synchronously invoke client side method with SignalR - asynchronous

SignalR does not have the ability to have client methods which returns a value. So I am trying to create a helper class to make this possible.
So this is what I am trying to do:
Server side: Call client method and provide unique request id Client(clientId).GetValue(requestId)
Server side: Save requestId and wait for answer using ManualResetEvent
Client side: Inside void GetValue(Guid requestId) call server method hubProxy.Invoke("GetValueFinished", requestId, 10)
Server side: find waiting method by requestId => set return value => set signal
Server side: Method not longer waiting vor ManualResetEvent and returns retrieved value.
I am able to get it work unfortunately. Here is my code:
public static class MethodHandler
{
private static ConcurrentDictionary<Guid, ReturnWaiter> runningMethodWaiters = new ConcurrentDictionary<Guid,ReturnWaiter>();
public static TResult GetValue<TResult>(Action<Guid> requestValue)
{
Guid key = Guid.NewGuid();
ReturnWaiter returnWaiter = new ReturnWaiter(key);
runningMethodWaiters.TryAdd(key, returnWaiter);
requestValue.Invoke(key);
returnWaiter.Signal.WaitOne();
return (TResult)returnWaiter.Value;
}
public static void GetValueResult(Guid key, object value)
{
ReturnWaiter waiter;
if (runningMethodWaiters.TryRemove(key, out waiter))
{
waiter.Value = value;
}
}
}
internal class ReturnWaiter
{
private ManualResetEvent _signal = new ManualResetEvent(false);
public ManualResetEvent Signal { get { return _signal; } }
public Guid Key {get; private set;}
public ReturnWaiter(Guid key)
{
Key = key;
}
private object _value;
public object Value
{
get { return _value; }
set
{
_value = value;
Signal.Set();
}
}
}
Using this MethodHandler class I need to have two method server side:
public int GetValue(string clientId)
{
return MethodHandler.GetValue<int>(key => Clients(clientId).Client.GetValue(key));
}
public void GetValueResult(Guid key, object value)
{
MethodHandler.GetValueResult(key, value);
}
Client side implementation is like this:
// Method registration
_hubProxy.On("GetValue", new Action<Guid>(GetValue));
public void GetValue(Guid requestId)
{
int result = 10;
_hubConnection.Invoke("GetValueResult", requestId, result);
}
PROBLEM:
if I call server side GetValue("clientid"). The client method will not be invoked. If I comment out returnWaiter.Signal.WaitOne();, client side GetValue is called and server side GetValueResult is called. But of course this time the method has already returned.
I thought is has to do with the ManualResetEvent but even using while(!returnWaiter.HasValue) Thread.Sleep(100); will not fix this issue.
Any ideas how to fix this issue?
Thanks in advance!

First, I think that, rather than asking for help in how to make it synchronous, it would be best if you just told us what it is you're trying to do so we could suggest a proper approach to do it.
You don't show your MethodHandler::Retrieve method, but I can guess pretty much what it looks like and it's not even the real problem. I have to tell you in the nicest possible way that this is a really bad idea. It will simply never scale. This would only work with a single SignalR server instance because you're relying on machine specific resources (e.g. kernel objects behind the ManualResetEvent) to provide the blocking. Maybe you don't need to scale beyond one server to meet your requirements, but this still a terrible waste of resources even on a single server.
You're actually on the right track with the client calling back with the requestId as a correlating identifier. Why can't you use that correlation to resume logical execution of whatever process you are in the middle of on the server side? That way no resources are held around while waiting for the message to be delivered to the client, processed and then the follow up message, GetValueResult in your sample, to be sent back a the server instance.

