SocketPool encapsulates the list of PooledSockets against one specific host, and contains methods for acquiring or returning PooledSockets.

image_pdfimage_print
   
 

//Copyright (c) 2007-2008 Henrik Schröder, Oliver Kofoed Pedersen

//Permission is hereby granted, free of charge, to any person
//obtaining a copy of this software and associated documentation
//files (the "Software"), to deal in the Software without
//restriction, including without limitation the rights to use,
//copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the
//Software is furnished to do so, subject to the following
//conditions:

//The above copyright notice and this permission notice shall be
//included in all copies or substantial portions of the Software.

//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
//EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
//OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
//NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
//HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
//WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
//FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
//OTHER DEALINGS IN THE SOFTWARE.

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Net;
using System.Text;
using System.Net.Sockets;
using System.Threading;

namespace Apollo.Common.Cache
{
    /// <summary>
    /// The PooledSocket class encapsulates a socket connection to a specified memcached server.
    /// It contains a buffered stream for communication, and methods for sending and retrieving
    /// data from the memcached server, as well as general memcached error checking.
    /// </summary>


    internal delegate T UseSocket<T>(PooledSocket socket);
    internal delegate void UseSocket(PooledSocket socket);
    /// <summary>
    /// The PooledSocket class encapsulates a socket connection to a specified memcached server.
    /// It contains a buffered stream for communication, and methods for sending and retrieving
    /// data from the memcached server, as well as general memcached error checking.
    /// </summary>
    internal class PooledSocket : IDisposable
    {

        private SocketPool socketPool;
        private Socket socket;
        private Stream stream;
        public readonly DateTime Created;

        public PooledSocket(SocketPool socketPool, IPEndPoint endPoint, int sendReceiveTimeout)
        {
            this.socketPool = socketPool;
            Created = DateTime.Now;

            //Set up the socket.
            socket = new Socket(endPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
            socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, sendReceiveTimeout);
            socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, sendReceiveTimeout);
            socket.ReceiveTimeout = sendReceiveTimeout;
            socket.SendTimeout = sendReceiveTimeout;

            //Do not use Nagle&#039;s Algorithm
            socket.NoDelay = true;

            //Establish connection
            socket.Connect(endPoint);

            //Wraps two layers of streams around the socket for communication.
            stream = new BufferedStream(new NetworkStream(socket, false));
        }

        /// <summary>
        /// Disposing of a PooledSocket object in any way causes it to be returned to its SocketPool.
        /// </summary>
        public void Dispose()
        {
            socketPool.Return(this);
        }

        /// <summary>
        /// This method closes the underlying stream and socket.
        /// </summary>
        public void Close()
        {
            if (stream != null)
            {
                try { stream.Close(); }
                catch (Exception e)
                {
                    Console.WriteLine("Error closing stream: " + socketPool.Host);
                }
                stream = null;
            }
            if (socket != null)
            {
                try { socket.Shutdown(SocketShutdown.Both); }
                catch (Exception e)
                {
                    Console.WriteLine("Error shutting down socket: " + socketPool.Host);
                }
                try { socket.Close(); }
                catch (Exception e)
                {
                    Console.WriteLine("Error closing socket: " + socketPool.Host);
                }
                socket = null;
            }
        }

        /// <summary>
        /// Checks if the underlying socket and stream is connected and available.
        /// </summary>
        public bool IsAlive
        {
            get { return socket != null &amp;&amp; socket.Connected &amp;&amp; stream.CanRead; }
        }

        /// <summary>
        /// Writes a string to the socket encoded in UTF8 format.
        /// </summary>
        public void Write(string str)
        {
            Write(Encoding.UTF8.GetBytes(str));
        }

        /// <summary>
        /// Writes an array of bytes to the socket and flushes the stream.
        /// </summary>
        public void Write(byte[] bytes)
        {
            stream.Write(bytes, 0, bytes.Length);
            stream.Flush();
        }

        /// <summary>
        /// Reads from the socket until the sequence &#039;
&#039; is encountered, 
        /// and returns everything up to but not including that sequence as a UTF8-encoded string
        /// </summary>
        public string ReadLine()
        {
            MemoryStream buffer = new MemoryStream();
            int b;
            bool gotReturn = false;
            while ((b = stream.ReadByte()) != -1)
            {
                if (gotReturn)
                {
                    if (b == 10)
                    {
                        break;
                    }
                    else
                    {
                        buffer.WriteByte(13);
                        gotReturn = false;
                    }
                }
                if (b == 13)
                {
                    gotReturn = true;
                }
                else
                {
                    buffer.WriteByte((byte)b);
                }
            }
            return Encoding.UTF8.GetString(buffer.GetBuffer());
        }

