Example #1
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);
            }
        }
Example #2
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);
                    }
                }
            }
        }