C# TCP 套接字性能在应用程序运行时下降

本文关键字:运行时 应用程序 TCP 套接字 性能 | 更新日期: 2023-09-27 18:32:34

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,我有一个客户端连续连接和发送数据包。通过调试,大约 5 秒内收到前 100 个数据包 (0-100(。当服务器收到数据包 #300-400 时,大约需要 30 秒才能收到数据包。随着更多接收的发生,性能会继续下降。

我环顾四周,一直找不到解决方案。我尝试设置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;因此它只是接收以确保我不会在其他代码中失去性能。

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。运行应用程序时,RAM 不会持续增长,利用率也很小。

我不知道接下来要调试和研究什么......

编辑:添加的代码示例

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();
    }
}      

编辑:添加了AddLogText((函数。此函数用于向 UI 中的文本框添加文本。

/

/Delegate - 启用非同步调用以设置tb_ListeningLog的文本属性

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();
        }
    }

C# TCP 套接字性能在应用程序运行时下降

我对这个答案有点不了解,但您发布的代码肯定会有所帮助。

随着时间的推移,

您可能会看到性能降低的原因是 readDataCallback 方法中的代码。按照您的设置方式,数据处理是在您进行另一次接收之前完成的。这意味着随着处理时间的增加,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,但你通常应该查看可能需要一段时间才能完成的任何循环。如果在查看代码时无法找到瓶颈,请尝试查找哪些方法需要最长的时间才能完成,并继续缩小代码范围。

例如(我猜瓶颈出在这个代码领域(:

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");
    }
}

只需用眼睛观察每种方法之间的时间量,或者使其更容易并使用StopwatchDateTime来显示确切的时间。

此外,如果您发现代码的行为无法提高效率,则可以考虑在单独的线程中处理数据的想法。不过,我假设这种行为是不需要的,因为手头的问题。


对于AddLogText方法,请尝试使用 tb_ListeningLog.Text.AppendText 而不是 +=。

我不确定为什么你有这么长的一段代码来读取更多数据。 此外,尝试将消息放入可由其他线程处理的队列中。

这是我使用的一个实现:

// 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);
    }
}