1. 程式人生 > >基於.net的分布式系統限流組件(限流算法:令牌算法和漏鬥算法)

基於.net的分布式系統限流組件(限流算法:令牌算法和漏鬥算法)

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轉載鏈接:https://www.cnblogs.com/vveiliang/p/9049393.html

1、令牌桶算法
令牌桶算法是比較常見的限流算法之一,大概描述如下:
1)、所有的請求在處理之前都需要拿到一個可用的令牌才會被處理;
2)、根據限流大小,設置按照一定的速率往桶裏添加令牌;
3)、桶設置最大的放置令牌限制,當桶滿時、新添加的令牌就被丟棄活著拒絕;
4)、請求達到後首先要獲取令牌桶中的令牌,拿著令牌才可以進行其他的業務邏輯,處理完業務邏輯之後,將令牌直接刪除;
5)、令牌桶有最低限額,當桶中的令牌達到最低限額的時候,請求處理完之後將不會刪除令牌,以此保證足夠的限流;

技術分享圖片

2、漏桶算法

漏桶算法其實很簡單,可以粗略的認為就是註水漏水過程,往桶中以一定速率流出水,以任意速率流入水,當水超過桶流量則丟棄,因為桶容量是不變的,保證了整體的速率

技術分享圖片

C# 代碼實現:

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;

namespace 限流算法
{
    class Program
    {
        static void Main(string
[] args) { var service = LimitingFactory.Build(LimitingType.LeakageBucket, 500, 200); while (true) { var result = service.Request(); //如果返回true,說明可以進行業務處理,否則需要繼續等待 if (result) {
//業務處理...... } else Thread.Sleep(1); } Console.WriteLine("Hello World!"); } } public interface ILimitingService : IDisposable { /// <summary> /// 申請流量處理 /// </summary> /// <returns>true:獲取成功,false:獲取失敗</returns> bool Request(); } public class LimitingFactory { /// <summary> /// 創建限流服務對象 /// </summary> /// <param name="limitingType">限流模型</param> /// <param name="maxQPS">最大QPS</param> /// <param name="limitSize">最大可用票據數</param> public static ILimitingService Build(LimitingType limitingType = LimitingType.TokenBucket, int maxQPS = 100, int limitSize = 100) { switch (limitingType) { case LimitingType.TokenBucket: default: return new TokenBucketLimitingService(maxQPS, limitSize); case LimitingType.LeakageBucket: return new LeakageBucketLimitingService(maxQPS, limitSize); } } } /// <summary> /// 限流模式 /// </summary> public enum LimitingType { TokenBucket,//令牌桶模式 LeakageBucket//漏桶模式 } public class LimitedQueue<T> : Queue<T> { private int limit = 0; public const string QueueFulled = "TTP-StreamLimiting-1001"; public int Limit { get { return limit; } set { limit = value; } } public LimitedQueue() : this(0) { } public LimitedQueue(int limit) : base(limit) { this.Limit = limit; } public new bool Enqueue(T item) { if (limit > 0 && this.Count >= this.Limit) { return false; } base.Enqueue(item); return true; } } class TokenBucketLimitingService : ILimitingService { private LimitedQueue<object> limitedQueue = null; private CancellationTokenSource cancelToken; private Task task = null; private int maxTPS; private int limitSize; private object lckObj = new object(); public TokenBucketLimitingService(int maxTPS, int limitSize) { this.limitSize = limitSize; this.maxTPS = maxTPS; if (this.limitSize <= 0) this.limitSize = 100; if (this.maxTPS <= 0) this.maxTPS = 1; limitedQueue = new LimitedQueue<object>(limitSize); for (int i = 0; i < limitSize; i++) { limitedQueue.Enqueue(new object()); } cancelToken = new CancellationTokenSource(); task = Task.Factory.StartNew(new Action(TokenProcess), cancelToken.Token); } /// <summary> /// 定時消息令牌 /// </summary> private void TokenProcess() { int sleep = 1000 / maxTPS; if (sleep == 0) sleep = 1; DateTime start = DateTime.Now; while (cancelToken.Token.IsCancellationRequested == false) { try { lock (lckObj) { limitedQueue.Enqueue(new object()); } } catch { } finally { if (DateTime.Now - start < TimeSpan.FromMilliseconds(sleep)) { int newSleep = sleep - (int)(DateTime.Now - start).TotalMilliseconds; if (newSleep > 1) Thread.Sleep(newSleep - 1); //做一下時間上的補償 } start = DateTime.Now; } } } public void Dispose() { cancelToken.Cancel(); } /// <summary> /// 請求令牌 /// </summary> /// <returns>true:獲取成功,false:獲取失敗</returns> public bool Request() { if (limitedQueue.Count <= 0) return false; lock (lckObj) { if (limitedQueue.Count <= 0) return false; object data = limitedQueue.Dequeue(); if (data == null) return false; } return true; } } class LeakageBucketLimitingService : ILimitingService { private LimitedQueue<object> limitedQueue = null; private CancellationTokenSource cancelToken; private Task task = null; private int maxTPS; private int limitSize; private object lckObj = new object(); public LeakageBucketLimitingService(int maxTPS, int limitSize) { this.limitSize = limitSize; this.maxTPS = maxTPS; if (this.limitSize <= 0) this.limitSize = 100; if (this.maxTPS <= 0) this.maxTPS = 1; limitedQueue = new LimitedQueue<object>(limitSize); cancelToken = new CancellationTokenSource(); task = Task.Factory.StartNew(new Action(TokenProcess), cancelToken.Token); } private void TokenProcess() { int sleep = 1000 / maxTPS; if (sleep == 0) sleep = 1; DateTime start = DateTime.Now; while (cancelToken.Token.IsCancellationRequested == false) { try { if (limitedQueue.Count > 0) { lock (lckObj) { if (limitedQueue.Count > 0) limitedQueue.Dequeue(); } } } catch { } finally { if (DateTime.Now - start < TimeSpan.FromMilliseconds(sleep)) { int newSleep = sleep - (int)(DateTime.Now - start).TotalMilliseconds; if (newSleep > 1) Thread.Sleep(newSleep - 1); //做一下時間上的補償 } start = DateTime.Now; } } } public void Dispose() { cancelToken.Cancel(); } public bool Request() { if (limitedQueue.Count >= limitSize) return false; lock (lckObj) { if (limitedQueue.Count >= limitSize) return false; return limitedQueue.Enqueue(new object()); } } } }

漏桶算法 VS 令牌桶算法

漏桶算法和令牌桶算法最明顯的區別是令牌桶算法允許流量一定程度的突發。因為默認的令牌桶算法,取走token是不需要耗費時間的,也就是說,假設桶內有100個token時,那麽可以瞬間允許100個請求通過。

令牌桶算法由於實現簡單,且允許某些流量的突發,對用戶友好,所以被業界采用地較多。當然我們需要具體情況具體分析,只有最合適的算法,沒有最優的算法。

基於.net的分布式系統限流組件(限流算法:令牌算法和漏鬥算法)