File.ReadAllBytes returns an empty array - c#

I'm writing a game in C# in Unity 3D (.NET 2.0). To read external files I use File.ReadAllBytes. However, today I encountered a problem one of the files that is clearly not an empty file no corrupted is not read properly - ReadAllBytes returns a byte array with zero elements. The file I'm trying to read is an MP3 file and I could not see anything wrong with it. I can load it in FMODEx, I can play it with a media player, yet ReadAllBytes returns zero. This only happens on that particular file but I'm sure that if it happens with it, then there might be a lot of other files that won't get read.
What can be causing File.ReadAllBytes to malfunction like that and what is the best workaround for this thing ? (eg. if an empty array is returned, read the file in another manner).
Added Code as poster cannot yet:
public void LoadFrom(string filePath)
{
StopTransfer();
byte[] bytes = null;
if (File.Exists(filePath))
{
path = filePath;
name = Path.GetFileNameWithoutExtension(filePath);
extension = Path.GetExtension(filePath);
bytes = File.ReadAllBytes(filePath);
if (bytes.Length == 0) bytes = ReadAllBytes(filePath);
if (bytes.Length == 0) error = "Corrupt file";
fullFile = bytes;
}
else
{
fullFile = null;
error = "Not found";
}
}

Related

Read a zip entry and save it in a string

Ack. I am trying to open a specific entry in a zip file archive and store the contents in a string, instead of saving it to a file. I cannot use disk space for this per the client.
Here's what I have:
string scontents = "";
byte[] abbuffer = null;
MemoryStream oms = new MemoryStream();
try
{
//get the file contents
ozipentry.Open().CopyTo(oms);
int length = (int)oms.Length; // get file length
abbuffer = new byte[length]; // create buffer
int icount; // actual number of bytes read
int isum = 0; // total number of bytes read
// read until Read method returns 0 (end of the stream has been reached)
while ((icount = oms.Read(abbuffer, isum, length - isum)) > 0)
{
isum += icount; // sum is a buffer offset for next reading
}
scontents = BytesToString(abbuffer); <----abbuffer is filled with Ascii 0
}
finally
{
oms.Close();
}
The variable abbuffer is supposed to hold that contents of the stream, but all it holds is a bunch of ascii zeros, which I guess means it didn't read (or copy) the stream! But I do not get any error messages or anything. Can someone tell me how to get this working?
I've looked everywhere on stack and on the web, and no where does anyone answer this question specifically for ASP.NET 4.5 ZipArchive library. I cannot use any other library, so if you offer an answer in that, while it would be educational, won't help me at all in this instance. Thanks so much for any help!
One more thing. 'ozipentry' is of type ZipArchiveEntry and is an element in a ZipArchive Entries array. (ie ozipentry = oziparchive.Entries[i])
Oops. One more thing! The function 'BytesToString' is not included, because it is irrelevant. Before the function is called, the abbuffer array is already filled with 0's
Ok. Sorry for being so dense. I realized I was overthinking this. I changed to function to do this:
osr = new StreamReader(ozipentry.Open(), Encoding.Default);
scontents = osr.ReadToEnd();
And it worked fine! Didn't even have to worry about Encoding...