Problem solved:
The problem only occured in Hub.OnConnected and Hub.OnDisconnected. I don't have an exact explanation why, but probably these methods must be able to finish before it will handle your method call to the client.
So I changed code:
public override Task OnConnected()
{
// NOT WORKING
Debug.Print(MethodHandler.GetValue<int>(key => Clients(Context.ConnectionId).Client.GetValue(key)));
// WORKING
new Thread(() => Debug.Print(MethodHandler.GetValue<int>(key => Clients(Context.ConnectionId).Client.GetValue(key)))).Start();
return base.OnConnected();
}

Related

Using Akka.net with Asp.net on a Modular Monolith architecture

Iwould like to implement a rest service using Akka and Asp.net.
Following the example here
I create my AkkaService containing the FooActor ref and a controller who transform the http request to a RunProcess message which is sent to the FooActor.
[Route("api/[controller]")]
[ApiController]
public class MyController : Controller
{
private readonly ILogger<MyController> _logger;
private readonly IAkkaService Service;
public RebalancingController(ILogger<MyController> logger, IAkkaService bridge)
{
_logger = logger;
Service = bridge;
}
[HttpGet]
public async Task<ProcessTerminated> Get()
{
var cts = new CancellationTokenSource(TimeSpan.FromSeconds(60));
return await Service.RunProcess(cts.Token);
}
}
public class AkkaService : IAkkaService, IHostedService
{
private ActorSystem ActorSystem { get; set; }
public IActorRef FooActor { get; private set; }
private readonly IServiceProvider ServiceProvider;
public AkkaService(IServiceProvider sp)
{
ServiceProvider = sp;
}
public async Task StartAsync(CancellationToken cancellationToken)
{
var hocon = ConfigurationFactory.ParseString(await File.ReadAllTextAsync("app.conf", cancellationToken));
var bootstrap = BootstrapSetup.Create().WithConfig(hocon);
var di = DependencyResolverSetup.Create(ServiceProvider);
var actorSystemSetup = bootstrap.And(di);
ActorSystem = ActorSystem.Create("AkkaSandbox", actorSystemSetup);
// </AkkaServiceSetup>
// <ServiceProviderFor>
// props created via IServiceProvider dependency injection
var fooProps = DependencyResolver.For(ActorSystem).Props<FooActor>();
FooActor = ActorSystem.ActorOf(rebalProps.WithRouter(FromConfig.Instance), "foo");
// </ServiceProviderFor>
await Task.CompletedTask;
}
public async Task<ProcessTerminated> RunProcess(CancellationToken token)
{
return await FooActor.Ask<ProcessTerminated>(new RunProcess(), token);
}
public FooActor(IServiceProvider sp)
{
_scope = sp.CreateScope();
Receive<RunProcess>(x =>
{
var basketActor = Context.ActorOf(Props.Create<BarActor>(sp), "BarActor");
basketActor.Tell(new BarRequest());
_log.Info($"Sending a request to Bar Actor ");
});
Receive<BarResponse>(x =>
{
...... Here I need to send back a ProcessTerminated message to the controller
});
}
Now, let's imagine the FooActor send a message to the BarActor telling him to perform a given task and wait the BarResponse. How could I send back the ProcessTerminated message to the controller?
Few points to take into considerations:
I want to ensure no coupling between BarActor and FooActor.
By example, I could add the original sender ActorRef to the BarRequest and
BarResponse. But the BarActor musn't know about the fooActor and
MyController. The structure of the messages an how the barActor
respond should not be dependent of what the FooActor do with the
BarResponse.
In the example I only use BarActor, but we can imagine to have many different actors
exchanging messages before returning the final result to the controller.
Nitpick: you should use Akka.Hosting and avoid creating this mock wrapper service around the ActorSystem. That will allow you to pass in the ActorRegistry directly into your controller, which you can use to then access FooActor without the need for additional boilerplate. See "Introduction to Akka.Hosting - HOCONless, "Pit of Success" Akka.NET Runtime and Configuration" video for a fuller explanation.
Next: to send the ProcessTerminated message back to your controller you need to save the Sender (the IActorRef that points to the temporary actor created by Ask<T>, in this instance) during your Receive<RunProcess> and make sure that this value is available inside your Receive<BarResponse>.
The simple ways to accomplish that:
Store the Sender in a field on the FooActor, use behavior-switching while you wait for the BarActor to respond, and then revert back to your original behavior.
Build a Dictionary<RunProcess, IActorRef> (the key should probably actually be some unique ID shared by RunProcess and BarResponse - a "correlation id") and reply to the corresponding IActorRef stored in the dictionary when BarResponse is received. Remove the entry after processing.
Propagate the Sender in the BarRequest and BarResponse message payloads themselves.
All three of those would work. If I thought there were going to be a large number of RunProcess requests running in parallel I'd opt for option 2.
Another way of doing it is by simply forwarding the next message to the next actor. The Tell operation have a second parameter that can be used to override the message sender. If you're sure that all path has to respond back to the original Ask inside the Http controller, you can do this inside the FooActor:
Receive<RunProcess>(x =>
{
var basketActor = Context.ActorOf(Props.Create<BarActor>(sp), "BarActor");
basketActor.Tell(new BarRequest(), Sender);
_log.Info($"Sending a request to Bar Actor ");
});
This way, the original Ask actor is considered as the sender of the new BarRequest message instead of the FooActor, and if BarActor decide to reply by doing a Sender.Tell(new ProcessTerminated()). the ProcessTerminated message will be sent to the Http controller.

