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c# - .NET Does NOT Have Reliable Asynchronouos Socket Communication?

I once wrote a Crawler in .NET. In order to improve its scalability, I tried to take advantage of asynchronous API of .NET.

The System.Net.HttpWebRequest has asynchronous API BeginGetResponse/EndGetResponse. However, this pair of API is just to get a HTTP response headers and a Stream instance from which we can extract HTTP response content. So, my strategy is to use BeginGetResponse/EndGetResponse to asynchronously get the response Stream, then use BeginRead/EndRead to asynchronously get bytes from the response Stream instance.

Everything seems perfect until the Crawler goes to stress test. Under stress test, the Crawler suffers from high memory usage. I checked the memory with WinDbg+SoS and fount out that lots of byte arrays are pined by System.Threading.OverlappedData instances. After some searching in internet, I found this KB http://support.microsoft.com/kb/947862 from microsoft.

According to the KB, the number of asynchronous I/O should have a "upper bound", but it doesn't tell a "suggested" bound value. So, in my eye, this KB helps nothing. This is obviously a .NET bug. Finally, I have to drop the idea to do asynchronous extracting bytes from response Stream, and just do it in synchronous way.

The .NET library that allows Asynchronous IO with dot net sockets (Socket.BeginSend / Socket.BeginReceive / NetworkStream.BeginRead / NetworkStream.BeginWrite) must have an upper bound on the amount of buffers outstanding (either send or receive) with their asynchronous IO.

The network application should have an upper bound on the number of outstanding asynchronous IO that it posts.

Edit: Add some question marks.

Anybody has any experience to do asynchronous I/O on Socket & NetworkStream? Generally speaking, does crawler in production do I/O with internet with Synchronous or Asynchronosly?

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Hmya, this is not a .NET framework problem. The linked KB article could have been a bit more explicit: "you're using a loaded gun, this is what happens when you aim it at your foot". The bullets in that gun are .NET giving you the ability to start as many asynchronous I/O requests as you dare. It will do what you ask it to do, until you hit some kind of resource limit. In this case, probably, having too many pinned receive buffers in the generation 0 heap.

Resource management is still very much our job, not .NET's. It is no different from allocating memory without bound. Solving this particular problem requires you to put a limit on the number of uncompleted BeginGetResponse() requests. Having hundreds of them make little sense, every one of them has to squeeze through the Intertube one at a time. Adding another request will just cause it to take longer to complete. Or crash your program.


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