我正在研究WPF中的程序,该程序基本上从WEB API检索JSON数据并解析它然后用EF保存到数据库。
问题是随着时间的推移,程序的内存使用量不断增加。 (从20MB到2g)。
以下是我正在使用的代码。
我是否可以执行任何优化以保持内存不受限制,并说定期删除未使用的对象。
void getMatchInfo_Work(object sender, DoWorkEventArgs e)
{
HttpClient client = new HttpClient();
DataConnection dc = new DataConnection();
dc.Configuration.AutoDetectChangesEnabled = false;
dc.Configuration.ValidateOnSaveEnabled = false;
do{
do
{
using (Stream s = client.GetStreamAsync("http://api.steampowered.com/IDOTA2Match_570/GetMatchHistoryBySequenceNum" +
"/v1/?key="+devkey+"&start_at_match_seq_num=" + matchseq.ToString()).Result)
using (StreamReader sr = new StreamReader(s))
using (JsonReader reader = new JsonTextReader(sr))
{
JsonSerializer serializer = new JsonSerializer();
MatchMain match;
MatchDesc player;
RootElement matchSeq = serializer.Deserialize<RootElement>(reader);
if (matchSeq.result.status == 1)
{
foreach (var m in matchSeq.result.matches)
{
match = new MatchMain();
match.MatchID = m.match_id;
match.Win = m.radiant_win;
match.Duration = m.duration;
match.StartTime = ConvertFromUnixTimestamp(m.start_time);
match.TimeStamp = m.start_time;
match.SeqNo = m.match_seq_num;
matchseq = m.match_seq_num + 1;
match.RadTower = m.tower_status_radiant;
match.DireTower = m.tower_status_dire;
match.RadRax = m.barracks_status_radiant;
match.DireRax = m.barracks_status_dire;
match.cluster = m.cluster;
match.FBTime = m.first_blood_time;
match.LobbyType = m.lobby_type;
match.HumanCount = m.human_players;
match.LeagueID = m.leagueid;
match.GameMode = m.game_mode;
dc.MatchMain.Add(match);
count++;
foreach (var p in m.players)
{
player = new MatchDesc();
player.MatchID = m.match_id;
player.AccountID = p.account_id;
player.PlayerSlot = p.player_slot;
player.HeroID = p.hero_id;
player.First = p.item_0;
player.Second = p.item_1;
player.Third = p.item_2;
player.Fourth = p.item_3;
player.Fifth = p.item_4;
player.Sixth = p.item_5;
player.Kills = p.kills;
player.Deaths = p.deaths;
player.Assists = p.assists;
player.LeaverStatus = p.leaver_status;
player.Gold = p.gold;
player.LastHits = p.last_hits;
player.Denies = p.denies;
player.GPM = p.gold_per_min;
player.XPM = p.xp_per_min;
player.GoldSpent = p.gold_spent;
player.HeroDamage = p.hero_damage;
player.TowerDamage = p.tower_damage;
player.Healing = p.hero_healing;
player.HeroLevel = p.level;
dc.MatchDesc.Add(player);
}
getMatchInfo.ReportProgress(1);
}
dc.SaveChanges();
}
else
{
result = 0;
}
}
} while (result == 1);
Thread.Sleep(60000);
}while( result>-999);
}
void getMatchInfo_Progress(object sender, ProgressChangedEventArgs e)
{
if (result != 0)
{
txtProgress.Text = count + " matches updated in database and continuing.";
}
else
{
txtProgress.Text = count + " matches updated in database and waiting for API.";
}
txtTime.Text =sw.Elapsed.Hours.ToString()+" hours "+ sw.Elapsed.Minutes.ToString()+" minutes "+
sw.Elapsed.Seconds.ToString()+" seconds";
}
编辑:按钮点击代码
private void btnRetrieveData_Click(object sender, RoutedEventArgs e)
{
getMatchInfo.DoWork += new DoWorkEventHandler(getMatchInfo_Work);
getMatchInfo.ProgressChanged += new ProgressChangedEventHandler(getMatchInfo_Progress);
getMatchInfo.WorkerReportsProgress = true;
txtProgress.Text = "Process started";
matchseq = Convert.ToInt64(txtSeqNo.Text);
devkey = txtKey.Text;
sw.Start();
getMatchInfo.RunWorkerAsync();
}
答案 0 :(得分:1)
DataConnection上下文会跟踪它所见过的所有对象。在循环内部创建dc并每次都将其处理掉。在调用每个SaveChanges后,您不需要上下文。