private void ReadFromQueue(object o) { bool proceed = true; while (proceed) { _stopped.Reset(); _queueStats.EnterBusy(); Message msg; while (!_stop && _queue.TryDequeue(out msg)) { try { var queueCnt = _queue.Count; _queueStats.ProcessingStarted(msg.GetType(), queueCnt); if (_watchSlowMsg) { var start = DateTime.UtcNow; _consumer.Handle(msg); var elapsed = DateTime.UtcNow - start; if (elapsed > _slowMsgThreshold) { Log.Trace("SLOW QUEUE MSG [{0}]: {1} - {2}ms. Q: {3}/{4}.", _queueStats.Name, _queueStats.InProgressMessage.Name, (int)elapsed.TotalMilliseconds, queueCnt, _queue.Count); if (elapsed > QueuedHandler.VerySlowMsgThreshold)// && !(msg is SystemMessage.SystemInit)) { Log.Error("---!!! VERY SLOW QUEUE MSG [{0}]: {1} - {2}ms. Q: {3}/{4}.", _queueStats.Name, _queueStats.InProgressMessage.Name, (int)elapsed.TotalMilliseconds, queueCnt, _queue.Count); } } } else { _consumer.Handle(msg); } _queueStats.ProcessingEnded(1); } catch (Exception ex) { Log.Error(ex, String.Format("Error while processing message {0} in queued handler '{1}'.", msg, _queueStats.Name)); } } _queueStats.EnterIdle(); _stopped.Set(); Interlocked.CompareExchange(ref _isRunning, 0, 1); // try to reacquire lock if needed proceed = !_stop && _queue.Count > 0 && Interlocked.CompareExchange(ref _isRunning, 1, 0) == 0; } }
private void ReadFromQueue(object o) { _queueStats.Start(); Thread.BeginThreadAffinity(); // ensure we are not switching between OS threads. Required at least for v8. while (!_stop) { Message msg = null; try { if (!_queue.TryDequeue(out msg)) { _starving = true; _queueStats.EnterIdle(); _msgAddEvent.Wait(100); _msgAddEvent.Reset(); _starving = false; } else if (msg != null) { _queueStats.EnterBusy(); var cnt = _queue.Count; _queueStats.ProcessingStarted(msg.GetType(), cnt); if (_watchSlowMsg) { var start = DateTime.UtcNow; _consumer.Handle(msg); var elapsed = DateTime.UtcNow - start; if (elapsed > _slowMsgThreshold) { Log.Trace("SLOW QUEUE MSG [{0}]: {1} - {2}ms. Q: {3}/{4}.", Name, _queueStats.InProgressMessage.Name, (int)elapsed.TotalMilliseconds, cnt, _queue.Count); if (elapsed > QueuedHandler.VerySlowMsgThreshold)// && !(msg is SystemMessage.SystemInit)) { Log.Error("---!!! VERY SLOW QUEUE MSG [{0}]: {1} - {2}ms. Q: {3}/{4}.", Name, _queueStats.InProgressMessage.Name, (int)elapsed.TotalMilliseconds, cnt, _queue.Count); } } } else { _consumer.Handle(msg); } _queueStats.ProcessingEnded(1); } } catch (Exception ex) { Log.Error(ex, $"Error while processing message {msg} in queued handler '{Name}'."); } } _queueStats.Stop(); _stopped.Set(); _queueMonitor.Unregister(this); Thread.EndThreadAffinity(); }
private void ReadFromQueue(object o) { _queueStats.Start(); Thread.BeginThreadAffinity(); // ensure we are not switching between OS threads. Required at least for v8. const int spinmax = 5000; var iterationsCount = 0; while (!_stop) { Message msg = null; try { if (!_queue.TryDequeue(out msg)) { _queueStats.EnterIdle(); iterationsCount += 1; if (iterationsCount < spinmax) { //do nothing... spin } else { Thread.Sleep(1); } } else { _queueStats.EnterBusy(); var cnt = _queue.Count; _queueStats.ProcessingStarted(msg.GetType(), cnt); if (_watchSlowMsg) { var start = DateTime.UtcNow; _consumer.Handle(msg); var elapsed = DateTime.UtcNow - start; if (elapsed > _slowMsgThreshold) { Log.Trace("SLOW QUEUE MSG [{0}]: {1} - {2}ms. Q: {3}/{4}.", Name, _queueStats.InProgressMessage.Name, (int)elapsed.TotalMilliseconds, cnt, _queue.Count); if (elapsed > QueuedHandler.VerySlowMsgThreshold)// && !(msg is SystemMessage.SystemInit)) { Log.Error("---!!! VERY SLOW QUEUE MSG [{0}]: {1} - {2}ms. Q: {3}/{4}.", Name, _queueStats.InProgressMessage.Name, (int)elapsed.TotalMilliseconds, cnt, _queue.Count); } } } else { _consumer.Handle(msg); } _queueStats.ProcessingEnded(1); } } catch (Exception ex) { Log.Error(ex, String.Format("Error while processing message {0} in queued handler '{1}'.", msg, Name), ex); } } _queueStats.Stop(); _stopped.Set(); _queueMonitor.Unregister(this); Thread.EndThreadAffinity(); }