EventHandler<T> or Action<T>

If you’ve used C# for any length of time, you’ve used events. Most likely, you wrote something like this:

 
public class MyCoolCSharpClass {
     public event EventHandler MyCoolEvent;
}
 
public class MyOtherClass {
     public void MyOtherMethod(MyCoolCSharpClass obj)
     {
          obj.MyCoolEvent += WhenTheEventFires;
     }
 
     private void WhenTheEventFires(object sender, EventArgs args)
     {
          Console.WriteLine("Hello World!");
     }
}
 

Later, you need parameters to be passed in along with the event, so you changed it to something like this:

 
public event EventHandler<MyEventArgs> MyCoolEvent;
 
public class MyEventArgs : EventArgs
{
     public string Name { get; set; }
     public DateTime WhenSomethingHappened { get; set; }
}
...
     private void WhenTheEventFires(object sender, MyEventArgs args)
     {
          var theCoolCSharpSendingClass = (MyCoolCSharpClass)sender;
          Console.WriteLine("Hello World! Good to meet you " + args.Name);
     }
 

You add two or three more events, some property change and changing events, and finally a class with about 4 properties, 3 events, and a little bit of code now has 3 supporting EventArgs classes, casts for every time you need the sender class instance (In this example, I’m assuming the event is always fired by MyCoolCSharpClass, and not through a method from a 3rd class). There’s a lot of code there to maintain even for just a simple class with some very simple functionality.

Lets look at this for a minute. First, EventHandler and EventHandler<T> are simply delegates, nothing more nothing less (If you’re not sure what a delegate is, don’t sweat it, it’s not really the point of this discussion). What makes the magic happen for events is that little event keyword the prefaces the event that turns that internally turns the delegate type into a subscribe-able field. Essentially, it simplifies adding and removing multiple methods that are all called when the event is invoked. With the introduction of generics in C# 2.0, and the introduction of LINQ in 3.5, we have generic forms of most of the delegates we could ever use in the form of Action<T1, T2, T3...> and Func<TRes, T1, T2...>. What this means, is that we can change an event declarations to use whatever delegate we want. Something like this is perfectly valid:

 
public event Action<MyCoolCSHarpClass, string, DateTime> MyCoolEvent;
 

And what about when we subscribe? Well, now we get typed parameters:

 
...
     private void WhenTheEventFires(MyCoolCSHarpClass sender, string name, DateTime theDate)
     {
          Console.WriteLine("Hello World! Good to meet you " + name);
     }
 

That’s cool. I’ve now reduced the amount of code I have to maintain from 4 classes to 1 and I don’t have to cast my sender. As a matter of fact, I don’t even have to pass a sender. How often have you written an event that’s something like this:

 
public event EventHandler TheTableWasUpdatedGoCheckIt;
 

Whoever is subscribed to this event doesn’t care about who sent it, or what data specifically was updated, all the subscribe cares about was that it was fired, nothing more than that. Even then, in a “you can only use EventHandler delegate world” you’re still stuck creating a method to subscribe to the event that looks like this:

 
     private void WhenTheTableWasUpdated(object sender, EventArgs args)
     {
          // Go check the database and update stuff...
     }
 

If we use what we’ve learned and change the event to something like this:

 
public event Action TheTableWasUpdatedGoCheckIt;
 

We can write our method like this:

 
     private void WhenTheTableWasUpdated()
     {
          // Go check the database and update stuff...
     }
 

Since we never cared about the parameters in the first place.

