When is a started service not a started service? (SQL Express) - service

We require programmatic access to a SQL Server Express service as part of our application. Depending on what the user is trying to do, we may have to attach a database, detach a database, back one up, etc. Sometimes the service might not be started before we attempt these operations. So we need to ensure the service is started. Here is where we are running into problems. Apparently the ServiceController.WaitForStatus(ServiceControllerStatus.Running) returns prematurely for SQL Server Express. What is really puzzling is that the master database seems to be immediately available, but not other databases. Here is a console application to demonstrate what I am talking about:
namespace ServiceTest
{
using System;
using System.Data.SqlClient;
using System.Diagnostics;
using System.ServiceProcess;
using System.Threading;
class Program
{
private static readonly ServiceController controller = new ServiceController("MSSQL$SQLEXPRESS");
private static readonly Stopwatch stopWatch = new Stopwatch();
static void Main(string[] args)
{
stopWatch.Start();
EnsureStop();
Start();
OpenAndClose("master");
EnsureStop();
Start();
OpenAndClose("AdventureWorksLT");
Console.ReadLine();
}
private static void EnsureStop()
{
Console.WriteLine("EnsureStop enter, {0:N0}", stopWatch.ElapsedMilliseconds);
if (controller.Status != ServiceControllerStatus.Stopped)
{
controller.Stop();
controller.WaitForStatus(ServiceControllerStatus.Stopped);
Thread.Sleep(5000); // really, really make sure it stopped ... this has a problem too.
}
Console.WriteLine("EnsureStop exit, {0:N0}", stopWatch.ElapsedMilliseconds);
}
private static void Start()
{
Console.WriteLine("Start enter, {0:N0}", stopWatch.ElapsedMilliseconds);
controller.Start();
controller.WaitForStatus(ServiceControllerStatus.Running);
// Thread.Sleep(5000);
Console.WriteLine("Start exit, {0:N0}", stopWatch.ElapsedMilliseconds);
}
private static void OpenAndClose(string database)
{
Console.WriteLine("OpenAndClose enter, {0:N0}", stopWatch.ElapsedMilliseconds);
var connection = new SqlConnection(string.Format(#"Data Source=.\SQLEXPRESS;initial catalog={0};integrated security=SSPI", database));
connection.Open();
connection.Close();
Console.WriteLine("OpenAndClose exit, {0:N0}", stopWatch.ElapsedMilliseconds);
}
}
}
On my machine, this will consistently fail as written. Notice that the connection to "master" has no problems; only the connection to the other database. (You can reverse the order of the connections to verify this.) If you uncomment the Thread.Sleep in the Start() method, it will work fine.
Obviously I want to avoid an arbitrary Thread.Sleep(). Besides the rank code smell, what arbitary value would I put there? The only thing we can think of is to put some dummy connections to our target database in a while loop, catching the SqlException thrown and trying again until it works. But I'm thinking there must be a more elegant solution out there to know when the service is really ready to be used. Any ideas?
EDIT: Based on feedback provided below, I added a check on the status of the database. However, it is still failing. It looks like even the state is not reliable. Here is the function I am calling before OpenAndClose(string):
private static void WaitForOnline(string database)
{
Console.WriteLine("WaitForOnline start, {0:N0}", stopWatch.ElapsedMilliseconds);
using (var connection = new SqlConnection(string.Format(#"Data Source=.\SQLEXPRESS;initial catal
using (var command = connection.CreateCommand())
{
connection.Open();
try
{
command.CommandText = "SELECT [state] FROM sys.databases WHERE [name] = #DatabaseName";
command.Parameters.AddWithValue("#DatabaseName", database);
byte databaseState = (byte)command.ExecuteScalar();
Console.WriteLine("databaseState = {0}", databaseState);
while (databaseState != OnlineState)
{
Thread.Sleep(500);
databaseState = (byte)command.ExecuteScalar();
Console.WriteLine("databaseState = {0}", databaseState);
}
}
finally
{
connection.Close();
}
}
Console.WriteLine("WaitForOnline exit, {0:N0}", stopWatch.ElapsedMilliseconds);
}
I found another discussion dealing with a similar problem. Apparently the solution is to check the sys.database_files of the database in question. But that, of course, is a chicken-and-egg problem. Any other ideas?