TelemetryProcessor - Multiple instances overwrite Custom Properties

I have a very basic http-POST triggered api which creates a TelemetryClient. I needed to provide a custom property in this telemetry for each individual request, so I implemented a TelemtryProcessor.
However, when subsequent POST requests are handled and a new TelemetryClient is created that seems to interfere with the first request. I end up seeing maybe a dozen or so entries in App Insights containing the first customPropertyId, and close to 500 for the second, when in reality the number should be split evenly. It seems as though the creation of the 2nd TelemetryClient somehow interferes with the first.
Basic code is below, if anyone has any insight (no pun intended) as to why this might occur, I would greatly appreciate it.
ApiController which handles the POST request:
public class TestApiController : ApiController
{
public HttpResponseMessage Post([FromBody]RequestInput request)
{
try
{
Task.Run(() => ProcessRequest(request));
return Request.CreateResponse(HttpStatusCode.OK);
}
catch (Exception)
{
return Request.CreateErrorResponse(HttpStatusCode.InternalServerError, Constants.GenericErrorMessage);
}
}
private async void ProcessRequest(RequestInput request)
{
string customPropertyId = request.customPropertyId;
//trace handler creates the TelemetryClient for custom property
CustomTelemetryProcessor handler = new CustomTelemetryProcessor(customPropertyId);
//etc.....
}
}
CustomTelemetryProcessor which creates the TelemetryClient:
public class CustomTelemetryProcessor
{
private readonly string _customPropertyId;
private readonly TelemetryClient _telemetryClient;
public CustomTelemetryProcessor(string customPropertyId)
{
_customPropertyId = customPropertyId;
var builder = TelemetryConfiguration.Active.TelemetryProcessorChainBuilder;
builder.Use((next) => new TelemetryProcessor(next, _customPropertyId));
builder.Build();
_telemetryClient = new TelemetryClient();
}
}
TelemetryProcessor:
public class TelemetryProcessor : ITelemetryProcessor
{
private string CustomPropertyId { get; }
private ITelemetryProcessor Next { get; set; }
// Link processors to each other in a chain.
public TelemetryProcessor(ITelemetryProcessor next, string customPropertyId)
{
CustomPropertyId = customPropertyId;
Next = next;
}
public void Process(ITelemetry item)
{
if (!item.Context.Properties.ContainsKey("CustomPropertyId"))
{
item.Context.Properties.Add("CustomPropertyId", CustomPropertyId);
}
else
{
item.Context.Properties["CustomPropertyId"] = CustomPropertyId;
}
Next.Process(item);
}
}
It's better to avoid creating Telemetry Client per each request, isntead re-use single static Telemetry Client instance. Telemetry Processors and/or Telemetry Initializers should also typically be registered only once for the telemetry pipeline and not for every request. TelemetryConfiguration.Active is static and by adding new Processor with each request the queue of processor only grows.
The appropriate setup would be to add Telemetry Initializer (Telemetry Processors are typically used for filtering and Initializers for data enrichment) once into the telemetry pipeline, e.g. though adding an entry to ApplicationInsights.config file (if present) or via code on TelemetryConfiguration.Active somewhere in global.asax, e.g. Application_Start:
TelemetryConfiguration.Active.TelemetryInitializers.Add(new MyTelemetryInitializer());
Initializers are executed in the same context/thread where Track..(..) was called / telemetry was created, so they will have access to the thread local storage and or local objects to read parameters/values from.

