Here is a version using Async.FromContinuations.
However, this is NOT an answer to my problem, because it does not scale. The code may be useful to someone, so posting it here.
The reason this is not an answer is because System.Net.NetworkInformation.Ping does not scale: it appears to use one thread per Ping and quite a bit of memory (likely due to thread stack space). Attempting to ping an entire class-B network will run out of memory and use 100's of threads, whereas the (broken) code above using raw sockets (appears) to use only a few threads and a couple 100Mb -- though this may be incorrect, since that code does not completely work.
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type System.Net.NetworkInformation.Ping with member this.AsyncPing (address:IPAddress) : Async = let pingAsync = Async.FromContinuations (fun (cont, econt, ccont) -> let userToken = new obj() let rec handler = PingCompletedEventHandler (fun _ args -> if userToken = args.UserState then this.PingCompleted.RemoveHandler(handler) if args.Cancelled then ccont (new OperationCanceledException()) elif args.Error <> null then econt args.Error else cont args.Reply) this.PingCompleted.AddHandler(handler) this.SendAsync(address, 1000, userToken) ) async { use! _holder = Async.OnCancel(fun _ -> this.SendAsyncCancel()) return! pingAsync } let AsyncPingTest() = let pings = seq { for net in 0..255 do for node in 0..255 do let ip = IPAddress.Parse( sprintf "192.168.%d.%d" net node ) let ping = new Ping() yield ping.AsyncPing( ip ) } pings |> Async.Parallel |> Async.RunSynchronously |> Seq.iter ( fun result -> printfn "%A" result )
Your AsyncPing will wait until it actually receives the data. Since it doesn't receive anything, it will expectedly wait forever. You can use :
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let result = let timeout = 3000 let comp = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) Async.RunSynchronously(comp, timeout)
This will raise a timeout exception if the data is not received soon enough.
Hope this helps
Your AsyncPing will wait until it actually receives the data. Since it doesn't receive anything, it will expectedly wait forever.
Good suggestion on using Async.RunSynchronously with a timeout, but I think that applies to the entire parallel operation: when running 1000's of pings at once, they would all need to complete within that time otherwise an exception would be thrown.
I'm actually looking for the reason my AsyncReceiveFrom (or the underlying BCL BeginReceiveFrom) does not honor the timeout, whereas a call to the synchronous BCL ReceiveFrom DOES honor the timeout. On the surface it appears to be a BCL bug, but more likely it's something in my code.
Still looking for help on this one...
I'm actually looking for the reason my AsyncReceiveFrom (or the underlying BCL BeginReceiveFrom) does not honor the timeout, whereas a call to the synchronous BCL ReceiveFrom DOES honor the timeout. On the surface it appears to be a BCL bug, but more likely it's something in my code.
The docs clearly state that the timeout only applies to the sync versions:
The docs clearly state that the timeout only applies to the sync versions
That's a shame... complicates the code quite a bit. Will post if I find a graceful solution.
After some thought, came up with the following. This code adds an AsyncReceiveEx member to Socket, which includes a timeout value. It hides the details of the watchdog timer inside the receive method... very tidy and self contained. Now THIS is what I was looking for!
See the complete async ping example, further below.
Not sure if the locks are necessary, but better safe than sorry...
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type System.Net.Sockets.Socket with member this.AsyncSend( buffer, offset, size, socketFlags, err ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, err, this.BeginSend, this.EndSend, this.Close ) member this.AsyncReceive( buffer, offset, size, socketFlags, err ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, err, this.BeginReceive, this.EndReceive, this.Close ) member this.AsyncReceiveEx( buffer, offset, size, socketFlags, err, (timeoutMS:int) ) = async { let timedOut = ref false let completed = ref false let timer = new System.Timers.Timer( double(timeoutMS), AutoReset=false ) timer.Elapsed.Add( fun _ -> lock timedOut (fun () -> timedOut := true if not !completed then this.Close() ) ) let complete() = lock timedOut (fun () -> timer.Stop() timer.Dispose() completed := true ) return! Async.FromBeginEnd( buffer, offset, size, socketFlags, err, (fun (b,o,s,sf,e,st,uo) -> let result = this.BeginReceive(b,o,s,sf,e,st,uo) timer.Start() result ), (fun result -> complete() if !timedOut then err := SocketError.TimedOut; 0 else this.EndReceive( result, err ) ), (fun () -> complete() this.Close() ) ) }
Here is a complete Ping example. To avoid running out of source ports and to prevent getting too many replies at once, it scans one class-c subnet at a time.