Service start != database start.
Service is started when the SQL Server process is running and responded to the SCM that is 'alive'. After that the server will start putting user databases online. As part of this process, it runs the recovery process on each database, to ensure transactional consistency. Recovery of a database can last anywhere from microseconds to whole days, it depends on the ammount of log to be redone and the speed of the disk(s).
After the SCM returns that the service is running, you should connect to 'master' and check your database status in sys.databases. Only when the status is ONLINE can you proceed to open it.

Related

Mongo change-Stream with Spring resumeAt vs startAfter and fault tolerance in case of connection loss

Can't find an answer on stackOverflow, nor in any documentation,
I have the following change stream code(listen to a DB not a specific collection)
Mongo Version is 4.2
#Configuration
public class DatabaseChangeStreamListener {
//Constructor, fields etc...
#PostConstruct
public void initialize() {
MessageListenerContainer container = new DefaultMessageListenerContainer(mongoTemplate, new SimpleAsyncTaskExecutor(), this::onException);
ChangeStreamRequest.ChangeStreamRequestOptions options =
new ChangeStreamRequest.ChangeStreamRequestOptions(mongoTemplate.getDb().getName(), null, buildChangeStreamOptions());
container.register(new ChangeStreamRequest<>(this::onDatabaseChangedEvent, options), Document.class);
container.start();
}
private ChangeStreamOptions buildChangeStreamOptions() {
return ChangeStreamOptions.builder()
.returnFullDocumentOnUpdate()
.filter(newAggregation(match(where(OPERATION_TYPE).in(INSERT.getValue(), UPDATE.getValue(), REPLACE.getValue(), DELETE.getValue()))))
.resumeAt(Instant.now().minusSeconds(1))
.build();
}
//more code
}
I want the stream to start listening from system initiation time only, without taking anything prior in the op-log, will .resumeAt(Instant.now().minusSeconds(1)) work?
do I need to use starAfter method if so how can I found the latest resumeToken in the db?
or is it ready out of the box and I don't need to add any resume/start lines?
second question, I never stop the container(it should always live while app is running), In case of disconnection from the mongoDB and reconnection will the listener in current configuration continue to consume messages? (I am having a hard time simulation DB disconnection)
If it will not resume handling events, what do I need to change in the configuration so that the change stream will continue and will take all the event from the last received resumeToken prior to the disconnection?
I have read this great article on medium change stream in prodcution,
but it uses the cursor directly, and I want to use the spring DefaultMessageListenerContainer, as it is much more elegant.
So I will answer my own(some more dumb, some less :)...) questions:
when no resumeAt timestamp provided the change stream will start from current time, and will not draw any previous events.
resumeAfter event vs timestamp difference can be found here: stackOverflow answer
but keep in mind, that for timestamp it is inclusive of the event, so if you want to start from next event(in java) do:
private BsonTimestamp getNextEventTimestamp(BsonTimestamp timestamp) {
return new BsonTimestamp(timestamp.getValue() + 1);
}
In case of internet disconnection the change stream will not resume,
as such I recommend to take following approach in case of error:
private void onException() {
ScheduledExecutorService executorService = newSingleThreadScheduledExecutor();
executorService.scheduleAtFixedRate(() -> recreateChangeStream(executorService), 0, 1, TimeUnit.SECONDS);
}
private void recreateChangeStream(ScheduledExecutorService executorService) {
try {
mongoTemplate.getDb().runCommand(new BasicDBObject("ping", "1"));
container.stop();
startNewContainer();
executorService.shutdown();
} catch (Exception ignored) {
}
}
First I am creating a runnable scheduled task that always runs(but only 1 at a time newSingleThreadScheduledExecutor()), I am trying to ping the DB, after a successful ping I am stopping the old container and starting a new one, you can also pass the last timestamp you took so that you can get all events you might have missed
timestamp retrieval from event:
BsonTimestamp resumeAtTimestamp = changeStreamDocument.getClusterTime();
then I am shutting down the task.
also make sure the resumeAtTimestamp exist in oplog...

