumber, client);

    AddLogText("Running UpdateClientList\r\n");

    UpdateClientList();

    AddLogText("Doing client.refreshAll\r\n");

    string[] packets = client.refreshAll();

    AddLogText("Doing for loop\r\n");

    for (int i = 0; i < packets.Length; i++)
    {
        byte[] byteData = Encoding.ASCII.GetBytes(packets[i]);
        client.SocketState.clientSocket.BeginSend(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(SendCallback), client);
        AddPacketsSentText(packets[i] + "--" + (iSent++).ToString() + "\r\n\r\n");
    }
}

只需觀察每種方法與眼睛之間的時間量,或使其更容易,並使用StopwatchDateTime時間來顯示確切的時間。

此外,如果您發現代碼的行為無法提高效率,您可以想到在單獨的線程中處理數據。 我假設不希望這種行為,因為手頭的問題。


對於AddLogText方法,請嘗試使用tb_ListeningLog.Text.AppendText而不是+ =。

我不知道為什么你有這么長的代碼來讀取更多的數據。 另外,嘗試將消息放入可由不同線程處理的隊列中。

這是我使用的實現:

// Read data from the client
private void ReadCallback(IAsyncResult ar)
{
    StateObject state = (StateObject)ar.AsyncState;
    Socket socket = state.workSocket;

    try
    {
        if (socket.Connected)
        {
            // Read the socket
            int bytesRead = socket.EndReceive(ar);

            // Deserialize objects
            foreach (MessageBase msg in MessageBase.Receive(socket, bytesRead, state))
            {
                // Add objects to the message queue
                lock (this.messageQueue)
                    messageQueue.Enqueue(msg);
            }

            // Notify any event handlers
            if (DataRecieved != null)
                DataRecieved(socket, bytesRead);

            // Asynchronously read more client data
            socket.BeginReceive(state.Buffer, state.readOffset, state.BufferSize - state.readOffset, 0,
                ReadCallback, state);
        }
        else
        {
            HandleClientDisconnect(socket);
        }
    }
    catch (SocketException)
    {
        HandleClientDisconnect(socket);
    }
}

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