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Proposal: Zero allocation connectionless sockets #30797

Description

@scalablecory

This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

Rationale and Usage

APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

This affects UDP performance and contributes to excessive GC. A simple example is:

Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

These two calls allocate 12 times:

  • 3x IPEndPoint
  • 3x IPAddress
  • 3x SocketAddress
  • 3x byte[] ...6x if IPv6

See also: #30196

New usage has 0 allocations:

Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

Proposed API

classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

Details

  • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
    • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
    • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
    • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
  • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
  • This relies on users not using a SocketAddress until the I/O is finished.
    • This is a bit safer with EndPoint as we can take defensive copies before methods return.
  • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

Open Questions

  • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
    • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
    • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
  • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
  • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
    • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
  • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

Related Issues

There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

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    Proposal: Zero allocation connectionless sockets · Issue #30797 · dotnet/runtime · GitHub
    Skip to content

    Proposal: Zero allocation connectionless sockets #30797

    Description

    @scalablecory

    This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

    Rationale and Usage

    APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

    This affects UDP performance and contributes to excessive GC. A simple example is:

    Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

    These two calls allocate 12 times:

    • 3x IPEndPoint
    • 3x IPAddress
    • 3x SocketAddress
    • 3x byte[] ...6x if IPv6

    See also: #30196

    New usage has 0 allocations:

    Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

    Proposed API

    classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

    Details

    • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
      • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
      • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
      • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
    • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
    • This relies on users not using a SocketAddress until the I/O is finished.
      • This is a bit safer with EndPoint as we can take defensive copies before methods return.
    • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

    Open Questions

    • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
      • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
      • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
    • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
    • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
      • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
    • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

    Related Issues

    There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

    Metadata

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    Assignees

    Labels

    Type

    No type

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    No projects

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      No branches or pull requests

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      , 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Proposal: Zero allocation connectionless sockets · Issue #30797 · dotnet/runtime · GitHub
      Skip to content

      Proposal: Zero allocation connectionless sockets #30797

      Description

      @scalablecory

      This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

      Rationale and Usage

      APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

      This affects UDP performance and contributes to excessive GC. A simple example is:

      Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

      These two calls allocate 12 times:

      • 3x IPEndPoint
      • 3x IPAddress
      • 3x SocketAddress
      • 3x byte[] ...6x if IPv6

      See also: #30196

      New usage has 0 allocations:

      Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

      Proposed API

      classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

      Details

      • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
        • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
        • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
        • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
      • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
      • This relies on users not using a SocketAddress until the I/O is finished.
        • This is a bit safer with EndPoint as we can take defensive copies before methods return.
      • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

      Open Questions

      • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
        • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
        • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
      • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
      • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
        • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
      • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

      Related Issues

      There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

      Metadata

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      Labels

      Type

      No type

      Projects

      No projects

        Milestone

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        None yet

        Development

        No branches or pull requests

        Issue actions

        , 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Proposal: Zero allocation connectionless sockets · Issue #30797 · dotnet/runtime · GitHub
        Skip to content

        Proposal: Zero allocation connectionless sockets #30797

        Description

        @scalablecory

        This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

        Rationale and Usage

        APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

        This affects UDP performance and contributes to excessive GC. A simple example is:

        Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

        These two calls allocate 12 times:

        • 3x IPEndPoint
        • 3x IPAddress
        • 3x SocketAddress
        • 3x byte[] ...6x if IPv6

        See also: #30196

        New usage has 0 allocations:

        Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

        Proposed API

        classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

        Details

        • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
          • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
          • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
          • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
        • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
        • This relies on users not using a SocketAddress until the I/O is finished.
          • This is a bit safer with EndPoint as we can take defensive copies before methods return.
        • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

        Open Questions

        • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
          • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
          • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
        • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
        • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
          • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
        • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

        Related Issues

        There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

        Metadata

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        Type

        No type

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        No projects

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          None yet

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          No branches or pull requests

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          , 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Proposal: Zero allocation connectionless sockets · Issue #30797 · dotnet/runtime · GitHub
          Skip to content

          Proposal: Zero allocation connectionless sockets #30797

          Description

          @scalablecory

          This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

          Rationale and Usage

          APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

          This affects UDP performance and contributes to excessive GC. A simple example is:

          Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

          These two calls allocate 12 times:

          • 3x IPEndPoint
          • 3x IPAddress
          • 3x SocketAddress
          • 3x byte[] ...6x if IPv6

          See also: #30196

          New usage has 0 allocations:

          Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

          Proposed API

          classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

          Details

          • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
            • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
            • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
            • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
          • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
          • This relies on users not using a SocketAddress until the I/O is finished.
            • This is a bit safer with EndPoint as we can take defensive copies before methods return.
          • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

          Open Questions

          • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
            • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
            • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
          • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
          • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
            • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
          • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

          Related Issues

          There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

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            , 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Proposal: Zero allocation connectionless sockets · Issue #30797 · dotnet/runtime · GitHub
            Skip to content

            Proposal: Zero allocation connectionless sockets #30797

            Description

            @scalablecory

            This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

            Rationale and Usage

            APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

            This affects UDP performance and contributes to excessive GC. A simple example is:

            Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

            These two calls allocate 12 times:

            • 3x IPEndPoint
            • 3x IPAddress
            • 3x SocketAddress
            • 3x byte[] ...6x if IPv6

            See also: #30196

            New usage has 0 allocations:

            Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

            Proposed API

            classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

            Details

            • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
              • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
              • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
              • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
            • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
            • This relies on users not using a SocketAddress until the I/O is finished.
              • This is a bit safer with EndPoint as we can take defensive copies before methods return.
            • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

            Open Questions

            • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
              • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
              • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
            • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
            • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
              • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
            • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