Thats awesome fine and dandy, but just blindly replacing every instance of EventHandler delegates to Actions isn’t always the best idea, there are a few caveats:

First, there are some practical physical limitations of using Action<T1, T2, T2... > vs using a derived class of EventArgs, three main ones that I can think of:

  • If you change the number or types of parameters, every method that subscribes to that event will have to be changed to conform to the new signature. If this is a public facing event that 3rd party assemblies will be using, and there is any possibility that the number or type of arguments would change, its a very good reason to use a custom class that can later be inherited from to provide more parameters. Remember, you can still use an Action<MyCustomClass>, but deriving from EventArgs is still the Way Things Are Done
  • Using Action<T1, T2, T2... > will prevent you from passing feedback BACK to the calling method unless you have a some kind of object (with a Handled property for instance) that is passed along with the Action, and if you’re going to make a class with a handled property, making it derive from EventArgs is completely reasonable.
  • You don’t get named parameters by using Action<T1, T2 etc...> so if you’re passing 3 bool‘s, an int, two string‘s, and a DateTime, you won’t immediately know what the meaning of those values. Passing a custom args class provides meaning to those parameters.

Secondly, consistency implications. If you have a large system you’re already working with, it’s nearly always better to follow the way the rest of the system is designed unless you have an very good reason not too. If you have publicly facing events that need to be maintained, the ability to substitute derived classes for args might be important.

Finally, real life practice, I personally find that I tend to create a lot of one off events for things like property changes that I need to interact with (Particularly when doing MVVM with view models that interact with each other) or where the event has a single parameter. Most of the time these events take on the form of public event Action<[classtype], bool> [PropertyName]Changed; or public event Action SomethingHappened;. In these cases, there are two benefits that you might be able to guess from what you’ve already seen.

  • I get a type for the issuing class. If MyClass declares and is the only class firing the event, I get an explicit instance of MyClass to work with in the event handler.
  • For simple events such as property change events, the meaning of the parameters is obvious and stated in the name of the event handler and I don’t have to create a myriad of classes for these kinds of events.

Food for thought. If you have any comments, feel free to leave them in the comment section below.

Building a REALLY simple WCF P2P application

Often times when I’m looking at playing with a new technology that it becomes extremely difficult to find a simple stripped down easy-to-use chunk of code that also walks through, in-depth, the concepts and reasoning behind the code. This particular code chunk began as I started exploring the Microsoft WCF’s P2P networking services and found a rather distinct lack of code that explained the hows and whys of building a Peer to Peer network.

P2P Basics

Ok. Low level building blocks.

First, everybody (who’s interested in P2P) should already understand the client server paradigm, if not, there are many wonderfully detailed articles to explain the details. In short we have N clients all connected to 1 server. Client A sends a message to the server, the server decides what to do, and then may or may not send a response to Client A and / or Client B, Client C… etc… In a peer to peer network on the other hand, everyone is the client, everyone is a server. Because of this, the client / server naming scheme goes away by popular vote and everyone is called a node or a peer. When a node is connected to other nodes that whole group is called a mesh (or graph, or cloud).

Now, in a pure P2P network there is no central authority to help or govern how nodes find each other to form a mesh or how meshes are initially created.  Every node is connected to some number of other nodes, which are then connected to more nodes and so on. When one node wishes to communicate with another node (or nodes) the message is first passed on to the nodes that the first node knows about. These nodes in turn pass along the message on to other nodes that they know about and so on until finally everybody has seen the message.

One of the best, and probably most used, examples of a peer to peer network is the chat room. Until someone creates it, the chat room does not exist, but once it’s created people can be invited, join, and send messages that appear on everybody else’s screen. Even if the original person leaves the chat room, the room still exists as long as there are participants logged in. Once the last person leaves the chat room no longer exists.

Ping – The P2P Application

Note: I really dislike configuration files in demos or tutorials unless it’s a large application or showing how a particular aspect of a configuration file works. The fact that I can tell a static factory to build me something with a string name that corresponds to another file that somehow gets found, loaded, and happens to reference compiled type that then has a hidden class generated that implements that interface and is passed, bugs me when I’m trying to learn something.

If your going to follow along with this, your going to need .NET 3.5 installed and be running XP SP3, Vista, Win7 or Server 08. Visual Studio doesn’t hurt either.

To set up your project crack open Visual Studio and spin up a new Console Application, call it SimpleP2PExample. Once you have that open go over to the project, right click and Add Service Reference to System.ServiceModel, this allows you to use .NET’s WCF stuff in your app. You can choose to split up each class or interface into its own file or not: Up to you.

