当我在控制台上打印出收到的消息时,显示的消息全部搞乱,每条消息包含5个字符串子消息,这些消息在控制台上打印,然后控制恢复为传入消息回调。我强烈认为这是因为在Booksleeve中引入的消息事件是异步的?
我参考以下帖子How does PubSub work in BookSleeve/ Redis?,其中作者Marc Gravell指出通过将完成模式设置为" PreserveOrder"来强制同步接收的能力。我已经这样做了,在连接客户端之前和之后尝试过。似乎都没有用。
我是如何接收消息并按照发送的确切顺序在控制台上打印消息的?在这种情况下,我只有一个发布商。
由于
修改
下面是一些代码片段,以显示我如何发送消息以及书架包装器,我很快写了。
这里的客户端(我有一个类似的Client2
接收消息和检查顺序,但我省略了它,因为它似乎微不足道。)
class Client1
{
const string ClientId = "Client1";
private static Messaging Client { get; set; }
private static void Main(string[] args)
{
var settings = new MessagingSettings("127.0.0.1", 6379, -1, 60, 5000, 1000);
Client = new Messaging(ClientId, settings, ReceiveMessage);
Client.Connect();
Console.WriteLine("Press key to start sending messages...");
Console.ReadLine();
for (int index = 1; index <= 100; index++)
{
//I turned this off because I want to preserve
//the order even if messages are sent in rapit succession
//Thread.Sleep(5);
var msg = new MessageEnvelope("Client1", "Client2", index.ToString());
Client.SendOneWayMessage(msg);
}
Console.WriteLine("Press key to exit....");
Console.ReadLine();
Client.Disconnect();
}
private static void ReceiveMessage(MessageEnvelope msg)
{
Console.WriteLine("Message Received");
}
}
这里是图书馆的相关代码片段:
public void Connect()
{
RequestForReplyMessageIds = new ConcurrentBag<string>();
Connection = new RedisConnection(Settings.HostName, Settings.Port, Settings.IoTimeOut);
Connection.Closed += OnConnectionClosed;
Connection.CompletionMode = ResultCompletionMode.PreserveOrder;
Connection.SetKeepAlive(Settings.PingAliveSeconds);
try
{
if (Connection.Open().Wait(Settings.RequestTimeOutMilliseconds))
{
//Subscribe to own ClientId Channel ID
SubscribeToChannel(ClientId);
}
else
{
throw new Exception("Could not connect Redis client to server");
}
}
catch
{
throw new Exception("Could not connect Redis Client to Server");
}
}
public void SendOneWayMessage(MessageEnvelope message)
{
SendMessage(message);
}
private void SendMessage(MessageEnvelope msg)
{
//Connection.Publish(msg.To, msg.GetByteArray());
Connection.Publish(msg.To, msg.GetByteArray()).Wait();
}
private void IncomingChannelSubscriptionMessage(string channel, byte[] body)
{
var msg = MessageEnvelope.GetMessageEnvelope(body);
//forward received message
ReceivedMessageCallback(msg);
//release requestMessage if returned msgId matches
string msgId = msg.MessageId;
if (RequestForReplyMessageIds.Contains(msgId))
{
RequestForReplyMessageIds.TryTake(out msgId);
}
}
public void SubscribeToChannel(string channelName)
{
if (!ChannelSubscriptions.Contains(channelName))
{
var subscriberChannel = Connection.GetOpenSubscriberChannel();
subscriberChannel.Subscribe(channelName, IncomingChannelSubscriptionMessage).Wait();
ChannelSubscriptions.Add(channelName);
}
}
答案 0 :(得分:1)
如果没有看到完全你是如何检查的,那么很难评论,但我可以说的是任何线程奇怪都难以跟踪down和fix,因此不太可能在BookSleeve given that it has been succeeded中解决。然而!它将在StackExchange.Redis中检查绝对。这是我在SE.Redis中整理的一个装备(而且,令人尴尬的是,它确实突出了一个小错误,在下一个版本中修复,所以.222或更高版本);输出第一:
Subscribing...
Sending (preserved order)...
Allowing time for delivery etc...
Checking...
Received: 500 in 2993ms
Out of order: 0
Sending (any order)...
Allowing time for delivery etc...
Checking...
Received: 500 in 341ms
Out of order: 306
(请记住,500 x 5ms是2500,所以我们不应该惊讶于2993ms的数字,或者341ms - 这主要是我们添加的Thread.Sleep
推动线程池的成本重叠它们;如果我们删除它,两个循环都需要0ms,这很棒 - 但我们无法令人信服地看到重叠的问题)
如您所见,第一次运行具有正确的订单输出;第二次运行有混合顺序,但快十倍。那就是做琐碎的工作;对于真正的工作,它会更加引人注目。与往常一样,这是一种权衡。
这是试验台:
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using StackExchange.Redis;
static class Program
{
static void Main()
{
using (var conn = ConnectionMultiplexer.Connect("localhost"))
{
var sub = conn.GetSubscriber();
var received = new List<int>();
Console.WriteLine("Subscribing...");
const int COUNT = 500;
sub.Subscribe("foo", (channel, message) =>
{
lock (received)
{
received.Add((int)message);
if (received.Count == COUNT)
Monitor.PulseAll(received); // wake the test rig
}
Thread.Sleep(5); // you kinda need to be slow, otherwise
// the pool will end up doing everything on one thread
});
SendAndCheck(conn, received, COUNT, true);
SendAndCheck(conn, received, COUNT, false);
}
Console.WriteLine("Press any key");
Console.ReadLine();
}
static void SendAndCheck(ConnectionMultiplexer conn, List<int> received, int quantity, bool preserveAsyncOrder)
{
conn.PreserveAsyncOrder = preserveAsyncOrder;
var sub = conn.GetSubscriber();
Console.WriteLine();
Console.WriteLine("Sending ({0})...", (preserveAsyncOrder ? "preserved order" : "any order"));
lock (received)
{
received.Clear();
// we'll also use received as a wait-detection mechanism; sneaky
// note: this does not do any cheating;
// it all goes to the server and back
for (int i = 0; i < quantity; i++)
{
sub.Publish("foo", i);
}
Console.WriteLine("Allowing time for delivery etc...");
var watch = Stopwatch.StartNew();
if (!Monitor.Wait(received, 10000))
{
Console.WriteLine("Timed out; expect less data");
}
watch.Stop();
Console.WriteLine("Checking...");
lock (received)
{
Console.WriteLine("Received: {0} in {1}ms", received.Count, watch.ElapsedMilliseconds);
int wrongOrder = 0;
for (int i = 0; i < Math.Min(quantity, received.Count); i++)
{
if (received[i] != i) wrongOrder++;
}
Console.WriteLine("Out of order: " + wrongOrder);
}
}
}
}