        /// <summary>
        /// Reads a response line from the socket, checks for general memcached errors, and returns the line.
        /// If an error is encountered, this method will throw an exception.
        /// </summary>
        public string ReadResponse()
        {
            string response = ReadLine();

            if (String.IsNullOrEmpty(response))
            {
                throw new Exception("Received empty response.");
            }

            if (response.StartsWith("ERROR")
                || response.StartsWith("CLIENT_ERROR")
                || response.StartsWith("SERVER_ERROR"))
            {
                throw new Exception("Server returned " + response);
            }

            return response;
        }

        /// <summary>
        /// Fills the given byte array with data from the socket.
        /// </summary>
        public void Read(byte[] bytes)
        {
            if (bytes == null)
            {
                return;
            }

            int readBytes = 0;
            while (readBytes < bytes.Length)
            {
                readBytes += stream.Read(bytes, readBytes, (bytes.Length - readBytes));
            }
        }

        /// <summary>
        /// Reads from the socket until the sequence &#039;
&#039; is encountered.
        /// </summary>
        public void SkipUntilEndOfLine()
        {
            int b;
            bool gotReturn = false;
            while ((b = stream.ReadByte()) != -1)
            {
                if (gotReturn)
                {
                    if (b == 10)
                    {
                        break;
                    }
                    else
                    {
                        gotReturn = false;
                    }
                }
                if (b == 13)
                {
                    gotReturn = true;
                }
            }
        }

        /// <summary>
        /// Resets this PooledSocket by making sure the incoming buffer of the socket is empty.
        /// If there was any leftover data, this method return true.
        /// </summary>
        public bool Reset()
        {
            if (socket.Available > 0)
            {
                byte[] b = new byte[socket.Available];
                Read(b);
                return true;
            }
            return false;
        }
    }

    /// <summary>
    /// The ServerPool encapsulates a collection of memcached servers and the associated SocketPool objects.
    /// This class contains the server-selection logic, and contains methods for executing a block of code on 
    /// a socket from the server corresponding to a given key.
    /// </summary>
    internal class ServerPool
    {
        //Expose the socket pools.
        private SocketPool[] hostList;
        internal SocketPool[] HostList { get { return hostList; } }

        private Dictionary<uint, SocketPool> hostDictionary;
        private uint[] hostKeys;

        //Internal configuration properties
        private int sendReceiveTimeout = 2000;
        private uint maxPoolSize = 10;
        private uint minPoolSize = 5;
        private TimeSpan socketRecycleAge = TimeSpan.FromMinutes(30);
        internal int SendReceiveTimeout { get { return sendReceiveTimeout; } set { sendReceiveTimeout = value; } }
        internal uint MaxPoolSize { get { return maxPoolSize; } set { maxPoolSize = value; } }
        internal uint MinPoolSize { get { return minPoolSize; } set { minPoolSize = value; } }
        internal TimeSpan SocketRecycleAge { get { return socketRecycleAge; } set { socketRecycleAge = value; } }

        /// <summary>
        /// Internal constructor. This method takes the array of hosts and sets up an internal list of socketpools.
        /// </summary>
        internal ServerPool(string[] hosts)
        {
            hostDictionary = new Dictionary<uint, SocketPool>();
            List<SocketPool> pools = new List<SocketPool>();
            List<uint> keys = new List<uint>();
            foreach (string host in hosts)
            {
                //Create pool
                SocketPool pool = new SocketPool(this, host.Trim());

                //Create 250 keys for this pool, store each key in the hostDictionary, as well as in the list of keys.
                for (int i = 0; i < 250; i++)
                {
                    uint key = (uint)i;
                    if (!hostDictionary.ContainsKey(key))
                    {
                        hostDictionary&#91;key&#93; = pool;
                        keys.Add(key);
                    }
                }

                pools.Add(pool);
            }

            //Hostlist should contain the list of all pools that has been created.
            hostList = pools.ToArray();

            //Hostkeys should contain the list of all key for all pools that have been created.
            //This array forms the server key continuum that we use to lookup which server a
            //given item key hash should be assigned to.
            keys.Sort();
            hostKeys = keys.ToArray();
        }

        /// <summary>
        /// Given an item key hash, this method returns the serverpool which is closest on the server key continuum.
        /// </summary>
        internal SocketPool GetSocketPool(uint hash)
        {
            //Quick return if we only have one host.
            if (hostList.Length == 1)
            {
                return hostList[0];
            }

            //New "ketama" host selection.
            int i = Array.BinarySearch(hostKeys, hash);

