I have the following method that waits for an exclusive lock on a Redis key. This method works but I'm wondering if there is a better way without a for loop and a Thread.Sleep.
/// <summary>
/// wait up to 2 seconds to achieve a lock!
/// The lock is good for a maximum of 3 seconds
/// </summary>
/// <param name="codeID"></param>
internal void WaitForSingleUseLock(CodeID codeID)
{
var key = _redemptionRepo.SingleUseCodeLockPrefix + codeID.Value;
var expiration = TimeSpan.FromSeconds(3);
for (var i = 0; i < 20; i++)
{
var lockAchieved = _cacheRepo.LockTake(key, "1", expiration);
if (lockAchieved)
{
break;
}
Thread.Sleep(TimeSpan.FromMilliseconds(100));
}
}
The only thing I could suggest different would be to consider pub/sub as a side channel (meaning: in addition, not replacement) for indicating when the lock might now be available - i.e. publish when releasing, and use the sub to release a timer (via a monitor or an async-wait-handle).
Other than that: nope. Redis doesn't have the idea of a pending queue. You could perhaps possibly construct one using lists, but...
After taking #Marc's comments into consideration and meeting with my team about the benefits of Task.Delay() over Thread.Sleep() in this context I decided on this as a final solution:
/// <summary>
/// wait up to 3 seconds to achieve a lock!
/// The lock is good for a maximum of 3 seconds
///
/// Returns the total amount of time until the lock was taken
/// </summary>
internal virtual async Task<TimeSpan> WaitForSingleUseLock(CodeID codeID)
{
var key = _redemptionRepo.SingleUseCodeLockPrefix + codeID.Value;
var totalTime = TimeSpan.Zero;
var maxTime = TimeSpan.FromSeconds(3);
var expiration = TimeSpan.FromSeconds(3);
var sleepTime = TimeSpan.FromMilliseconds(50);
var lockAchieved = false;
while (!lockAchieved && totalTime < maxTime)
{
lockAchieved = _cacheRepo.LockTake(key, "1", expiration);
if (lockAchieved)
{
continue;
}
await Task.Delay(sleepTime);
totalTime += sleepTime;
}
return totalTime;
}
Related
I am using Redis with StackExchange.Redis. I have multiple threads that will at some point access and edit the value of the same key, so I need to synchronize the manipulation of the data.
Looking at the available functions, I see that there are two functions, TakeLock and ReleaseLock. However, these functions take both a key and a value parameter rather than the expected single key to be locked. The intellisene documentation and source on GitHub don't explain how to use the LockTake and LockRelease functions or what to pass in for the key and value parameters.
Q: What is the correct usage of LockTake and LockRelease in StackExchange.Redis?
Pseudocode example of what I'm aiming to do:
//Add Items Before Parallel Execution
redis.StringSet("myJSONKey", myJSON);
//Parallel Execution
Parallel.For(0, 100, i =>
{
//Some work here
//....
//Lock
redis.LockTake("myJSONKey");
//Manipulate
var myJSONObject = redis.StringGet("myJSONKey");
myJSONObject.Total++;
Console.WriteLine(myJSONObject.Total);
redis.StringSet("myJSONKey", myNewJSON);
//Unlock
redis.LockRelease("myJSONKey");
//More work here
//...
});
There are 3 parts to a lock:
the key (the unique name of the lock in the database)
the value (a caller-defined token which can be used both to indicate who "owns" the lock, and to check that releasing and extending the lock is being done correctly)
the duration (a lock intentionally is a finite duration thing)
If no other value comes to mind, a guid might make a suitable "value". We tend to use the machine-name (or a munged version of the machine name if multiple processes could be competing on the same machine).
Also, note that taking a lock is speculative, not blocking. It is entirely possible that you fail to obtain the lock, and hence you may need to test for this and perhaps add some retry logic.