Netty Client Connect with Server, but server does not fire channelActive/Registered

I have the following architecture in use:
- [Client] - The enduser connecting to our service.
- [GameServer] - The game server on which the game is running.
- [GameLobby] - A server that is responsible for matching Clients with a GameServer.
If we have for example 4 Clients that want to play a game and get matched to a GameLobby, then the first time all these connection succeeds properly.
However when they decide to rematch, then one of the Clients will not properly connect.
The connection between all the Clients and the GameServer happens simultaneously.
Clients that rematch first removes their current connection with the GameServer and head into the lobby again.
This connection will succeed, no errors are thrown. Even using a ChannelFuture it shows that the client connection was made properly, the following values are retrieved to show that the client thinks the connection was correct:
- ChannelFuture.isSuccess() = True
- ChannelFuture.isDone() = True
- ChannelFuture.cause() = Null
- ChannelFuture.isCancelled() = False
- Channel.isOpen() = True
- Channel.isActive() = True
- Channel.isRegistered() = True
- Channel.isWritable() = True
Thus the connection was properly made according to the Client. However on the GameServer at the SimpleChannelInboundHandler, the method ChannelRegistered/ChannelActive is never called for that specific Client. Only for the other 3 Clients.
All the 4 Clients, the GameServer, and the Lobby are running on the same IPAddress.
Since it only happens when (re)connecting again to the GameServer, I thought that is had to do with not properly closing the connection. Currently this is done through:
try {
group.shutdownGracefully();
channel.closeFuture().sync();
} catch (InterruptedException e) {
e.printStackTrace();
}
On the GameServer the ChannelUnregister is called thus this is working, and the connection is destroyed.
I have tried adding listeners to the ChannelFuture of the malfunctioning channel connection, however according to the channelFuture everything works, which is not the case.
I tried adding ChannelOptions to allow for more Clients queued to the server.
GameServer
The GameServer server is initialized as follow:
// Create the bootstrap to make this act like a server.
ServerBootstrap serverBootstrap = new ServerBootstrap();
serverBootstrap.group(bossGroup)
.channel(NioServerSocketChannel.class)
.childHandler(new ChannelInitialisation(new ClientInputReader(gameThread)))
.option(ChannelOption.SO_BACKLOG, 1000)
.childOption(ChannelOption.SO_KEEPALIVE, true)
.childOption(ChannelOption.TCP_NODELAY, true);
bossGroup.execute(gameThread); // Executing the thread that handles all games on this GameServer.
// Launch the server with the specific port.
serverBootstrap.bind(port).sync();
The GameServer ClientInputReader
#ChannelHandler.Sharable
public class ClientInputReader extends SimpleChannelInboundHandler<Packet> {
private ServerMainThread serverMainThread;
public ClientInputReader(ServerMainThread serverMainThread) {
this.serverMainThread = serverMainThread;
}
#Override
public void channelRegistered(ChannelHandlerContext ctx) throws Exception {
System.out.println("[Connection: " + ctx.channel().id() + "] Channel registered");
super.channelRegistered(ctx);
}
#Override
protected void channelRead0(ChannelHandlerContext ctx, Packet packet) {
// Packet handling
}
}
The malfunction connection is not calling anything of the SimpleChannelInboundHandler. Not even ExceptionCaught.
The GameServer ChannelInitialisation
public class ChannelInitialisation extends ChannelInitializer<SocketChannel> {
private SimpleChannelInboundHandler channelInputReader;
public ChannelInitialisation(SimpleChannelInboundHandler channelInputReader) {
this.channelInputReader = channelInputReader;
}
#Override
protected void initChannel(SocketChannel ch) throws Exception {
ChannelPipeline pipeline = ch.pipeline();
// every packet is prefixed with the amount of bytes that will follow
pipeline.addLast(new LengthFieldBasedFrameDecoder(Integer.MAX_VALUE, 0, 4, 0, 4));
pipeline.addLast(new LengthFieldPrepender(4));
pipeline.addLast(new PacketEncoder(), new PacketDecoder(), channelInputReader);
}
}
Client
Client creating a GameServer connection:
// Configure the client.
group = new NioEventLoopGroup();
Bootstrap b = new Bootstrap();
b.group(group)
.channel(NioSocketChannel.class)
.option(ChannelOption.TCP_NODELAY, true)
.handler(new ChannelInitialisation(channelHandler));
// Start the client.
channel = b.connect(address, port).await().channel();
/* At this point, the client thinks that the connection was succesfully, as the channel is active, open, registered and writable...*/
ClientInitialisation:
public class ChannelInitialisation extends ChannelInitializer<SocketChannel> {
private SimpleChannelInboundHandler<Packet> channelHandler;
ChannelInitialisation(SimpleChannelInboundHandler<Packet> channelHandler) {
this.channelHandler = channelHandler;
}
#Override
public void initChannel(SocketChannel ch) throws Exception {
// prefix messages by the length
ch.pipeline().addLast(new LengthFieldBasedFrameDecoder(Integer.MAX_VALUE, 0, 4, 0, 4));
ch.pipeline().addLast(new LengthFieldPrepender(4));
// our encoder, decoder and handler
ch.pipeline().addLast(new PacketEncoder(), new PacketDecoder(), channelHandler);
}
}
ClientHandler:
public class ClientPacketHandler extends SimpleChannelInboundHandler<Packet> {
#Override
public void channelActive(ChannelHandlerContext ctx) throws Exception {
super.channelActive(ctx);
System.out.println("Channel active: " + ctx.channel().id());
ctx.channel().writeAndFlush(new PacketSetupClientToGameServer());
System.out.println("Sending setup packet to the GameServer: " + ctx.channel().id());
// This is successfully called, as the client thinks the connection was properly made.
}
#Override
protected void channelRead0(ChannelHandlerContext ctx, Packet packet) {
// Reading packets.
}
}
I expect that the Client could connect properly to the server. Since the other Clients are properly connecting and the client could previously connect just fine.
TL;DR: When multiple Clients try to create a new match, there is a possibility that one, possibly more, Client(s) will not connect properly with the server, after the previous connection was closed.
For some that struggle with this issue in some way or another.
I did a workaround that allows me to continue even tho there is still a bug inside the Netty framework (as far as I am concerned). The workaround is quite simple just create a connection pool.
My solution uses a maximum of five connections inside the connection pool. If one of the connection gets no reply from the GameServer, then it is not that big of a deal, since there are four others that will have a high chance of succeeding. I know this is a bad workaround, but I could not find any information on this issue. It works and only gives a maximum delay of 5 seconds (each retry takes a second)

