Sagui Itay - Unity Assets, software development and mobile games

Throttling HttpClient requests

In my previous post, I’ve introduced a TimeSpanSemaphore, that functions as a throttling lock. Let’s see how we can use that semaphore to throttle HttpClient requests. The naïve solution would be to create an instance of the semaphore right next to the HttpClient, and wrap each request with a wait/release call on the semaphore:

HttpClient client = new HttpClient();
TimeSpanSemaphore semaphore = new TimeSpanSemaphore(10, TimeSpan.FromSeconds(1));
try
{
    semaphore.Wait();
    client.GetAsync(...);
}
finally
{
    semaphore.Release();
}

As you can see, this can become quite tedious, and with the try-finally blocks, quire redundant. Luckily for us, HttpClient contains an extendibility point that allows use to add our own custom code in the request pipeline – handlers. We’ll start by creating our custom handler:

public class ThrottlingMessageHandler : DelegatingHandler
{
    private readonly TimeSpanSemaphore _timeSpanSemaphore;

    public ThrottlingMessageHandler(TimeSpanSemaphore timeSpanSemaphore)
        : this(timeSpanSemaphore, null)
    { }

    public ThrottlingMessageHandler(TimeSpanSemaphore timeSpanSemaphore, HttpMessageHandler innerHandler)
        : base(innerHandler)
    {
        _timeSpanSemaphore = timeSpanSemaphore;
    }

    protected override Task SendAsync(HttpRequestMessage request, CancellationToken cancellationToken)
    {
	return _timeSpanSemaphore.RunAsync(base.SendAsync, request, cancellationToken);
    }
}

As you can see, our handler accept a TimeSpanSemaphore in the constructor. If you are communicating with a single service, you might not need that, and you can change the handler to use an internal TimeSpanSemaphore. The handler can also accept an inner handler, which is used to create a chain of handlers, as you will see below. The overloaded method SendAsync contains the interesting part – it wraps the call to base.SendAsync with the semaphore’s RunAsync method, which will first call Wait on the semaphore (which will lock if too many requests were made in the specified time frame), then it will call base.SendAsync (which will perform the actual request). Finally, it will call Release (to notify the semaphore that the request is completed). We not only need to change the code that creates our HttpClient:

var handler = new HttpClientHandler();
if (handler.SupportsAutomaticDecompression)
    handler.AutomaticDecompression = DecompressionMethods.Deflate | DecompressionMethods.GZip;

var throttlingHandler = new ThrottlingMessageHandler(ThrottlingSemaphore, handler);
var client = new HttpClient(throttlingHandler);

The code above creates an HttpClientHandler (and enables automatic decompression on it). It then wrap that handler with out new ThrottlingMessageHandler. After that, we can just create a new HttpClient, and pass along our handler.