File Copy Program Doesn't Properly Copy File

Hello
I've been working on terminal-like application to get better at programming in c#, just something to help me learn. I've decided to add a feature that will copy a file exactly as it is, to a new file... It seems to work almost perfect. When opened in Notepad++ the file are only a few lines apart in length, and very, very, close to the same as far as actual file size goes. However, the duplicated copy of the file never runs. It says the file is corrupt. I have a feeling it's within the methods for reading and rewriting binary to files that I created. The code is as follows, thank for the help. Sorry for the spaghetti code too, I get a bit sloppy when I'm messing around with new ideas.
Class that handles the file copying/writing
using System;
using System.IO;
//using System.Collections.Generic;
namespace ConsoleFileExplorer
{
class FileTransfer
{
private BinaryWriter writer;
private BinaryReader reader;
private FileStream fsc; // file to be duplicated
private FileStream fsn; // new location of file
int[] fileData;
private string _file;
public FileTransfer(String file)
{
_file = file;
fsc = new FileStream(file, FileMode.Open);
reader = new BinaryReader(fsc);
}
// Reads all the original files data to an array of bytes
public byte[] ReadAllDataToArray()
{
byte[] bytes = reader.ReadBytes((int)fsc.Length); // reading bytes from the original file
return bytes;
}
// writes the array of original byte data to a new file
public void WriteDataFromArray(byte[] fileData, string path) // got a feeling this is the problem :p
{
fsn = new FileStream(path, FileMode.Create);
writer = new BinaryWriter(fsn);
int i = 0;
while(i < fileData.Length)
{
writer.Write(fileData[i]);
i++;
}
}
}
}
Code that interacts with this class .
(Sleep(5000) is because I was expecting an error on first attempt...
case '3':
Console.Write("Enter source file: ");
string sourceFile = Console.ReadLine();
if (sourceFile == "")
{
Console.Clear();
Console.ForegroundColor = ConsoleColor.DarkRed;
Console.Error.WriteLine("Must input a proper file path.\n");
Console.ForegroundColor = ConsoleColor.White;
Menu();
} else {
Console.WriteLine("Copying Data"); System.Threading.Thread.Sleep(5000);
FileTransfer trans = new FileTransfer(sourceFile);
//copying the original files data
byte[] data = trans.ReadAllDataToArray();
Console.Write("Enter Location to store data: ");
string newPath = Console.ReadLine();
// Just for me to make sure it doesnt exit if i forget
if(newPath == "")
{
Console.Clear();
Console.ForegroundColor = ConsoleColor.DarkRed;
Console.Error.WriteLine("Cannot have empty path.");
Console.ForegroundColor = ConsoleColor.White;
Menu();
} else
{
Console.WriteLine("Writing data to file"); System.Threading.Thread.Sleep(5000);
trans.WriteDataFromArray(data, newPath);
Console.WriteLine("File stored.");
Console.ReadLine();
Console.Clear();
Menu();
}
}
break;
File compared to new file
right-click -> open in new tab is probably a good idea
Original File
New File
You're not properly disposing the file streams and the binary writer. Both tend to buffer data (which is a good thing, especially when you're writing one byte at a time). Use using, and your problem should disappear. Unless somebody is editing the file while you're reading it, of course.
BinaryReader and BinaryWriter do not just write "raw data". They also add metadata as needed - they're designed for serialization and deserialization, rather than reading and writing bytes. Now, in the particular case of using ReadBytes and Write(byte[]) in particular, those are really just raw bytes; but there's not much point to use these classes just for that. Reading and writing bytes is the thing every Stream gives you - and that includes FileStreams. There's no reason to use BinaryReader/BinaryWriter here whatsover - the file streams give you everything you need.
A better approach would be to simply use
using (var fsn = ...)
{
fsn.Write(fileData, 0, fileData.Length);
}
or even just
File.WriteAllBytes(fileName, fileData);
Maybe you're thinking that writing a byte at a time is closer to "the metal", but that simply isn't the case. At no point during this does the CPU pass a byte at a time to the hard drive. Instead, the hard drive copies data directly from RAM, with no intervention from the CPU. And most hard drives still can't write (or read) arbitrary amounts of data from the physical media - instead, you're reading and writing whole sectors. If the system really did write a byte at a time, you'd just keep rewriting the same sector over and over again, just to write one more byte.
An even better approach would be to use the fact that you've got file streams open, and stream the files from source to destination rather than first reading everything into memory, and then writing it back to disk.
There is an File.Copy() Method in C#, you can see it here https://msdn.microsoft.com/ru-ru/library/c6cfw35a(v=vs.110).aspx
If you want to realize it by yourself, try to place a breakpoint inside your methods and use a debug. It is like a story about fisher and god, who gived a rod to fisher - to got a fish, not the exactly fish.
Also, look at you int[] fileData and byte[] fileData inside last method, maybe this is problem.

