[Mono-dev] Fundamental performance problems with Mono

Stifu stifu at free.fr
Fri Jan 8 07:14:36 EST 2010


Hi,

You may already know, but Mono 2.8 will have a brand new GC... This may
improve your app performances.


zvikag wrote:
> 
> Hi,
> 
> Writing my server in a managed language, be it Mono or Java, is a basic
> choice of effectiveness over cost. I prefer good performance in no time
> than super-great-performance that takes ages to develop and will almost
> surely rain upon me bugs from hell. And if you write your managed code
> correctly (mainly aim towards zero GC, and this includes the framework...)
> then your performance should be equivalent to a native implementation. If
> you can point out a managed async socket framework that works I'd be happy
> to try it. I don't have time to get down and dirty. I got business logic
> on my hands... 
> 
> Now, from what I understand, the implementation in mono follows the
> well-known recipe for high-performance socket servers in Linux: event
> polling (epoll) with I/O Thread pool - you call send()/receive() when the
> socket is ready. so, yes, eventually you call the simple socket API, but
> this is how you write high-performance servers in Linux. but more
> importantly, any socket framework that wants to wrap this model will need
> primitives like BeginReceive\ReceiveAsync + OnDataReceived callback and
> BeginSend\SendAsync + OnDataSent calback. can't escape it. so it doesn't
> matter if the operating system doesn't have native support for async
> sockets - you end up with more or less the same managed async socket API
> on Windows and Linux.
> 
> Therefore, I do blame Mono for the poor performance. If the epoll+I/O
> Thread pool model is implemented correctly and if the managed async socket
> API is implemented properly (and there is a lot to benefit from the
> XXXAsync methods) then there is no reason why a Mono server should not be
> equal in performance to a .NET on Windows server. And again, this is good
> enough performance for me.
> 
> 
> damageboy wrote:
>> 
>> Hi Zvika,
>> I'll start by saying that I've been there, I've also seen abysmal
>> performance with the mono async socket implementation.
>> If you'll dig down in the code (I did so last time around Mono 2.2) you
>> should also see that there is no such thing in Mono/Linux at any rate...
>> By this, I mean that a fundamental difference you'll find in the Linux
>> world from the Windows world is that there is no async socket API for
>> Linux. This is a "limitation" (if you want to call it like that) of the
>> Linux kernel, and in no way related to mono.
>> 
>> While calling BeginSend/Receive in Windows + MS.NET is implemented by
>> means of true async sockets on Windows, which ultimately are a Winsock /
>> Windows NT Kernel feature, calling BeginSend on Mono simply queues a work
>> item into the thread pool that will call the normal socket apis.
>> This is a fundamental difference in how Mono/MS.NET work.
>> Feel free to gaze at the code on
>> "mcs/class/System/System.Net.Sockets/Socket.cs" and see this for
>> yourself...
>> While the Mono people could write two implementations for BeginXXX (one
>> for Windows + async sockets, one for Linux) I don't really blame them for
>> implementing the BeingXXX APIs the way they did.
>> 
>> In a way, using a BeginXXX APIs for sockets on Mono generally degrades
>> performance (in terms of overhead and latency for packet send/receive)
>> under heavy load than using the regular non-async apis.
>> This should pretty much leave you asking yourself why would you ever want
>> to use the so-called more advanced "XXXAsync Socket API" (which was your
>> original intent, as far as I can tell).
>> I personally see very little benefit even if were implemented in Mono.
>> 
>> This definitely does not mean that all is lost. On the contrary, you can
>> achieve much higher throughput / lower latency with Mono + Linux, but
>> achieving this with the Microsoft centric APIs / paradigms (as
>> System.Net.Sockets is) is highly unlikely IMO (again, I would like to
>> stress that this is really not Mono's fault).
>> 
>> I suggest you read up on the C10K problem either on Wikipedia or Dan
>> Kegel's site:
>> http://www.kegel.com/c10k.html
>> 
>> There are many possible solutions, including some that are not mentioned
>> in the C10K page, such as using
>> P/Invoke to call vmsplice/splice for sending/receiving data with Zero
>> Copy networking or, as I've done in the past,
>> wrapping up Evgeniy Polyakov's netchannels and userspace network stack:
>> http://www.ioremap.net/projects/unetstack
>> http://www.ioremap.net/projects/netchannels
>> 
>> Although this means getting down and dirty, often using unsafe code and
>> pointers and 
>> what not, let me assure you, that you will be able to make a very modest
>> server/desktop 
>> machine blow away anything you've ever sen with Windows before.
>> 
>> In short, I think you're looking at the wrong problem.
>> 
>> Hope this helps.
>> 
>> 
>> 
>> zvikag wrote:
>>> 
>>> Hello all,
>>> The bottom line of this message is that I don't see how can one write a
>>> high-performance socket server in Mono...
>>> Here is the story:
>>> I am writing a proxy server using .NET Socket API. This proxy does
>>> almost entirely I/O work - copying buffers from one socket to another.
>>> Now, Mono doesn't implement the newer 
>>> http://msdn.microsoft.com/en-us/library/system.net.sockets.socketasynceventargs.aspx
>>> XXXAsync Socket API  that was introduced in .NET 2.0 SP1 (or more
>>> accurately, implements it 
>>> http://www.mail-archive.com/mono-list@lists.ximian.com/msg28621.html
>>> perfunctorily ). So I was left to use the APM Socket API which produces
>>> tons of garbage objects under heavy load.
>>> When testing the server on Linux under load we saw very frequent CPU
>>> bursts that crippled the throughput of the server. After profiling with
>>> the mono built-in profiler I confirmed that the reason for the high CPU
>>> usage was the GC collections that got more and more frequent and took
>>> more and more time. I then read a little bit and realized that the Mono
>>> GC is non-generational which might explain the long GC cycles (if it was
>>> generational it could have collected the garbage objects that were
>>> created during async socket operations in generation 0 and probably stop
>>> there, but it has to traverse the entire managed heap).
>>> So the combination of the non-generational GC and the unimplemented
>>> XXXAsync Socket API result in very poor performance of the Mono server.
>>> The maximum throughput of the server with Mono on Linux is about half of
>>> that on Windows using .NET.
>>> 
>>> I attached the GC stats and profiling results of a 15 minute run.
>>>  http://old.nabble.com/file/p27026906/profile_alloc.log
>>> profile_alloc.log 
>>>  http://old.nabble.com/file/p27026906/gc_stats.log gc_stats.log 
>>> Can you help me out here?
>>> 
>> 
>> 
> 
> 

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