Using Unity Dependency Injection in Multi-User Web Application: Second User to Log In Causes First User To See Second User's Data

I'm trying to implement a web application using ASP.NET MVC and the Microsoft Unity DI framework. The application needs to support multiple user sessions at the same time, each of them with their own connection to a separate database (but all users using the same DbContext; the database schemas are identical, it's just the data that is different).
Upon a user's log-in, I register the necessary type mappings to the application's Unity container, using a session-based lifetime manager that I found in another question here.
My container is initialized like this:
// Global.asax.cs
public static UnityContainer CurrentUnityContainer { get; set; }
protected void Application_Start()
{
// ...other code...
CurrentUnityContainer = UnityConfig.Initialize();
// misc services - nothing data access related, apart from the fact that they all depend on IRepository<ClientContext>
UnityConfig.RegisterComponents(CurrentUnityContainer);
}
// UnityConfig.cs
public static UnityContainer Initialize()
{
UnityContainer container = new UnityContainer();
DependencyResolver.SetResolver(new UnityDependencyResolver(container));
GlobalConfiguration.Configuration.DependencyResolver = new Unity.WebApi.UnityDependencyResolver(container);
return container;
}
This is the code that's called upon logging in:
// UserController.cs
UnityConfig.RegisterUserDataAccess(MvcApplication.CurrentUnityContainer, UserData.Get(model.AzureUID).CurrentDatabase);
// UnityConfig.cs
public static void RegisterUserDataAccess(IUnityContainer container, string databaseName)
{
container.AddExtension(new DataAccessDependencies(databaseName));
}
// DataAccessDependencies.cs
public class DataAccessDependencies : UnityContainerExtension
{
private readonly string _databaseName;
public DataAccessDependencies(string databaseName)
{
_databaseName = databaseName;
}
protected override void Initialize()
{
IConfigurationBuilder configurationBuilder = Container.Resolve<IConfigurationBuilder>();
Container.RegisterType<ClientContext>(new SessionLifetimeManager(), new InjectionConstructor(configurationBuilder.GetConnectionString(_databaseName)));
Container.RegisterType<IRepository<ClientContext>, RepositoryService<ClientContext>>(new SessionLifetimeManager());
}
}
// SessionLifetimeManager.cs
public class SessionLifetimeManager : LifetimeManager
{
private readonly string _key = Guid.NewGuid().ToString();
public override void RemoveValue(ILifetimeContainer container = null)
{
HttpContext.Current.Session.Remove(_key);
}
public override void SetValue(object newValue, ILifetimeContainer container = null)
{
HttpContext.Current.Session[_key] = newValue;
}
public override object GetValue(ILifetimeContainer container = null)
{
return HttpContext.Current.Session[_key];
}
protected override LifetimeManager OnCreateLifetimeManager()
{
return new SessionLifetimeManager();
}
}
This works fine as long as only one user is logged in at a time. The data is fetched properly, the dashboards work as expected, and everything's just peachy keen.
Then, as soon as a second user logs in, disaster strikes.
The last user to have prompted a call to RegisterUserDataAccess seems to always have "priority"; their data is displayed on the dashboard, and nothing else. Whether this is initiated by a log-in, or through a database access selection in my web application that calls the same method to re-route the user's connection to another database they have permission to access, the last one to draw always imposes their data on all other users of the web application. If I understand correctly, this is a problem the SessionLifetimeManager was supposed to solve - unfortunately, I really can't seem to get it to work.
