mirror of
https://github.com/OPCFoundation/UA-.NETStandard.git
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- Add new managed session, wrapping session and providing connection management and failover handling - Add new Subscription engine that can act as alternative to current engine, but is based on channels with worker tasks - Add a fluent builder for managed session clients - Replace NodeCache with LruNodeCache, rename ILruNodeCache and LruNodeCache to INodeCache and NodeCache - Update migration guide and document new functionality.
155 lines
5.1 KiB
C#
155 lines
5.1 KiB
C#
/* ========================================================================
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* Copyright (c) 2005-2025 The OPC Foundation, Inc. All rights reserved.
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*
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* OPC Foundation MIT License 1.00
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* The complete license agreement can be found here:
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* http://opcfoundation.org/License/MIT/1.00/
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* ======================================================================*/
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using System;
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using System.Threading;
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namespace Opc.Ua.Client
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{
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/// <summary>
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/// Backoff strategy for reconnection delays.
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/// </summary>
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public enum BackoffStrategy
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{
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/// <summary>
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/// Constant delay between attempts.
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/// </summary>
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Constant,
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/// <summary>
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/// Linearly increasing delay.
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/// </summary>
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Linear,
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/// <summary>
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/// Exponentially increasing delay.
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/// </summary>
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Exponential
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}
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/// <summary>
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/// Default reconnect policy with configurable backoff,
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/// jitter, and retry limits.
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/// </summary>
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public class ReconnectPolicy : IReconnectPolicy
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{
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/// <summary>
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/// Default initial delay (1 second).
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/// </summary>
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public static readonly TimeSpan DefaultInitialDelay = TimeSpan.FromSeconds(1);
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/// <summary>
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/// Default max delay (30 seconds).
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/// </summary>
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public static readonly TimeSpan DefaultMaxDelay = TimeSpan.FromSeconds(30);
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/// <summary>
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/// Initialize a reconnect policy with default options.
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/// </summary>
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public ReconnectPolicy()
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: this(new ReconnectPolicyOptions())
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{
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}
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/// <summary>
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/// Initialize a reconnect policy from an options snapshot.
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/// </summary>
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public ReconnectPolicy(ReconnectPolicyOptions options)
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{
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if (options == null)
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{
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throw new ArgumentNullException(nameof(options));
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}
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InitialDelay = options.InitialDelay;
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MaxDelay = options.MaxDelay;
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MaxRetries = options.MaxRetries;
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Strategy = options.Strategy;
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JitterFactor = options.JitterFactor;
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}
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/// <summary>
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/// Initial delay between reconnect attempts.
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/// </summary>
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public TimeSpan InitialDelay { get; set; } = DefaultInitialDelay;
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/// <summary>
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/// Maximum delay between attempts.
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/// </summary>
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public TimeSpan MaxDelay { get; set; } = DefaultMaxDelay;
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/// <summary>
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/// Maximum number of retries (0 = unlimited).
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/// </summary>
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public int MaxRetries { get; set; }
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/// <summary>
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/// Backoff strategy.
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/// </summary>
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public BackoffStrategy Strategy { get; set; } = BackoffStrategy.Exponential;
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/// <summary>
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/// Jitter factor (0.0 = no jitter, 0.1 = ±10%).
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/// </summary>
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public double JitterFactor { get; set; } = 0.1;
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/// <inheritdoc/>
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public TimeSpan? GetNextDelay(int attempt, CancellationToken ct = default)
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{
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if (MaxRetries > 0 && attempt >= MaxRetries)
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{
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return null;
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}
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double delayMs = Strategy switch
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{
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BackoffStrategy.Constant => InitialDelay.TotalMilliseconds,
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BackoffStrategy.Linear => InitialDelay.TotalMilliseconds * (attempt + 1),
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BackoffStrategy.Exponential => InitialDelay.TotalMilliseconds * Math.Pow(2, attempt),
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_ => InitialDelay.TotalMilliseconds
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};
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delayMs = Math.Min(delayMs, MaxDelay.TotalMilliseconds);
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if (JitterFactor > 0)
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{
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int jitter = (int)(delayMs * JitterFactor);
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delayMs += UnsecureRandom.Shared.Next(-jitter, jitter + 1);
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}
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return TimeSpan.FromMilliseconds(Math.Max(delayMs, 0));
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}
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/// <inheritdoc/>
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public void Reset()
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{
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// Stateless — no internal state to reset.
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}
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}
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}
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