我写了一个C#服务器应用程序.服务器使用异步TCP套接字.
数据包是80-180字节的数据.
对于性能测试,我有一个客户端连接并连续发送数据包.通过调试前100个数据包(0-100)在大约5秒内接收.当服务器收到数据包#300-400时,接收数据包大约需要30秒.随着更多接收发生,性能继续下降.
我环顾四周,一直无法找到解决方案.我已经尝试设置Socket.NoDelay标志,以防Nagle算法禁止服务器.
我已经禁用了服务器中的所有功能; 所以它只是收到以确保我没有失去其他代码中的性能.
我还检查了我的CPU利用率,它是~13%.我有超过2 GB的可用内存.在运行应用程序时,ram不会不断增长,利用率也很低.
关于调试什么以及接下来的问题,我感到很茫然......
编辑:添加代码示例
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();
}
}
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编辑:添加AddLogText()函数.此函数用于将文本添加到UI中的文本框.
// Delegate - 启用异步调用以设置tb_ListeningLog的text属性
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();
}
}
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我用这个答案在黑暗中拍了一下,但你发布的代码肯定有帮助.
随着时间的推移你可能会看到性能下降的原因是因为你的readDataCallback方法中的代码.您设置的方式,数据处理在您再次接收之前完成.这意味着随着处理长度的增加,接收数据之间的持续时间也会增加.
我不知道你的很多方法中有什么代码,但是你应该看看可能需要一段时间才能完成的任何循环.如果您在查找代码时遇到问题,请尝试查找哪些方法花费的时间最长,然后继续缩小代码范围.
例如(我猜测瓶颈在这个代码区域):
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");
}
}
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只需观察每种方法与眼睛之间的时间量,或使其更容易并使用Stopwatch或DateTime显示确切的时间.
此外,如果您发现代码的行为无法提高效率,您可以想到在单独的线程中处理数据.我假设不希望这种行为,因为手头的问题.
对于您的AddLogText方法,请尝试使用tb_ListeningLog.Text.AppendText而不是+ =.