I sincerely doubt that a simple and common use-case like this - multiple users logged into an MVC application who each are supposed to access their own, separate data - is beyond the abilities of Unity, so obviously, I must be doing something very wrong here. Having spent most of my day searching through depths of the internet I wasn't even sure truly existed, I must, unfortunately, now realize that I am at a total and utter loss here.
Has anyone dealt with this issue before? Has anyone dealt with this use-case before, and if yes, can anyone tell me how to change my approach to make this a little less headache-inducing? I am utterly desperate at this point and am considering rewriting my entire data access methodology just to make it work - not the healthiest mindset for clean and maintainable code.
Many thanks.
the issue seems to originate from your registration call, when registering the same type multiple times with unity, the last registration call wins, in this case, that will be data access object for whoever user logs-in last. Unity will take that as the default registration, and will create instances that have the connection to that user's database.
The SessionLifetimeManager is there to make sure you get only one instance of the objects you resolve under one session.
One option to solve this is to use named registration syntax to register the data-access types under a key that maps to the logged-in user (could be the database name), and on the resolve side, retrieve this user key, and use it resolve the corresponding data access implementation for the user
Thank you, Mohammed. Your answer has put me on the right track - I ended up finally solving this using a RepositoryFactory which is instantiated in an InjectionFactory during registration and returns a repository that always wraps around a ClientContext pointing to the currently logged on user's currently selected database.
// DataAccessDependencies.cs
protected override void Initialize()
{
IConfigurationBuilder configurationBuilder = Container.Resolve<IConfigurationBuilder>();
Container.RegisterType<IRepository<ClientContext>>(new InjectionFactory(c => {
ClientRepositoryFactory repositoryFactory = new ClientRepositoryFactory(configurationBuilder);
return repositoryFactory.GetRepository();
}));
}
// ClientRepositoryFactory.cs
public class ClientRepositoryFactory : IRepositoryFactory<RepositoryService<ClientContext>>
{
private readonly IConfigurationBuilder _configurationBuilder;
public ClientRepositoryFactory(IConfigurationBuilder configurationBuilder)
{
_configurationBuilder = configurationBuilder;
}
public RepositoryService<ClientContext> GetRepository()
{
var connectionString = _configurationBuilder.GetConnectionString(UserData.Current.CurrentPermission);
ClientContext ctx = new ClientContext(connectionString);
RepositoryService<ClientContext> repository = new RepositoryService<ClientContext>(ctx);
return repository;
}
}
// UserData.cs (multiton-singleton-hybrid)
public static UserData Current
{
get
{
var currentAADUID = (string)(HttpContext.Current.Session["currentAADUID"]);
return Get(currentAADUID);
}
}
public static UserData Get(string AADUID)
{
UserData instance;
lock(_instances)
{
if(!_instances.TryGetValue(AADUID, out instance))
{
throw new UserDataNotInitializedException();
}
}
return instance;
}
public static UserData Current
{
get
{
var currentAADUID = (string)(HttpContext.Current.Session["currentAADUID"]);
return Get(currentAADUID);
}
}
public static UserData Get(string AADUID)
{
UserData instance;
lock(_instances)
{
if(!_instances.TryGetValue(AADUID, out instance))
{
throw new UserDataNotInitializedException();
}
}
return instance;
}