SignalR Core - Error: Websocket closed with status code: 1006

I use SignalR in an Angular app. When I destroy component in Angular I also want to stop connection to the hub. I use the command:
this.hubConnection.stop();
But I get an error in Chrome console:
Websocket closed with status code: 1006
In Edge: ERROR Error: Uncaught (in promise): Error: Invocation canceled due to connection being closed. Error: Invocation canceled due to connection being closed.
It actually works and connection has been stopped, but I would like to know why I get the error.
This is how I start the hub:
this.hubConnection = new HubConnectionBuilder()
.withUrl("/matchHub")
.build();
this.hubConnection.on("MatchUpdate", (match: Match) => {
// some magic
})
this.hubConnection
.start()
.then(() => {
this.hubConnection.invoke("SendUpdates");
});
EDIT
I finally find the issue. Its caused by change streams from Mongo. If I remove the code from SendUpdates() method then OnDisconnected is triggered.
public class MatchHub : Hub
{
private readonly IMatchManager matchManager;
public MatchHub(IMatchManager matchManager)
{
this.matchManager = matchManager;
}
public async Task SendUpdates() {
using (var changeStream = matchManager.GetChangeStream()) {
while (changeStream.MoveNext()) {
var changeStreamDocument = changeStream.Current.FullDocument;
if (changeStreamDocument == null) {
changeStreamDocument = BsonSerializer.Deserialize<Match>(changeStream.Current.DocumentKey);
}
await Clients.Caller.SendAsync("MatchUpdate", changeStreamDocument);
}
}
}
public override async Task OnDisconnectedAsync(Exception exception)
{
await base.OnDisconnectedAsync(exception);
}
}
Method GetChangeStream from the manager.
ChangeStreamOptions options = new ChangeStreamOptions() { FullDocument = ChangeStreamFullDocumentOption.UpdateLookup };
var watch = mongoDb.Matches.Watch(options).ToEnumerable().GetEnumerator();
return watch;
But I don't know how to fix it.
This can be for many reasons but i think it is most likely this one:
I think this is because of how the server is handling the connected / disconnected events. I can't say for sure but the connection closing needs to handled correctly on the server also with code. Try overriding the built in On Connected /Disconnected methods on the server and see. My assumption only is that you're closing it but the server isn't closing properly and therefore not relaying the proper closed response.
found as a comment at : getting the reason why websockets closed with close code 1006
Where you don't need to change the connection/disconection because evrything works fine. But as an answer this one is the most likely.
It throws error because the callback doesn't get clear properly.
And it is caused by the return data from websocket.
normally it should return like
However, for some reason it might return something like
the very last response breaking into 2 pieces
And that causes the issue.
I don't think there is a way to bypass this without changing the source code.
I reported this on github repo as well at here
It turns out that I can just utilize invocation response to notify client to stop the hub. So it doesn't trigger racing issue.