            //If not exact match...
            if (i < 0)
            {
                //Get the index of the first item bigger than the one searched for.
                i = ~i;

                //If i is bigger than the last index, it was bigger than the last item = use the first item.
                if (i >= hostKeys.Length)
                {
                    i = 0;
                }
            }
            return hostDictionary[hostKeys[i]];
        }

        internal SocketPool GetSocketPool(string host)
        {
            return Array.Find(HostList, delegate(SocketPool socketPool) { return socketPool.Host == host; });
        }

        /// <summary>
        /// This method executes the given delegate on a socket from the server that corresponds to the given hash.
        /// If anything causes an error, the given defaultValue will be returned instead.
        /// This method takes care of disposing the socket properly once the delegate has executed.
        /// </summary>
        internal T Execute<T>(uint hash, T defaultValue, UseSocket<T> use)
        {
            return Execute(GetSocketPool(hash), defaultValue, use);
        }

        internal T Execute<T>(SocketPool pool, T defaultValue, UseSocket<T> use)
        {
            PooledSocket sock = null;
            try
            {
                //Acquire a socket
                sock = pool.Acquire();

                //Use the socket as a parameter to the delegate and return its result.
                if (sock != null)
                {
                    return use(sock);
                }
            }
            catch (Exception e)
            {
                Console.WriteLine("Error in Execute<T>: " + pool.Host);

                //Socket is probably broken
                if (sock != null)
                {
                    sock.Close();
                }
            }
            finally
            {
                if (sock != null)
                {
                    sock.Dispose();
                }
            }
            return defaultValue;
        }

        internal void Execute(SocketPool pool, UseSocket use)
        {
            PooledSocket sock = null;
            try
            {
                //Acquire a socket
                sock = pool.Acquire();

                //Use the socket as a parameter to the delegate and return its result.
                if (sock != null)
                {
                    use(sock);
                }
            }
            catch (Exception e)
            {
                Console.WriteLine("Error in Execute: " + pool.Host);

                //Socket is probably broken
                if (sock != null)
                {
                    sock.Close();
                }
            }
            finally
            {
                if (sock != null)
                {
                    sock.Dispose();
                }
            }
        }

        /// <summary>
        /// This method executes the given delegate on all servers.
        /// </summary>
        internal void ExecuteAll(UseSocket use)
        {
            foreach (SocketPool socketPool in hostList)
            {
                Execute(socketPool, use);
            }
        }
    }
    /// <summary>
    /// The SocketPool encapsulates the list of PooledSockets against one specific host, and contains methods for 
    /// acquiring or returning PooledSockets.
    /// </summary>
    [DebuggerDisplay("[ Host: {Host} ]")]
    internal class SocketPool
    {
        /// <summary>
        /// If the host stops responding, we mark it as dead for this amount of seconds, 
        /// and we double this for each consecutive failed retry. If the host comes alive
        /// again, we reset this to 1 again.
        /// </summary>
        private int deadEndPointSecondsUntilRetry = 1;
        private const int maxDeadEndPointSecondsUntilRetry = 60 * 10; //10 minutes
        private ServerPool owner;
        private IPEndPoint endPoint;
        private Queue<PooledSocket> queue;

        //Debug variables and properties
        private int newsockets = 0;
        private int failednewsockets = 0;
        private int reusedsockets = 0;
        private int deadsocketsinpool = 0;
        private int deadsocketsonreturn = 0;
        private int dirtysocketsonreturn = 0;
        private int acquired = 0;
        public int NewSockets { get { return newsockets; } }
        public int FailedNewSockets { get { return failednewsockets; } }
        public int ReusedSockets { get { return reusedsockets; } }
        public int DeadSocketsInPool { get { return deadsocketsinpool; } }
        public int DeadSocketsOnReturn { get { return deadsocketsonreturn; } }
        public int DirtySocketsOnReturn { get { return dirtysocketsonreturn; } }
        public int Acquired { get { return acquired; } }
        public int Poolsize { get { return queue.Count; } }

        //Public variables and properties
        public readonly string Host;

        private bool isEndPointDead = false;
        public bool IsEndPointDead { get { return isEndPointDead; } }

        private DateTime deadEndPointRetryTime;
        public DateTime DeadEndPointRetryTime { get { return deadEndPointRetryTime; } }

        internal SocketPool(ServerPool owner, string host)
        {
            Host = host;
            this.owner = owner;
            endPoint = getEndPoint(host);
            queue = new Queue<PooledSocket>();
        }

