Is multithreading the right way to go for my case?
Posted
by Julien Lebosquain
on Stack Overflow
See other posts from Stack Overflow
or by Julien Lebosquain
Published on 2010-05-21T19:32:22Z
Indexed on
2010/05/21
20:30 UTC
Read the original article
Hit count: 218
multithreading
|.NET
Hello,
I'm currently designing a multi-client / server application. I'm using plain good old sockets because WCF or similar technology is not what I need. Let me explain: it isn't the classical case of a client simply calling a service; all clients can 'interact' with each other by sending a packet to the server, which will then do some action, and possible re-dispatch an answer message to one or more clients. Although doable with WCF, the application will get pretty complex with hundreds of different messages.
For each connected client, I'm of course using asynchronous methods to send and receive bytes. I've got the messages fully working, everything's fine. Except that for each line of code I'm writing, my head just burns because of multithreading issues. Since there could be around 200 clients connected at the same time, I chose to go the fully multithreaded way: each received message on a socket is immediately processed on the thread pool thread it was received, not on a single consumer thread.
Since each client can interact with other clients, and indirectly with shared objects on the server, I must protect almost every object that is mutable. I first went with a ReaderWriterLockSlim
for each resource that must be protected, but quickly noticed that there are more writes overall than reads in the server application, and switched to the well-known Monitor
to simplify the code.
So far, so good. Each resource is protected, I have helper classes that I must use to get a lock and its protected resource, so I can't use an object without getting a lock. Moreover, each client has its own lock that is entered as soon as a packet is received from its socket. It's done to prevent other clients from making changes to the state of this client while it has some messages being processed, which is something that will happen frequently.
Now, I don't just need to protect resources from concurrent accesses. I must keep every client in sync with the server for some collections I have. One tricky part that I'm currently struggling with is the following:
- I have a collection of clients. Each client has its own unique ID.
- When a client connects, it must receive the IDs of every connected client, and each one of them must be notified of the newcomer's ID.
- When a client disconnects, every other client must know it so that its ID is no longer valid for them.
- Every client must always have, at a given time, the same clients collection as the server so that I can assume that everybody knows everybody. This way if I'm sending a message to client #1 telling "Client #2 has done something", I know that it will always be correctly interpreted: Client 1 will never wonder "but who is Client 2 anyway?".
My first attempt for handling the connection of a new client (let's call it X) was this pseudo-code (remember that newClient
is already locked here):
lock (clients) {
foreach (var client in clients) {
lock (client) {
client.Send("newClient with id X has connected");
}
}
clients.Add(newClient);
newClient.Send("the list of other clients");
}
Now imagine that in the same time, another client has sent a packet that translates into a message that must be broadcasted to every connected client, the pseudo-code will be something like this (remember that the current client - let's call it Y - is already locked here):
lock (clients) {
foreach (var client in clients) {
lock (client) {
client.Send("something");
}
}
}
An obvious deadlock occurs here: on one thread X is locked, the clients
lock has been entered, started looping through the clients, and at one moment must get Y's lock... which is already acquired on the second thread, itself waiting for the clients collection lock to be released!
This is not the only case like this in the server application. There are other collections which must be kept in sync with the clients, some properties on a client can be changed by another one, etc. I tried other types of locks, lock-free mechanisms and a bunch of other things. Either there were obvious deadlocks when I'm using too much locks for safety, or obvious race conditions otherwise. When I finally find a good middle point between the two, it usually comes with very subtle race conditions / dead locks and other multi-threading issues... my head hurts very quickly since for any single line of code I'm writing I have to review almost the whole application to ensure everything will behave correctly with any number of threads.
So here's my final question: how would you resolve this specific case, the general case, and more importantly: aren't I going the wrong way here? I have little problems with the .NET framework, C#, simple concurrency or algorithms in general. Still, I'm lost here. I know I could use only one thread processing the incoming requests and everything will be fine. However, that won't scale well at all with more clients... But I'm thinking more and more to go this simple way. What do you think?
Thanks in advance to you, StackOverflow people which have taken the time to read this huge question. I really had to explain the whole context if I want to get some help.
© Stack Overflow or respective owner