如何从任务中异步返回WCF响应中的流?

时间:2015-04-07 14:27:48

标签: c# wcf asynchronous-wcf-call

我有一个类,它使用大量数据进行长时间运行处理,并将输出写入我提供的流中。我正在尝试将WCF放在此前面(使用命名管道),但无法确定如何返回流。到目前为止我有这样的事情:

interface IProcessor { Stream GetStream(); }

class Host {
  static void Main(string[] args) {
    using (ServiceHost sh = new ServiceHost(typeof(Processor), new Uri[]{new Uri("net.pipe://localhost")})) {
      var binding = new NetNamedPipeBinding();
      binding.TransferMode = TransferMode.StreamedResponse;
      sh.AddServiceEndpoint(typeof(IProcessor), binding, "foo");
      sh.Open();
      Console.WriteLine("Waiting...");
      Console.ReadLine();
      sh.Close();
    }
  }
}

class Processor : IProcessor {
  Stream GetStream() {
    var SourceProcessor = new SourceProcessor(...);
    var s = new MemoryStream();
    new Task(() => { SourceProcessor.Run(s); }).Start();
    return s;
  }
}

class Client {
  static void Main(string[] args) {
    Console.WriteLine("Starting...");
    var binding = new NetNamedPipeBinding();
    binding.TransferMode = TransferMode.StreamedResponse;
    ChannelFactory<IProcessor> f = new ChannelFactory<IProcessor>(binding, new EndpointAddress("net.pipe://localhost/foo"));
    Console.WriteLine("Creating channel...");
    IProcessor eps = f.CreateChannel();
    Console.WriteLine("Getting stream.");
    Stream s = eps.GetStream();
    StreamReader sr = new StreamReader(s);
    while (!sr.EndOfStream) Console.WriteLine(sr.ReadLine());
    Console.ReadLine();
  }
}

一切都经历了动作,但当然没有任何源数据通过客户端。我对如何做到这一点感到困惑(也许我不能)因为我需要返回流并运行任务并可能等待任务完成。如果我只是在没有任务的情况下调用SourceProcessor.Run(s),它会阻塞和缓冲,据称,但是我不知道如何让它等到任务完成同时还为客户端返回流阅读...

1 个答案:

答案 0 :(得分:3)

问题是WCF会认为流是&#34;完成&#34;如果它调用Read(并且调用返回0字节。 MemoryStream很乐意这样做,如果没有可用的数据,它将不会阻止读取。

问题的根源是WCF读取MemoryStream的速度比你写的速度快,并认为它已经完成了#34;修复它的方法是你需要返回一个当没有可用数据时,阻塞而不是返回0的不同类型的Stream。 .NET中没有任何东西可以做到这一点,你需要找到第三方类或自己创建(它可能就像从MemoryStream派生一样简单并覆盖Read来阻止读取直到& #34;已设置完成&#34;标志(请参阅BlockingCollection<T>及其CompleteAdding()方法以获得类似行为)。)

为了好玩,我把它扔在一起,它完全没有经过测试,但它可能会做你需要的。

using System;
using System.Collections.Concurrent;
using System.IO;

namespace Example
{
    public class BufferStream : Stream
    {
        public BufferStream()
        {
            _data = new BlockingCollection<byte[]>();
        }


        /// <param name="boundedCapacity">The maximum number of calls to <see cref="Write"/> that can be made without
        /// the buffer being drained.</param>
        public BufferStream(int boundedCapacity)
        {
            _data = new BlockingCollection<byte[]>(boundedCapacity);
        }

        private readonly BlockingCollection<byte[]> _data;
        private byte[] _currentBlock = null;
        private int _currentBlockIndex = 0;

        public int BoundedCapacity { get { return _data.BoundedCapacity; } }

        public int BufferedWrites { get { return _data.Count; } }

        public bool IsAddingCompleted
        {
            get { return _data.IsAddingCompleted; }
        }

        public bool IsCompleted
        {
            get { return _data.IsCompleted; }
        }

        public void CompleteAdding()
        {
            _data.CompleteAdding();
        }

        public override void Write(byte[] buffer, int offset, int count)
        {
            var localArray = new byte[count];

            //Copy the data in to a new buffer of exactly the count size.
            Array.Copy(buffer, offset, localArray, 0, count);

            _data.Add(localArray);
        }


        public override int Read(byte[] buffer, int offset, int count)
        {
            if (_currentBlock == null || _currentBlockIndex == _currentBlock.Length)
            {
                if (!GetNextBlock()) 
                    return 0;
            }

            int minCount = Math.Min(count, _currentBlock.Length - _currentBlockIndex);

            Array.Copy(_currentBlock, _currentBlockIndex, buffer, offset, minCount);
            _currentBlockIndex += minCount;

            return minCount;
        }

        /// <summary>
        /// Loads the next block in to <see cref="_currentBlock"/>.
        /// </summary>
        /// <returns>True if the next block was retrieved.</returns>
        private bool GetNextBlock()
        {
            if (!_data.TryTake(out _currentBlock))
            {
                //The TryTake failed, the collection is empty.

                //See if we are in the completed state.
                if (_data.IsCompleted)
                {
                    return false;
                }

                //Wait for more data to show up.
                try
                {
                    _currentBlock = _data.Take();
                }
                catch (InvalidOperationException)
                {
                    //If the blocking collection was marked complete while we where waiting Take throws a InvalidOperationException
                    return false;
                }
            }

            _currentBlockIndex = 0;
            return true;
        }

        #region Constant functions

        public override bool CanRead
        {
            get { return true; }
        }

        public override bool CanSeek
        {
            get { return false; }
        }

        public override bool CanWrite
        {
            get { return true; }
        }

        public override void Flush()
        {
        }

        public override long Seek(long offset, SeekOrigin origin)
        {
            throw new NotSupportedException();
        }

        public override void SetLength(long value)
        {
            throw new NotSupportedException();
        }

        public override long Length
        {
            get { throw new NotSupportedException(); }
        }

        public override long Position
        {
            get { throw new NotSupportedException(); }
            set { throw new NotSupportedException(); }
        }

        #endregion
    }
}

这优于从MemoryStream派生的优点是,一旦WCF读取了一个值,它就不再需要保留在内存中(返回Stream而不是{{1}的整个点}})