        /// <summary>
        /// This method parses the given string into an IPEndPoint.
        /// If the string is malformed in some way, or if the host cannot be resolved, this method will throw an exception.
        /// </summary>
        private static IPEndPoint getEndPoint(string host)
        {
            //Parse port, default to 11211.
            int port = 11211;
            if (host.Contains(":"))
            {
                string[] split = host.Split(new char[] { &#039;:&#039; });
                if (!Int32.TryParse(split[1], out port))
                {
                    throw new ArgumentException("Unable to parse host: " + host);
                }
                host = split[0];
            }

            //Parse host string.
            IPAddress address;
            if (IPAddress.TryParse(host, out address))
            {
                //host string successfully resolved as an IP address.
            }
            else
            {
                //See if we can resolve it as a hostname
                try
                {
                    address = Dns.GetHostEntry(host).AddressList[0];
                }
                catch (Exception e)
                {
                    Console.WriteLine("Unable to resolve host: " + host);
                    return null;
                }
            }

            return new IPEndPoint(address, port);
        }

        /// <summary>
        /// Gets a socket from the pool.
        /// If there are no free sockets, a new one will be created. If something goes
        /// wrong while creating the new socket, this pool&#039;s endpoint will be marked as dead
        /// and all subsequent calls to this method will return null until the retry interval
        /// has passed.
        /// </summary>
        internal PooledSocket Acquire()
        {
            //Do we have free sockets in the pool?
            //if so - return the first working one.
            //if not - create a new one.
            Interlocked.Increment(ref acquired);
            lock (queue)
            {
                while (queue.Count > 0)
                {
                    PooledSocket socket = queue.Dequeue();
                    if (socket != null &amp;&amp; socket.IsAlive)
                    {
                        Interlocked.Increment(ref reusedsockets);
                        return socket;
                    }
                    Interlocked.Increment(ref deadsocketsinpool);
                }
            }

            Interlocked.Increment(ref newsockets);
            //If we know the endpoint is dead, check if it is time for a retry, otherwise return null.
            if (isEndPointDead)
            {
                if (DateTime.Now > deadEndPointRetryTime)
                {
                    //Retry
                    isEndPointDead = false;
                }
                else
                {
                    //Still dead
                    return null;
                }
            }

            //Try to create a new socket. On failure, mark endpoint as dead and return null.
            try
            {
                PooledSocket socket = new PooledSocket(this, endPoint, owner.SendReceiveTimeout);
                //Reset retry timer on success.
                deadEndPointSecondsUntilRetry = 1;
                return socket;
            }
            catch (Exception e)
            {
                Interlocked.Increment(ref failednewsockets);
                Console.WriteLine("Error connecting to: " + endPoint.Address);
                //Mark endpoint as dead
                isEndPointDead = true;
                //Retry in 2 minutes
                deadEndPointRetryTime = DateTime.Now.AddSeconds(deadEndPointSecondsUntilRetry);
                if (deadEndPointSecondsUntilRetry < maxDeadEndPointSecondsUntilRetry)
                {
                    deadEndPointSecondsUntilRetry = deadEndPointSecondsUntilRetry * 2; //Double retry interval until next time
                }
                return null;
            }
        }

        /// <summary>
        /// Returns a socket to the pool.
        /// If the socket is dead, it will be destroyed.
        /// If there are more than MaxPoolSize sockets in the pool, it will be destroyed.
        /// If there are less than MinPoolSize sockets in the pool, it will always be put back.
        /// If there are something inbetween those values, the age of the socket is checked. 
        /// If it is older than the SocketRrecycleAge, it is destroyed, otherwise it will be 
        /// put back in the pool.
        /// </summary>
        internal void Return(PooledSocket socket)
        {
            //If the socket is dead, destroy it.
            if (!socket.IsAlive)
            {
                Interlocked.Increment(ref deadsocketsonreturn);
                socket.Close();
            }
            else
            {
                //Clean up socket
                if (socket.Reset())
                {
                    Interlocked.Increment(ref dirtysocketsonreturn);
                }

                //Check pool size.
                if (queue.Count >= owner.MaxPoolSize)
                {
                    //If the pool is full, destroy the socket.
                    socket.Close();
                }
                else if (queue.Count > owner.MinPoolSize &amp;&amp; DateTime.Now - socket.Created > owner.SocketRecycleAge)
                {
                    //If we have more than the minimum amount of sockets, but less than the max, and the socket is older than the recycle age, we destroy it.
                    socket.Close();
                }
                else
                {
                    //Put the socket back in the pool.
                    lock (queue)
                    {
                        queue.Enqueue(socket);
                    }
                }
            }
        }
    }
}

   
     


This entry was posted in C# Network. Bookmark the permalink.