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module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSend( buffer, offset, size, socketFlags, err ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, err, this.BeginSend, this.EndSend, this.Close ) member this.AsyncReceive( buffer, offset, size, socketFlags, err ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, err, this.BeginReceive, this.EndReceive, this.Close ) member this.AsyncReceiveEx( buffer, offset, size, socketFlags, err, (timeoutMS:int) ) = async { let timedOut = ref false let completed = ref false let timer = new System.Timers.Timer( double(timeoutMS), AutoReset=false ) timer.Elapsed.Add( fun _ -> lock timedOut (fun () -> timedOut := true if not !completed then this.Close() ) ) let complete() = lock timedOut (fun () -> timer.Stop() timer.Dispose() completed := true ) return! Async.FromBeginEnd( buffer, offset, size, socketFlags, err, (fun (b,o,s,sf,e,st,uo) -> let result = this.BeginReceive(b,o,s,sf,e,st,uo) timer.Start() result ), (fun result -> complete() if !timedOut then err := SocketError.TimedOut; 0 else this.EndReceive( result, err ) ), (fun () -> complete() this.Close() ) ) } //---- Asynchronous Ping let AsyncPing (ip : IPAddress, timeout : int ) = async { use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.Connect( IPEndPoint( ip, 0 ) ) let pingTime = System.Diagnostics.Stopwatch() let packet = EchoMessage() let outbuffer = packet.Bytes let err = ref (SocketError()) let isAlive = ref false try pingTime.Start() let! result = socket.AsyncSend( outbuffer, 0, outbuffer.Length, SocketFlags.None, err ) pingTime.Stop() if result <= 0 then raise (SocketException(int(!err))) let inbuffer = Array.create (outbuffer.Length + 256) 0uy pingTime.Start() let! reply = socket.AsyncReceiveEx( inbuffer, 0, inbuffer.Length, SocketFlags.None, err, timeout ) pingTime.Stop() if result <= 0 && not (!err = SocketError.TimedOut) then raise (SocketException(int(!err))) isAlive := not (!err = SocketError.TimedOut) && inbuffer.[25] = 0uy // Type 0 = echo reply (redundent? necessary?) && inbuffer.[26] = 0uy // Code 0 = echo reply (redundent? necessary?) finally socket.Close() return (ip, pingTime.Elapsed, !isAlive ) } let main() = let pings net = seq { for node in 0..255 do let ip = IPAddress.Parse( sprintf "192.168.%d.%d" net node ) yield Ping.AsyncPing( ip, 1000 ) } for net in 0..255 do pings net |> Async.Parallel |> Async.RunSynchronously |> Seq.filter ( fun (_,_,alive) -> alive ) |> Seq.iter ( fun (ip, time, alive) -> printfn "%A %dms" ip time.Milliseconds) main() System.Console.ReadKey() |> ignore
Nice solution – but I’m wondering why you are switching from connectionless UDP to connection full TCP only in your latest example?
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Duplicate of this SO question.
Writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible. Not using "System.Net.NetworkInformation.Ping", because it appears to allocate one thread per request: ping-sweeping a class-B network creates 100's of threads and eventually results in an out-of-memory error. Am also interested in using F# async workflows.
The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond. Not sure if this is a .NET issue, or an F# one...
Any ideas?
(note: the process must run as Admin to allow Raw Socket access)
This throws a timeout:
However, this hangs:
Here's the code...