IPing
    //Contract for our network. It says we can 'ping'
    [ServiceContract(CallbackContract = typeof(IPing))]
    public interface IPing
    {
        [OperationContract(IsOneWay = true)]
        void Ping(string sender, string message);
    }

Alright, first of all, attributes. If you don’t know what they are, then here’s the low down mouthful one line explanation:

Attributes are essentially binary metadata associated with a class, method, property or whatever that provides additional information about whatever it’s “Decorating”.

The first attribute is the service contract. Wait a second. Contracts.

In our node-talking-to-other-nodes scenario, somehow they have to know how to talk to each other, if I asked what the size of the door was and you handed me a window, I have NO idea what that means or what that represents. A contract defines exactly what I’m telling you, what I’m expecting back, how, and when.

In this case we’re defining a contract that has one operation, a method called Ping. We know that when node A talks to node B that if node A says “Hey, Ping(“MyName”, “Hello.”) to Node B that node B will know what to do with that and how to pass it along to other nodes. It’s also specifies that I don’t expect Node B to give me anything back.

Now, the implementation.

PingImplementation
    //implementation of our ping class
    public class PingImplementation : IPing
    {
        public void Ping(string sender, string message)
        {
            Console.WriteLine("{0} says: {1}", sender, message);
        }
    }

Fairly simple, whenever we receive a ping from another node, this method will be executed.

The Peer Class

Alright, now the fun, magic, and games begin. We’re going to create a class called peer, which will contain all our service start / stop code and also hold our implementation of PingImplementation.

Peer
    public class Peer
    {
        public string Id { get; private set; }
 
        public IPing Channel;
        public IPing Host;
 
        public Peer(string id)
        {
            Id = id;
        }
    }

In order to identify an individual node in the network, so that we know who’s who and don’t get everything mixed up, it’s customary to have a unique Id that’s assigned to the peer. Now, we have two IPing variables, the best way to describe them would be incoming and outgoing. An instance of the PingImplementation class will go in Host since it will be receiving any incoming communication from other nodes; The Channel is used to communicate out to other nodes and is built up via a factory.

Peer
    public void StartService()
    {
        var binding = new NetPeerTcpBinding();
        binding.Security.Mode = SecurityMode.None;
 
        var endpoint = new ServiceEndpoint(
            ContractDescription.GetContract(typeof(IPing)),
            binding,
            new EndpointAddress("net.p2p://SimpleP2P"));
 
        Host = new PingImplementation();
 
        _factory = new DuplexChannelFactory(
            new InstanceContext(Host),
            endpoint);
 
        var channel = _factory.CreateChannel();
 
        ((ICommunicationObject)channel).Open();
 
        // wait until after the channel is open to allow access.
        Channel = channel;
    }
    private DuplexChannelFactory&lt;IPing&gt; _factory;

This is what we will use to start the peer.  This is the part where I’ve built up what could have been done in the configuration file with code instead.

Lets take it from the top.  First off, we have our binding; this defines what communication protocol we are going to be using, and as this is a PeerToPeer app… we use NetPeerTcpBinding().  You’ll also notice that in the next line I set the security mode to none; this is done for simplicities sake. There’s three types of security modes, including None, Message, Transport and TransportWithMessageCredential. Its a bit beyond the scope of this post, but Message security ensures that the message was not tampered with as it was passed from peer to peer, Transport security ensures that the connection between nodes is secure, and TransportWithMessageCredential does both.

Now, our application needs an endpoint, essentially, an service endpoint is a set of information that is exposed outside of the application (in this case on the network as well) so that others can access it. The endpoint defines the address it can be reached at, the contract, and the method that should be used to communicate. In this case, we build up our endpoint by using ContractDescription.GetContract to generate a contract class off of our IPing interface, our network type binding, and an endpoint address where this endpoint can be reached.