A typical example might be:
RedisValue token = Environment.MachineName;
if(db.LockTake(key, token, duration)) {
try {
// you have the lock do work
} finally {
db.LockRelease(key, token);
}
}
Note that if the work is lengthy (a loop, in particular), you may want to add some occasional LockExtend calls in the middle - again remembering to check for success (in case it timed out).
Note also that all individual redis commands are atomic, so you don't need to worry about two discreet operations competing. For more complexing multi-operation units, transactions and scripting are options.
There is my part of code for lock->get->modify(if required)->unlock actions with comments.
public static T GetCachedAndModifyWithLock<T>(string key, Func<T> retrieveDataFunc, TimeSpan timeExpiration, Func<T, bool> modifyEntityFunc,
TimeSpan? lockTimeout = null, bool isSlidingExpiration=false) where T : class
{
int lockCounter = 0;//for logging in case when too many locks per key
Exception logException = null;
var cache = Connection.GetDatabase();
var lockToken = Guid.NewGuid().ToString(); //unique token for current part of code
var lockName = key + "_lock"; //unique lock name. key-relative.
T tResult = null;
while ( lockCounter < 20)
{
//check for access to cache object, trying to lock it
if (!cache.LockTake(lockName, lockToken, lockTimeout ?? TimeSpan.FromSeconds(10)))
{
lockCounter++;
Thread.Sleep(100); //sleep for 100 milliseconds for next lock try. you can play with that
continue;
}
try
{
RedisValue result = RedisValue.Null;
if (isSlidingExpiration)
{
//in case of sliding expiration - get object with expiry time
var exp = cache.StringGetWithExpiry(key);
//check ttl.
if (exp.Expiry.HasValue && exp.Expiry.Value.TotalSeconds >= 0)
{
//get only if not expired
result = exp.Value;
}
}
else //in absolute expiration case simply get
{
result = cache.StringGet(key);
}
//"REDIS_NULL" is for cases when our retrieveDataFunc function returning null (we cannot store null in redis, but can store pre-defined string :) )
if (result.HasValue && result == "REDIS_NULL") return null;
//in case when cache is epmty
if (!result.HasValue)
{
//retrieving data from caller function (from db from example)
tResult = retrieveDataFunc();
if (tResult != null)
{
//trying to modify that entity. if caller modifyEntityFunc returns true, it means that caller wants to resave modified entity.
if (modifyEntityFunc(tResult))
{
//json serialization
var json = JsonConvert.SerializeObject(tResult);
cache.StringSet(key, json, timeExpiration);
}
}
else
{
//save pre-defined string in case if source-value is null.
cache.StringSet(key, "REDIS_NULL", timeExpiration);
}
}
else
{
//retrieve from cache and serialize to required object
tResult = JsonConvert.DeserializeObject<T>(result);
//trying to modify
if (modifyEntityFunc(tResult))
{
//and save if required
var json = JsonConvert.SerializeObject(tResult);
cache.StringSet(key, json, timeExpiration);
}
}
//refresh exiration in case of sliding expiration flag
if(isSlidingExpiration)
cache.KeyExpire(key, timeExpiration);
}
catch (Exception ex)
{
logException = ex;
}
finally
{
cache.LockRelease(lockName, lockToken);
}
break;
}
if (lockCounter >= 20 || logException!=null)
{
//log it
}
return tResult;
}
and usage :
public class User
{
public int ViewCount { get; set; }
}
var cachedAndModifiedItem = GetCachedAndModifyWithLock<User>(
"MyAwesomeKey", //your redis key
() => // callback to get data from source in case if redis's store is empty
{
//return from db or kind of that
return new User() { ViewCount = 0 };
},
TimeSpan.FromMinutes(10), //object expiration time to pass in Redis
user=> //modify object callback. return true if you need to save it back to redis
{
if (user.ViewCount< 3)
{
user.ViewCount++;
return true; //save it to cache
}
return false; //do not update it in cache
},
TimeSpan.FromSeconds(10), //lock redis timeout. if you will have race condition situation - it will be locked for 10 seconds and wait "get_from_db"/redis read/modify operations done.
true //is expiration should be sliding.
