Without seeing exactly how you are checking for this, it is hard to comment, but what I can say is that any threading oddity is going to be hard to track down and fix, and is therefore very unlikely to be addressed in BookSleeve, given that it has been succeeded. However! It will absolutely be checked in StackExchange.Redis. Here's the a rig I've put together in SE.Redis (and, embarrassingly, it did highlight a slight bug, fixed in next release, so .222 or later); output first:
Subscribing...
Sending (preserved order)...
Allowing time for delivery etc...
Checking...
Received: 500 in 2993ms
Out of order: 0
Sending (any order)...
Allowing time for delivery etc...
Checking...
Received: 500 in 341ms
Out of order: 306
(keep in mind that 500 x 5ms is 2500, so we should not be amazed by the 2993ms number, or the 341ms - this is mainly the cost of the Thread.Sleep
we have added to nudge the thread-pool into overlapping them; if we remove that, both loops take 0ms, which is awesome - but we can't see the overlapping issue so convincingly)
As you can see, the first run has the correct order output; the second run has mixed order, but it ten times faster. And that is when doing trivial work; for real work it would be even more noticeable. As always, it is a trade-off.
Here's the test rig:
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using StackExchange.Redis;
static class Program
{
static void Main()
{
using (var conn = ConnectionMultiplexer.Connect("localhost"))
{
var sub = conn.GetSubscriber();
var received = new List<int>();
Console.WriteLine("Subscribing...");
const int COUNT = 500;
sub.Subscribe("foo", (channel, message) =>
{
lock (received)
{
received.Add((int)message);
if (received.Count == COUNT)
Monitor.PulseAll(received); // wake the test rig
}
Thread.Sleep(5); // you kinda need to be slow, otherwise
// the pool will end up doing everything on one thread
});
SendAndCheck(conn, received, COUNT, true);
SendAndCheck(conn, received, COUNT, false);
}
Console.WriteLine("Press any key");
Console.ReadLine();
}
static void SendAndCheck(ConnectionMultiplexer conn, List<int> received, int quantity, bool preserveAsyncOrder)
{
conn.PreserveAsyncOrder = preserveAsyncOrder;
var sub = conn.GetSubscriber();
Console.WriteLine();
Console.WriteLine("Sending ({0})...", (preserveAsyncOrder ? "preserved order" : "any order"));
lock (received)
{
received.Clear();
// we'll also use received as a wait-detection mechanism; sneaky
// note: this does not do any cheating;
// it all goes to the server and back
for (int i = 0; i < quantity; i++)
{
sub.Publish("foo", i);
}
Console.WriteLine("Allowing time for delivery etc...");
var watch = Stopwatch.StartNew();
if (!Monitor.Wait(received, 10000))
{
Console.WriteLine("Timed out; expect less data");
}
watch.Stop();
Console.WriteLine("Checking...");
lock (received)
{
Console.WriteLine("Received: {0} in {1}ms", received.Count, watch.ElapsedMilliseconds);
int wrongOrder = 0;
for (int i = 0; i < Math.Min(quantity, received.Count); i++)
{
if (received[i] != i) wrongOrder++;
}
Console.WriteLine("Out of order: " + wrongOrder);
}
}
}
}