Unity3D Network ReadMessage

How to check the ERROR if the client is trying to connect to a absent server?
my code!
//Server
void Start () {
NetworkServer.Listen(13044);
}
//Client
NetworkClient thisclient = new NetworkClient ();
thisclient.Connect ("127.0.0.1", 13044);
thisclient.RegisterHandler(MsgType.Error, errortest);
thisclient.RegisterHandler (MsgType.Disconnect, dctest);
void errortest(NetworkMessage netMsg){
var errorMsg = netMsg.ReadMessage<ErrorMessage>();
Debug.Log("Error:" + errorMsg.errorCode);}
void dctest(NetworkMessage netMsg){
//if I run the client while the server is not present, its goes here instead of errortest
}
You are using ReadMessage with ErrorMessage, but ErrorMessage is only valid in Error messages (OnError).
Your dctest function is triggered on disconnection, not on error.
Disconnect is a special MsgType (see https://docs.unity3d.com/ScriptReference/Networking.MsgType.html) that (if I remember) doesn't contain any data.
So to answer your question : you already have the result. Everything is in netMsg.
https://docs.unity3d.com/Manual/UNetMessages.html
The ReadMessage function is mostly used with your own NetworkMessages, when you wand to send/read custom data.

ConnectAsync blocking UI Thread

I have simple WinRT application, that will be communicating with remote server via TCP.
In order to do that I'm creating new StreamSocket object, and connecting to remote server after clicking a proper button, like this:
private async void ConnectButtonClick(object sender, RoutedEventArgs e)
{
StreamSocket socket = new StreamSocket();
HostName host = new HostName("192.168.1.15");
await socket.ConnectAsync(host, "12121");
}
The problem is that this code is blocking the UI thread. I've created simple animation, using MonoGame (couple of moving sprites) that is running on the screen continously, in order to check if UI is blocked.
The problem is, that after clicking Connect button, animation is freezing for a second, so I assume that, connecting to the server is made in the UI thread.
Should I put my whole network code into a separate thread, or is this async/await enough?
I'd like to implement a loop, that will handle incoming data (with help od DataReader), like this:
private async void ReceiveLoop()
{
bool running = true;
while (running)
{
try
{
uint numStrBytes = await _reader.LoadAsync(BufferSize);
if (numStrBytes == 0)
{
Disconnect();
return;
}
string msg = _reader.ReadString(numStrBytes);
OnLog(string.Format("Received: {0}", msg));
OnDataReceived(msg);
}
catch (Exception exception)
{
OnLog("Receive failed with error: " + exception.Message);
Disconnect();
running = false;
}
}
}
Sending data will be done using StoreAsync from DataWriter.
So should I put these functions into separate threads?
Can't you just try doing that on a background thread to see if that helps? Something like this:
Task.Run(
async () =>
{
StreamSocket socket = new StreamSocket();
HostName host = new HostName("192.168.1.15");
await socket.ConnectAsync(host, "12121");
});
For any async calls in a normal .net library, the general rule is to use ConfigureAwait(false) which helps prevent issues like you are seeing. So for instance in WinRT stuff it would be:
await socket.ConnectAsync(host, "12121").AsTask().ConfigureAwait(false);
This has some great information:
http://blogs.msdn.com/b/windowsappdev/archive/2012/04/24/diving-deep-with-winrt-and-await.aspx