);
That code can be improved (for example, you can add transactions for less count call to cache and etc), but i glad it will be helpfull for you.
I have this code it works well EXCEPT I want to ensure that the expiration bundle is in the database and I dont want to create this database manually. What is the correct way to initialize a database with the expiration bundle enabled?
_documentStore = new DocumentStore()
{
Url = SettingsManager.RavenDbUrl,
DefaultDatabase = SettingsManager.RavenDbDatabaseName
};
_documentStore.Initialize();
Well I couldnt find docs and I couldnt find help so I cobbled this together:
static class RavenDbExtensions
{
/// <summary>
/// Ensure a bundle is activated
/// </summary>
/// <param name="documentStore"></param>
/// <param name="bundleName"></param>
/// <param name="databaseName"></param>
public static void ActivateBundle(this IDocumentStore documentStore, string bundleName, string databaseName)
{
using (var session = documentStore.OpenSession())
{
var databaseDocument = session.Load<DatabaseDocument>("Raven/Databases/" + databaseName);
var settings = databaseDocument.Settings;
var activeBundles = settings.ContainsKey(Constants.ActiveBundles) ? settings[Constants.ActiveBundles] : null;
if (string.IsNullOrEmpty(activeBundles))
settings[Constants.ActiveBundles] = bundleName;
else if (!activeBundles.Split(new char[]{';'}).Contains(bundleName, StringComparer.OrdinalIgnoreCase))
settings[Constants.ActiveBundles] = activeBundles + ";" + bundleName;
session.SaveChanges();
}
}
}
Then I do this little dance when initializing the document store. It seems to work well. It isnt clear whether the bundle is named Expiration or DocumentExpiration so I try both it doesnt crash and it seems to fold in the expiration functionality I need.
_documentStore = new DocumentStore()
{
Url = SettingsManager.RavenDbUrl
};
_documentStore.Initialize();
_documentStore.ActivateBundle("Expiration", Assembly.GetExecutingAssembly().GetName().Name);
_documentStore.ActivateBundle("DocumentExpiration", Assembly.GetExecutingAssembly().GetName().Name);
_documentStore.DefaultDatabase = Assembly.GetExecutingAssembly().GetName().Name;
Using TPL / Parallel.ForEach is there an out-of-the-box way to limit the number of times a method is called per unit of time (i.e. no more than 50 calls per second). This is different than limiting the number of threads. Perhaps there's some simple hack to make this work?
One solution is to make a thread-safe version of the following https://stackoverflow.com/a/7728872/356790
/// <summary>
/// This class limits the number of requests (method calls, events fired, etc.) that can occur in a given unit of time.
/// </summary>
class RequestLimiter
{
#region Constructors
/// <summary>
/// Initializes an instance of the RequestLimiter class.
/// </summary>
/// <param name="maxRequests">The maximum number of requests that can be made in a given unit of time.</param>
/// <param name="timeSpan">The unit of time that the maximum number of requests is limited to.</param>
/// <exception cref="ArgumentException">maxRequests <= 0</exception>
/// <exception cref="ArgumentException">timeSpan.TotalMilliseconds <= 0</exception>
public RequestLimiter( int maxRequests , TimeSpan timeSpan )
{
// check parameters
if ( maxRequests <= 0 )
{
throw new ArgumentException( "maxRequests <= 0" , "maxRequests" );
}
if ( timeSpan.TotalMilliseconds <= 0 )
{
throw new ArgumentException( "timeSpan.TotalMilliseconds <= 0" , "timeSpan" );
}
// initialize instance vars
_maxRequests = maxRequests;
_timeSpan = timeSpan;
_requestTimes = new Queue<DateTime>( maxRequests );
// sleep for 1/10th timeSpan
_sleepTimeInMs = Convert.ToInt32( Math.Ceiling( timeSpan.TotalMilliseconds / 10 ) );
}
#endregion
/// <summary>
/// Waits until an request can be made
/// </summary>
public void WaitUntilRequestCanBeMade()
{
while ( !TryEnqueueRequest() )
{
Thread.Sleep( _sleepTimeInMs );
}
}
#region Private Members
private readonly Queue<DateTime> _requestTimes;
private readonly object _requestTimesLock = new object();
private readonly int _maxRequests;
private readonly TimeSpan _timeSpan;
private readonly int _sleepTimeInMs;
/// <summary>
/// Remove requests that are older than _timeSpan
/// </summary>
private void SynchronizeQueue()
{
while ( ( _requestTimes.Count > 0 ) && ( _requestTimes.Peek().Add( _timeSpan ) < DateTime.Now ) )
{
_requestTimes.Dequeue();
}
}
/// <summary>
/// Attempts to enqueue a request.