Send file back in a readable format?

I was hoping someone could shed some light on this. Much to my chagrin, I realized that browsers such as IE8 and IE9 do not support any type of file reader.
So after a bit of research, I'm trying to have the server read the contents of the file, convert it to base64, and then send it back down to the client where the javascript takes it from there.
Is this possible? How would you recommend doing this?
For example right now I have set up a RESTful service that gets the file once the form is submitted...
public string Post()
{
string readableFile="";
HttpResponseMessage result = null;
var httprequest = HttpContext.Current.Request;
if (httprequest.Files.Count > 0)
{
foreach (string file in httprequest.Files)
{
var postedFile = httprequest.Files[file];
//convert to base64? somehow?
}
}
return readableFile;
}
the postedFile variable contains the file information, I would just need to make it into a readable format...though, I am having difficulty.
Any thoughts or help is greatly appreciated!
The HttpPostedFile class has an InputStream property which you can use to read the data. To covert that data to a base64 string you could do the following:
public string Post(HttpPostedFile file)
{
if (file.InputStream.Length > Int32.MaxValue) // Or some other file length limitation
throw new HttpResponseException(HttpStatusCode.BadRequest);
int length = (int)file.InputStream.Length;
byte[] buffer = new byte[length];
file.InputStream.Read(buffer, 0, length);
string encodedString = Convert.ToBase64String(buffer);
return encodedString;
}
You have to code it significantly differently if you want to support larger files over 4GB, but I'm assuming you want to set a reasonable limit on the file size to avoid getting an out of memory exception or having to cache the file to a hard drive.
You're looking for C#, right?
string sixtyfour = System.Convert.ToBase64String(
myFileUploadControl.FileBytes,
0,
myFileUploadControl.FileBytes.Length);
That should take the contents of a fileupload control and put it into base64.

FileInfo.Length is greater than 0 but File is Empty?

I have an application that crunches a bunch of text files. Currently, I have code like this (snipped-together excerpt):
FileInfo info = new FileInfo(...)
if (info.Length > 0) {
string content = getFileContents(...);
// uses a StreamReader
// returns reader.ReadToEnd();
Debug.Assert(!string.IsNullOrEmpty(contents)); // FAIL
}
private string getFileContents(string filename)
{
TextReader reader = null;
string text = "";
try
{
reader = new StreamReader(filename);
text = reader.ReadToEnd();
}
catch (IOException e)
{
// File is concurrently accessed. Come back later.
text = "";
}
finally
{
if (reader != null)
{
reader.Close();
}
}
return text;
}
Why am I getting a failed assert? The FileInfo.Length attribute was already used to validate that the file is non-empty.
Edit: This appears to be a bug -- I'm catching IO exceptions and returning empty-string. But, because of the discussion around fileInfo.Length(), here's something interesting: fileInfo.Length returns 2 for an empty, only-BOM-marker text file (created in Notepad).
You might have a file which is empty apart from a byte-order mark. I think TextReader.ReadToEnd() would remove the byte-order mark, giving you an empty string.
Alternatively, the file could have been truncated between checking the length and reading it.
For diagnostic purposes, I suggest you log the file length when you get an empty string.
See that catch (IOException) block you have? That's what returns an empty string and triggers the assert even when the file is not empty.
If I remember well, a file ends with end of file, which won't be included when you call ReadToEnd.
Therefore, the file size is not 0, but it's content size is.
What's in the getFileContents method?
It may be repositioning the stream's pointer to the end of the stream before ReadToEnd() is called.