how to update search results using signalR

I've just started learning signalR and I'm trying to implement a search feature.
How would i go about periodically updating a user's search result. My initial idea is to run a timed job via IRegisteredObject to trigger a check from client with search params like so:
public class BackgroundTimer : IRegisteredObject
{
private Timer taskTimer;
private IHubContext hub;
public BackgroundTimer()
{
HostingEnvironment.RegisterObject(this);
hub = GlobalHost.ConnectionManager.GetHubContext<SearchHub>();
taskTimer = new Timer(OnTimerElapsed, null, TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(5));
}
private void OnTimerElapsed(object sender)
{
hub.Clients.All.checkForUpdates();
}
}
public class SearchHub : Hub
{
public void Search(string searchText)
{
string jsonResult = string.Empty;
//TODO save result to jsonResult
Clients.Caller.broadcastMessage(jsonResult);
}
}
However i can't help but think there are much more efficient ways to accomplish this. Any advice pls
With this code you are just doing what the clients could instead, poll the server each second. Either publish a message on all actions that alter the search result and act on that. Or use SqlDependency.

Synchronous responses to `Gdx.net.sendHttpRequest` in LibGDX

I'm making a small game in LibGDX. I'm saving the player's username locally as well as on a server. The problem is that the application is not waiting for the result of the call so the online database's ID is not saved locally. Here's the overall flow of the code:
//Create a new user object
User user = new User(name);
//Store the user in the online database
NetworkService networkService = new NetworkService();
String id = networkService.saveUser(user);
//Set the newly generated dbase ID on the local object
user.setId(id);
//Store the user locally
game.getUserService().persist(user);
in this code, the id variable is not getting set because the saveUser function is returning immediately. How can I make the application wait for the result of the network request so I can work with results from the server communication?
This is the code for saveUser:
public String saveUser(User user) {
Map<String, String> parameters = new HashMap<String, String>();
parameters.put("action", "save_user");
parameters.put("json", user.toJSON());
HttpRequest httpGet = new HttpRequest(HttpMethods.POST);
httpGet.setUrl("http://localhost:8080/provisioner");
httpGet.setContent(HttpParametersUtils.convertHttpParameters(parameters));
WerewolfsResponseListener responseListener = new WerewolfsResponseListener();
Gdx.net.sendHttpRequest (httpGet, responseListener);
return responseListener.getLastResponse();
}
This is the WerewolfsResponseListener class:
class WerewolfsResponseListener implements HttpResponseListener {
private String lastResponse = "";
public void handleHttpResponse(HttpResponse httpResponse) {
System.out.println(httpResponse.getResultAsString());
this.lastResponse = httpResponse.getResultAsString();
}
public void failed(Throwable t) {
System.out.println("Saving user failed: "+t.getMessage());
this.lastResponse = null;
}
public String getLastResponse() {
return lastResponse;
}
}
The asynchrony you are seeing is from Gdx.net.sendHttpRequest. The methods on the second parameter (your WerewolfsResponseListener) will be invoked whenever the request comes back. The success/failure methods will not be invoked "inline".
There are two basic approaches for dealing with callbacks structured like this: "polling" or "events".
With polling, your main game loop could "check" the responseListener to see if its succeeded or failed. (You would need to modify your current listener a bit to disambiguate the success case and the empty string.) Once you see a valid response, you can then do the user.setId() and such.
With "events" then you can just put the user.setId() call inside the responseListener callback, so it will be executed whenever the network responds. This is a bit more of a natural fit to the Libgdx net API. (It does mean your response listener will need a reference to the user object.)
It is not possible to "wait" inline for the network call to return. The Libgdx network API (correctly) assumes you do not want to block indefinitely in your render thread, so its not structured for that (the listener will be queued up as a Runnable, so the earliest it can run is on the next render call).
I would not recommend this to any human being, but if you need to test something in a quick and dirty fashion and absolutely must block, this will work. There's no timeout, so again, be prepared for absolute filth:
long wait = 10;
while(!listener.isDone())
{
Gdx.app.log("Net", "Waiting for response");
try
{
Thread.sleep(wait *= 2);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
public static class BlockingResponseListener implements HttpResponseListener
{
private String data;
private boolean done = false;
private boolean succeeded = false;
#Override
public void handleHttpResponse(HttpResponse httpResponse)
{
Gdx.app.log("Net", "response code was "+httpResponse.getStatus().getStatusCode());
data = httpResponse.getResultAsString();
succeeded = true;
done = true;
}
#Override
public void failed(Throwable t)
{
done = true;
succeeded = false;
Gdx.app.log("Net", "Failed due to exception ["+t.getMessage()+"]");
}
public boolean succeeded()
{
return succeeded;
}
public boolean isDone()
{
return done;
}
public String getData()
{
return data;
}
}

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