/// </summary>
/// <returns>
/// Returns true if the request was successfully enqueued. False if not.
/// </returns>
private bool TryEnqueueRequest()
{
lock ( _requestTimesLock )
{
SynchronizeQueue();
if ( _requestTimes.Count < _maxRequests )
{
_requestTimes.Enqueue( DateTime.Now );
return true;
}
return false;
}
}
#endregion
}
The ready code samples using Timer:
for .NET 4.0 TPL Don't miss this one, this is quite a project, of all times and all peoples!
in C# 5.0/.NET 4.5, using async/wait, WPF
The code samples/examples using Reactive Extensions (Rx):
Observable.Interval Method (TimeSpan, IScheduler), MSDN example
Observable.Timer() sample, RxWiki
This solution enforces a delay between the start of each thread and could be used to fulfill your requirements.
private SemaphoreSlim CooldownLock = new SemaphoreSlim(1, 1);
private DateTime lastAction;
private void WaitForCooldown(TimeSpan delay)
{
CooldownLock.Wait();
var waitTime = delay - (DateTime.Now - lastAction);
if (waitTime > TimeSpan.Zero)
{
Task.Delay(waitTime).Wait();
lastAction = DateTime.Now;
}
lastAction = DateTime.Now;
CooldownLock.Release();
}
public void Execute(Action[] actions, int concurrentThreadLimit, TimeSpan threadDelay)
{
if (actions.Any())
{
Parallel.ForEach(actions,
new ParallelOptions() { MaxDegreeOfParallelism = concurrentThreadLimit},
(currentAction) =>
{
WaitForCooldown(threadDelay);
currentAction();
});
}
}
I'm using IPreUpdateEventListener for audit purposes. My solution is exactly as Ayende Rahien says here. Something like this:
public bool OnPreUpdate(PreUpdateEvent #event)
{
var audit = #event.Entity as IHaveAuditInformation;
if (audit == null)
return false;
var time = DateTime.Now;
var name = WindowsIdentity.GetCurrent().Name;
Set(#event.Persister, #event.State, "UpdatedAt", time);
Set(#event.Persister, #event.State, "UpdatedBy", name);
audit.UpdatedAt = time;
audit.UpdatedBy = name;
return false;
}
My problems is I must set audit.UpdatedAt = time; to have the value in my entity, but it makes the object dirty and causes another more update to database. I need both the new value in my object but don't want duplicate update. Is there any way?
This should not cause two updates; something else is going on. The problem may be that the database UpdatedAt field resolution is different then the .NET DateTime.Now resolution. My code is nearly identical to yours but I use this method to create the timestamp:
/// <summary>
/// Return a DateTime with millisecond resolution to be used as the timestamp. This is needed so that DateTime of an existing instance
/// will equal one that has been persisted and returned from the database. Without this, the times differ due to different resolutions.
