I have a server-client environment, where the client connects and synchronizes data with the server every 5 second.
For synchronizing I use a background thread on the client which works fine, but on one specific hardware the method GetNetworkAvailable throws out of memory exceptions occasionaly. The errors occur whitout logic, so I guess somethings just not good with this hardware. Anyways I'd like to get your opinion on my background - polling function.
private void SynchronizedWorker()
{
bool initialization = true;
int initializationTries = 0;
// Sync loop
while (!_shouldStop)
{
// Initialize locals
int syncInterval = _syncInterval; // Reset Sync Interval to default
SyncStatus syncStatus = SyncStatus; // Get current Status
bool hasNetworkConnection = true; // Has Network connection
try
{
//*******************************************
// Check Network connection
//*******************************************
if (!NetworkInterface.GetIsNetworkAvailable())
{
hasNetworkConnection = false;
_syncResetEvent.Set();
syncStatus = SyncStatus.Offline;
}
else if (syncStatus == SyncStatus.Offline) // Is in offline - State, but Network available again recognize going online
{
_syncResetEvent.Set();
hasNetworkConnection = IsServiceAvailable();
// Sync-Status stays offline
if (!hasNetworkConnection)
{
// Wait 1 minute, before retry
syncInterval = 60000;
}
}
//*******************************************
// Proceed with Syncronisation
//*******************************************
if (hasNetworkConnection)
{
syncStatus = SyncStatus.Ok;
// Try Initialization
if (initialization)
{
try
{
// Sync initialization here...
// ..............................
////////////////////////////////////
}
catch (Exception ex)
{
log.LogError(string.Format("Initialization Try {0}", initializationTries), ex);
syncStatus = SyncStatus.InitializationFailed;
}
}
// To many Init-Tries --> Stop
if (initializationTries > 1)
{
// Proceed
_syncResetEvent.Set();
_syncStatus = syncStatus;
break; // Stop Synch
}
// Debug
var sw = System.Diagnostics.Stopwatch.StartNew();
// Do Up/Download
if (!initialization)
{
try
{
// Synchronisation with service here...
// ..............................
////////////////////////////////////
// Proceed
_syncResetEvent.Set();
}
catch (Exception ex)
{
log.LogError("Download", ex);
syncStatus = SyncStatus.SynchFailed;
}
}
}
// Set Sync status
_syncStatus = syncStatus;
}
catch (Exception ex)
{
log.LogError("Sync-Worker", ex);
_syncStatus = Core.Sync.SyncStatus.SynchFailed;
// Proceed
_syncResetEvent.Set();
// Reset Force
_syncForce = false;
}
finally
{
// Set Completed
if (OnSyncCompleted != null)
{
OnSyncCompleted(downloaded, uploaded, executed);
}
// Always Wait for Interval
DateTime sleepuntil = DateTime.Now.AddMilliseconds(syncInterval);
while (sleepuntil > DateTime.Now && !_shouldStop && !_syncForce)
{
// Sleep
Thread.Sleep(100);
}
}
}
// Stop
_syncStatus = SyncStatus.Unknown;
}
1 Answer 1
I would do the waiting for interval at the end also with an event - I find it cleaner. Something like this:
AutoResetEvent _syncWaitEvent = new AutoResetEvent(false); .... // I assume there is a way for external callers to stop sync public void StopSync() { _syncForce= true; _syncWaitEvent.Set(); } public void ForceSync() { _shouldStop = true; _syncWaitEvent.Set(); } private void SynchronizedWorker() { .... // Sync loop while (!_shouldStop) { .... // wait for next interval or being woken up if (_syncWaitEvent.WaitOne(syncInterval)) { // we have been signaled prior to the timeout expiring _syncForce = false; } } }
I would change
syncInterval
to aTimeSpan
(WaitOne()
expects one anyway and I don't like passing values around with implicit units. Just gets you in trouble some day)It's not clear from your code what the
_syncResetEvent()
is used for. It's seems to be called in pretty much every case. You might want to revisit the name of it.Add a log message in the
if (initializationTries > 1)
block to state that you are stopping sync because init failed too many times.