Finally, we create a new instance of our PingImplementation class as the Host, and we create our channel factory. A DuplexChannelFactory allows for two way communication, the first parameter is the object that you want to receive incoming calls, and the endpoint is where those calls are coming from. The factory then creates the channel and a whole bunch of magical things happen.

If you’ll remember, our channel is of type IPing, the Duplex Factory performs some magic and generates a concrete implementation of your interface (it also implements ICommunicationObject, which is why you’ll sometimes see people create another interface called something like “IPingChannel : IPing, ICommunicationObject”, it does make it so that you don’t have to cast it, but for the purpose of this post it’s not necessary). Imagine that it takes your interface, implements all the methods and properties with all the cool DuplexChannel code needed to talk back and fourth, creates an instance, and returns it to you.

Finally, I call open on my channel to let the world see that my brand new channel and endpoint are ready for business.

Peer
    public void StopService()
    {
        ((ICommunicationObject)Channel).Close();
        if (_factory != null)
        _factory.Close();
    }

Now, it’s all well and good, until your done. Then you need to close you channel and factory, this should be pretty self explanatory at this point.  Remember our channel is an ICommunicationObject in addition to being a IPing object, so we cast and close, then check to see if our factory is null, and if not, close that as well.

Threading The Peer Class

Something I chose to do was make the peer threaded. This allows me to drop it into an application, in a thread, and receive and push stuff into it at my leisure. To do this I add in a:

Peer
    private readonly AutoResetEvent _stopFlag = new AutoResetEvent(false);

This will allow me to block a method of the thread until I decide fire it (When I stop the peer).

Peer
    public void Run()
    {
        Console.WriteLine("[ Starting Service ]");
        StartService();
 
        Console.WriteLine("[ Service Started ]");
        _stopFlag.WaitOne();
 
        Console.WriteLine("[ Stopping Service ]");
        StopService();
 
        Console.WriteLine("[ Service Stopped ]");
    }
 
    public void Stop()
    {
        _stopFlag.Set();
    }

The run method embodies the lifecycle of this peer. When the peer thread starts into the run method it will start the service, wait until the stop flag is fired (when the Stop() method is called), and then stop and dispose the service.

Putting It All Together
Program
    class Program
    {
        static void Main(string[] args)
        {
            if (Process.GetProcessesByName(Process.GetCurrentProcess().ProcessName).Count() &lt;= 1)
            {
                for (int i = 0; i &lt; 4; i++)
                {
                    Process.Start("SimpleP2PExample.exe");
                }
            }
 
            new Program().Run();
        }
 
        public void Run()
        {
            Console.WriteLine("Starting the simple P2P demo.");
 
            var peer = new Peer("Peer(" + Guid.NewGuid() + ")");
            var peerThread = new Thread(peer.Run) {IsBackground = true};
            peerThread.Start();
 
            //wait for the server to start up.
            Thread.Sleep(1000);
 
            while (true)
            {
                Console.Write("Enter Something: ");
                string tmp = Console.ReadLine();
 
                if (tmp == "") break;
 
                peer.Channel.Ping(peer.Id, tmp);
            }
 
            peer.Stop();
            peerThread.Join();
        }
    }

From top to bottom, the Main method of the application checks to see if it’s the first one of this application to have started up, if it its, then it starts four additional processes (Note that if you called your project something other than SimpleP2PExample, you will need to replace the the string in Process.Start to be the name as the executable file your project generates).

The run method is also fairly simple, it creates a new instance of the Peer class, assigns it a GUID, creates a thread for the peer’s run method, starts up the thread and pauses to wait for the peer’s thread to start.  We then enter a loop until the user presses enter without inputting any text. Any text that is put in is transmitted over the peer channel using the peer’s id and the message. Once we’ve finished, we stop the session and wait for the peerThread to exit and join back up with the main thread. We then exit.

Wrap Up

I hope this helps someone out there get a better understanding of the basic concepts of a simple Peer to Peer application. Feel free to leave feedback!

Paul Rohde