/// </summary>
/// <returns></returns>
private static DateTime GetTime()
{
var now = DateTime.Now;
var ts = new DateTime(now.Year, now.Month, now.Day, now.Hour, now.Minute, now.Second, now.Millisecond, DateTimeKind.Local);
return ts;
}
I am developing a windows app that performs some common TFS tasks using the 2010 Beta 2 API (like creating new team projects, new work items, selective build, etc. ).
In the process of editing existing work items, I should be able to automatically set the 'Reason' field's values according to state change of the WI (mimic-ing Visual Studio). (eg)- When I edit a bug, when state changes from Active to Resolved, the default Reason is 'Fixed' and similarly the default Reason='Deferred' when state goes from Active to Closed. (As defined in the work item type definition xml file. ) This transition is easy to capture and implement inside a simple event handler on the form, since the initial state will be Active when the Bug is edited for the first time.
I want to know how to implement the remaining transitions like Resolved to Closed (Reason=Fixed), Resolved to Active (Reason=Test failed/Not fixed) or Closed to Active (Reason=Reactivated/Regression).
I know there is a method called WorkItem.GetNextState(current_state,action), but this doesn't help as it requires a specific action.
What I have done so far is shown below:
void cmbBugState_SelectedIndexChanged(object sender, EventArgs e)
{
//private enum bugWorkFlows{"Fixed","Deferred","Duplicate","As Designed","Cannot Reproduce","Obsolete","Test Failed","Not Fixed","Reactivated","Regression"}
string[] activeToResolvedReasons = { "Fixed", "Deferred", "Duplicate", "As Designed", "Cannot Reproduce", "Obsolete" };
string[] resolvedToActiveReasons = { "Test Failed", "Not fixed" };
string[] resolvedToClosedReasons = activeToResolvedReasons;
string[] closedToActiveReasons = { "Reactivated", "Regression" };
string[] activeToClosedReasons = activeToResolvedReasons;
cmbBugReason.Items.AddRange(activeToResolvedReasons);
// Set the default reason according to change of state of the work item.
if (cmbBugState.SelectedItem.ToString() == "Resolved")
{
cmbBugReason.Enabled = true;
cmbBugReason.SelectedItem = activeToResolvedReasons[0];
}
if (cmbBugState.SelectedItem.ToString() == "Closed")
{
cmbBugReason.Enabled = true;
cmbBugReason.SelectedItem = activeToResolvedReasons[1];
}
}
Can anyone show how to handle these events on the form?
Thanks,
Tara.
I tried GetNextState. It was never reliable enough for what I needed.
So I "rolled my own" state transition code that has worked very well for me when I am moving from State "A" to State "B". It is a bit long, but it should have what you are looking for in it.
As a side note: Because this does not use the GetNextState method it has to get the next state somehow. The way it does this is by downloading the XML of the work item type in question. It parses that out and uses that to make a Transition list (_allTransistions).
The permissions levels in TFS 2010 needed to do this are: Team Foundation Administrators or Project Administrators. (As a side note, in TFS 2008 and 2005 all valid users could do this.)
The full code that uses this can be found in the WorkItemHelpers.cs file in the TFS Aggregator project on codeplex.
public static void TransitionToState(this WorkItem workItem, string state, string commentPrefix)
{
// Set the sourceWorkItem's state so that it is clear that it has been moved.
string originalState = (string)workItem.Fields["State"].Value;
// Try to set the state of the source work item to the "Deleted/Moved" state (whatever is defined in the file).