            Related Issues

            There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

            Metadata

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            Type

            No type

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            No projects

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              None yet

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              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Proposal: Zero allocation connectionless sockets · Issue #30797 · dotnet/runtime · GitHub
              Skip to content

              Proposal: Zero allocation connectionless sockets #30797

              Description

              @scalablecory

              This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

              Rationale and Usage

              APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

              This affects UDP performance and contributes to excessive GC. A simple example is:

              Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

              These two calls allocate 12 times:

              • 3x IPEndPoint
              • 3x IPAddress
              • 3x SocketAddress
              • 3x byte[] ...6x if IPv6

              See also: #30196

              New usage has 0 allocations:

              Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

              Proposed API

              classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

              Details

              • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
                • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
                • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
                • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
              • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
              • This relies on users not using a SocketAddress until the I/O is finished.
                • This is a bit safer with EndPoint as we can take defensive copies before methods return.
              • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

              Open Questions

              • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
                • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
                • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
              • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
              • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
                • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
              • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

              Related Issues

              There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

              Metadata

              Metadata

              Assignees

              Labels

              Type

              No type

              Projects

              No projects

                Milestone

                Relationships

                None yet

                Development

                No branches or pull requests

                Issue actions

                , 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Proposal: Zero allocation connectionless sockets · Issue #30797 · dotnet/runtime · GitHub
                Skip to content

                Proposal: Zero allocation connectionless sockets #30797

                Description

                @scalablecory

                This proposal eliminates allocations for connectionless use of Socket. It augments the SocketAddress class to allow reuse across operations, becoming a high-perf alternative to EndPoint.

                Rationale and Usage

                APIs which need to translate between IPEndPoint and native sockaddr structures are performing a large amount of defensive copying and layering workarounds.

                This affects UDP performance and contributes to excessive GC. A simple example is:

                Socketsocket= ...;byte[]buffer= ...;varremoteEndPoint=newIPEndPoint(IPAddress.Any,0);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,refremoteEndPoint);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteEndPoint);

                These two calls allocate 12 times:

                • 3x IPEndPoint
                • 3x IPAddress
                • 3x SocketAddress
                • 3x byte[] ...6x if IPv6

                See also: #30196

                New usage has 0 allocations:

                Socketsocket= ...;byte[]buffer= ...;varremoteAddress=newSocketAddress(AddressFamily.InterNetwork);socket.ReceiveFrom(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);socket.SendTo(buffer,0,buffer.Length,SocketFlags.None,remoteAddress);

                Proposed API

                classSocket{publicintReceiveFrom(Span<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>ReceiveFromAsync(Memory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);publicintSendTo(ReadOnlySpan<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress);publicValueTask<int>SendToAsync(ReadOnlyMemory<byte>buffer,SocketFlagssocketFlags,SocketAddresssocketAddress,CancellationTokencancellationToken=default);}classSocketAsyncEventArgs{// Only one of RemoteEndPoint or RemoteAddress must be specified.publicSocketAddressRemoteAddress{get;set;}}classSocketAddress{// If we can merge System.Net.Primitives and System.Net.Sockets, these two methods are unnecessary. That would be ideal.publicstaticvoidGetBuffer(SocketAddressaddress,outbyte[]buffer);publicstaticvoidSetSockaddrSize(SocketAddressaddress,intsize);}classEndPoint{publicvirtualvoidSerializeTo(SocketAddresssocketAddress);// Already has "SocketAddress Serialize()"; default would be to call that and copy.}

                Details

                • It is intended that UDP servers will use SocketAddress as a dictionary key to lookup client state, to avoid first converting to EndPoint.
                  • It is assumed that users will only rarely care to actually get the IP/port/etc. from the SocketAddress. This duty continues to be delegated to EndPoint.
                  • If users ever want to deserialize a SocketAddress into an EndPoint, they can already use EndPoint.Create.
                  • Need to ensure only the actual sockaddr structure is compared/hashed, not the entire byte buffer.
                • SocketAddress is currently duplicated in System.Net.Primitives and System.Net.Sockets to avoid exposing its internal buffer. This change will allow avoiding duplication.
                • This relies on users not using a SocketAddress until the I/O is finished.
                  • This is a bit safer with EndPoint as we can take defensive copies before methods return.
                • We can currently do some optimizations to avoid all allocations for SendTo and SendToAsync IPv4/IPv6 with some special casing, so this API would primarily be to optimize ReceiveFrom variants as well as (less important) allowing non-IPv4/IPv6 protocols to benefit. Still, if we were to add an API for ReceiveFrom we would probably want an API on SendTo for symmetry.

                Open Questions

                • We've put some effort into not doing something like this before. It would be great to understand why. Currently:
                  • We duplicate the SocketAddress class in multiple assemblies to avoid exposing its buffer, and have a step to marshal (byte-by-byte) between the two implementations.
                  • Tons of APIs take EndPoint, it's a nice abstraction that we wanted here despite performance implications.
                • It isn't immediately obvious from the API surface that socketAddress is written to by ReceiveFrom. Is there a better way we can indicate this?
                • The two new methods on SocketAddress exist purely because System.Net.Sockets needs access to internals in System.Net.Primitives. Any thoughts on how to avoid exposing these "pubternal" bits?
                  • One option is to merge System.Net.Primitives and System.Net.Sockets; I don't see harm in this but that is a much larger discussion :)
                • If we merge the Primitives and Sockets assemblies, we can get rid of some of the allocations for ReceiveFrom without making any API changes. It's not a perfect solution but might be good enough.

                Related Issues

                There are two additional issues to update our APIs with ValueTask/Span/Memory that this will need to be consistent with:

                Metadata

                Metadata

                Assignees

                Labels

                Type

                No type

                Projects

                No projects

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                  None yet

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                  No branches or pull requests

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