Beispiel #1
0
        /// <summary>
        /// Returns a socket to the pool.
        /// If the socket is dead, it will be destroyed.
        /// If there are more than MaxPoolSize sockets in the pool, it will be destroyed.
        /// If there are less than MinPoolSize sockets in the pool, it will always be put back.
        /// If there are something inbetween those values, the age of the socket is checked.
        /// If it is older than the SocketRecycleAge, it is destroyed, otherwise it will be
        /// put back in the pool.
        /// </summary>
        internal void Return(PooledSocket socket)
        {
            //If the socket is dead, destroy it.
            if (!socket.IsAlive)
            {
                Interlocked.Increment(ref deadsocketsonreturn);
                socket.Close();
            }
            else {
                //Clean up socket
                if (socket.Reset())
                {
                    Interlocked.Increment(ref dirtysocketsonreturn);
                }

                //Check pool size.
                if (queue.Count >= owner.MaxPoolSize)
                {
                    //If the pool is full, destroy the socket.
                    socket.Close();
                }
                else if (queue.Count > owner.MinPoolSize && DateTime.Now - socket.Created > owner.SocketRecycleAge)
                {
                    //If we have more than the minimum amount of sockets, but less than the max, and the socket is older than the recycle age, we destroy it.
                    socket.Close();
                }
                else {
                    //Put the socket back in the pool.
                    lock (queue)
                    {
                        queue.Enqueue(socket);
                    }
                }
            }
        }
Beispiel #2
0
 //Private method for reading results of the "get" command.
 private bool readValue(PooledSocket socket, out object value, out string key, out ulong unique)
 {
     string response = socket.ReadResponse();
     string[] parts = response.Split(' '); //Result line from server: "VALUE <key> <flags> <bytes> <cas unique>"
     if (parts[0] == "VALUE")
     {
         key = parts[1];
         SerializedType type = (SerializedType)Enum.Parse(typeof(SerializedType), parts[2]);
         byte[] bytes = new byte[Convert.ToUInt32(parts[3], CultureInfo.InvariantCulture)];
         if (parts.Length > 4)
         {
             unique = Convert.ToUInt64(parts[4]);
         }
         else {
             unique = 0;
         }
         socket.Read(bytes);
         socket.SkipUntilEndOfLine(); //Skip the trailing \r\n
         try
         {
             value = Serializer.DeSerialize(bytes, type);
         }
         catch (Exception e)
         {
             //If deserialization fails, return null
             value = null;
             logger.Error("Error deserializing object for key '" + key + "' of type " + type + ".", e);
         }
         return true;
     }
     else {
         key = null;
         value = null;
         unique = 0;
         return false;
     }
 }
Beispiel #3
0
        /// <summary>
        /// Gets a socket from the pool.
        /// If there are no free sockets, a new one will be created. If something goes
        /// wrong while creating the new socket, this pool's endpoint will be marked as dead
        /// and all subsequent calls to this method will return null until the retry interval
        /// has passed.
        /// </summary>
        internal PooledSocket Acquire()
        {
            //Do we have free sockets in the pool?
            //if so - return the first working one.
            //if not - create a new one.
            Interlocked.Increment(ref acquired);
            lock (queue)
            {
                while (queue.Count > 0)
                {
                    PooledSocket socket = queue.Dequeue();
                    if (socket != null && socket.IsAlive)
                    {
                        Interlocked.Increment(ref reusedsockets);
                        return socket;
                    }
                    Interlocked.Increment(ref deadsocketsinpool);
                }
            }

            Interlocked.Increment(ref newsockets);
            //If we know the endpoint is dead, check if it is time for a retry, otherwise return null.
            if (isEndPointDead)
            {
                if (DateTime.Now > deadEndPointRetryTime)
                {
                    //Retry
                    isEndPointDead = false;
                }
                else {
                    //Still dead
                    return null;
                }
            }

            //Try to create a new socket. On failure, mark endpoint as dead and return null.
            try
            {
                PooledSocket socket = new PooledSocket(this, endPoint, owner.SendReceiveTimeout, owner.ConnectTimeout);
                //Reset retry timer on success.
                deadEndPointSecondsUntilRetry = 1;
                return socket;
            }
            catch (Exception e)
            {
                Interlocked.Increment(ref failednewsockets);
                logger.Error("Error connecting to: " + endPoint.Address, e);
                //Mark endpoint as dead
                isEndPointDead = true;
                //Retry in 2 minutes
                deadEndPointRetryTime = DateTime.Now.AddSeconds(deadEndPointSecondsUntilRetry);
                if (deadEndPointSecondsUntilRetry < maxDeadEndPointSecondsUntilRetry)
                {
                    deadEndPointSecondsUntilRetry = deadEndPointSecondsUntilRetry * 2; //Double retry interval until next time
                }
                return null;
            }
        }