// We need an open work item to set the state
workItem.TryOpen();
// See if we can go directly to the planned state.
workItem.Fields["State"].Value = state;
if (workItem.Fields["State"].Status != FieldStatus.Valid)
{
// Revert back to the orginal value and start searching for a way to our "MovedState"
workItem.Fields["State"].Value = workItem.Fields["State"].OriginalValue;
// If we can't then try to go from the current state to another state. Saving each time till we get to where we are going.
foreach (string curState in workItem.Type.FindNextState((string)workItem.Fields["State"].Value, state))
{
string comment;
if (curState == state)
comment = commentPrefix + Environment.NewLine + " State changed to " + state;
else
comment = commentPrefix + Environment.NewLine + " State changed to " + curState + " as part of move toward a state of " + state;
bool success = ChangeWorkItemState(workItem, originalState, curState, comment);
// If we could not do the incremental state change then we are done. We will have to go back to the orginal...
if (!success)
break;
}
}
else
{
// Just save it off if we can.
string comment = commentPrefix + "\n State changed to " + state;
ChangeWorkItemState(workItem, originalState, state, comment);
}
}
private static bool ChangeWorkItemState(this WorkItem workItem, string orginalSourceState, string destState, String comment)
{
// Try to save the new state. If that fails then we also go back to the orginal state.
try
{
workItem.TryOpen();
workItem.Fields["State"].Value = destState;
workItem.History = comment;
workItem.Save();
return true;
}
catch (Exception)
{
// Revert back to the original value.
workItem.Fields["State"].Value = orginalSourceState;
return false;
}
}
/// <summary>
/// Used to find the next state on our way to a destination state.
/// (Meaning if we are going from a "Not-Started" to a "Done" state,
/// we usually have to hit a "in progress" state first.
/// </summary>
/// <param name="wiType"></param>
/// <param name="fromState"></param>
/// <param name="toState"></param>
/// <returns></returns>
public static IEnumerable<string> FindNextState(this WorkItemType wiType, string fromState, string toState)
{
var map = new Dictionary<string, string>();
var edges = wiType.GetTransitions().ToDictionary(i => i.From, i => i.To);
var q = new Queue<string>();
map.Add(fromState, null);
q.Enqueue(fromState);
while (q.Count > 0)
{
var current = q.Dequeue();
foreach (var s in edges[current])
{
if (!map.ContainsKey(s))
{
map.Add(s, current);
if (s == toState)
{
var result = new Stack<string>();
var thisNode = s;
do
{
result.Push(thisNode);
thisNode = map[thisNode];
} while (thisNode != fromState);
while (result.Count > 0)
yield return result.Pop();
yield break;
}
q.Enqueue(s);
}
}
}
// no path exists
}
private static readonly Dictionary<WorkItemType, List<Transition>> _allTransistions = new Dictionary<WorkItemType, List<Transition>>();
/// <summary>
/// Deprecated
/// Get the transitions for this <see cref="WorkItemType"/>
/// </summary>
/// <param name="workItemType"></param>
/// <returns></returns>
public static List<Transition> GetTransitions(this WorkItemType workItemType)
{
List<Transition> currentTransistions;
// See if this WorkItemType has already had it's transistions figured out.
_allTransistions.TryGetValue(workItemType, out currentTransistions);
if (currentTransistions != null)
return currentTransistions;
// Get this worktype type as xml
XmlDocument workItemTypeXml = workItemType.Export(false);
// Create a dictionary to allow us to look up the "to" state using a "from" state.
var newTransistions = new List<Transition>();
// get the transistions node.
XmlNodeList transitionsList = workItemTypeXml.GetElementsByTagName("TRANSITIONS");
// As there is only one transistions item we can just get the first
XmlNode transitions = transitionsList[0];
// Iterate all the transitions
foreach (XmlNode transitionXML in transitions)
{
// See if we have this from state already.
string fromState = transitionXML.Attributes["from"].Value;
Transition transition = newTransistions.Find(trans => trans.From == fromState);
if (transition != null)
{
transition.To.Add(transitionXML.Attributes["to"].Value);
}
// If we could not find this state already then add it.
else
{
// save off the transistion (from first so we can look up state progression.
newTransistions.Add(new Transition
{
From = transitionXML.Attributes["from"].Value,
To = new List<string> { transitionXML.Attributes["to"].Value }
});
}
}
// Save off this transition so we don't do it again if it is needed.
_allTransistions.Add(workItemType, newTransistions);
return newTransistions;
}