Bytes consumed by StreamReader

Is there a way to know how many bytes of a stream have been used by StreamReader?
I have a project where we need to read a file that has a text header followed by the start of the binary data. My initial attempt to read this file was something like this:
private int _dataOffset;
void ReadHeader(string path)
{
using (FileStream stream = File.OpenRead(path))
{
StreamReader textReader = new StreamReader(stream);
do
{
string line = textReader.ReadLine();
handleHeaderLine(line);
} while(line != "DATA") // Yes, they used "DATA" to mark the end of the header
_dataOffset = stream.Position;
}
}
private byte[] ReadDataFrame(string path, int frameNum)
{
using (FileStream stream = File.OpenRead(path))
{
stream.Seek(_dataOffset + frameNum * cbFrame, SeekOrigin.Begin);
byte[] data = new byte[cbFrame];
stream.Read(data, 0, cbFrame);
return data;
}
return null;
}
The problem is that when I set _dataOffset to stream.Position, I get the position that the StreamReader has read to, not the end of the header. As soon as I thought about it this made sense, but I still need to be able to know where the end of the header is and I'm not sure if there's a way to do it and still take advantage of StreamReader.
You can find out how many bytes the StreamReader has actually returned (as opposed to read from the stream) in a number of ways, none of them too straightforward I'm afraid.
Get the result of textReader.CurrentEncoding.GetByteCount(totalLengthOfAllTextRead) and then seek to this position in the stream.
Use some reflection hackery to retrieve the value of the private variable of the StreamReader object that corresponds to the current byte position within the internal buffer (different from that with the stream - usually behind, but no more than equal to of course). Judging by .NET Reflector, the this variable seems to be named bytePos.
Don't bother using a StreamReader at all but instead implement your custom ReadLine function built on top of the Stream or BinaryReader even (BinaryReader is guaranteed never to read further ahead than what you request). This custom function must read from the stream char by char, so you'd actually have to use the low-level Decoder object (unless the encoding is ASCII/ANSI, in which case things are a bit simpler due to single-byte encoding).
Option 1 is going to be the least efficient I would imagine (since you're effectively re-encoding text you just decoded), and option 3 the hardest to implement, though perhaps the most elegant. I'd probably recommend against using the ugly reflection hack (option 2), even though it's looks tempting, being the most direct solution and only taking a couple of lines. (To be quite honest, the StreamReader class really ought to expose this variable via a public property, but alas it does not.) So in the end, it's up to you, but either method 1 or 3 should do the job nicely enough...
Hope that helps.
So the data is utf8 (the default encoding for StreamReader). This is a multibyte encoding, so IndexOf would be inadvisable. You could:
Encoding.UTF8.GetByteCount(string)
on your data so far, adding 1 or 2 bytes for the missing line ending.
If you're needing to count bytes, I'd go with the BinaryReader. You can take the results and cast them about as needed, but I find its idea of its current position to be more reliable (in that since it reads in binary, its immune to character-set problems).
So your last line contains 'DATA' + an unknown amount of data bytes. You could extract the position by using IndexOf() with your last read line. Then readjust the stream.Position.
But I am not sure if you should use ReadLine() at all in this case. Maybe it would be better to read byte by byte until you reach the 'DATA' mark.
The line breaks are easily identifiable without needing to decode the stream first (except for some encodings rarely used for text files like EBCDIC, UTF-16, UTF-32), so you can just read each line as bytes and then decode the entire line:
using (FileStream stream = File.OpenRead(path)) {
List<byte> buffer = new List<byte>();
bool hasCr = false;
bool done = false;
while (!done) {
int b = stream.ReadByte();
if (b == -1) throw new IOException("End of file reached in header.");
if (b == 13) {
hasCr = true;
} else if (b == 10 && hasCr) {
string line = Encoding.UTF8.GetString(buffer.ToArray(), 0, buffer.Count);
if (line == "DATA") {
done = true;
} else {
HandleHeaderLine(line);
}
buffer.Clear();
hasCr = false;
} else {
if (hasCr) buffer.Add(13);
hasCr = false;
buffer.Add((byte)b);
}
}
_dataOffset = stream.Position;
}
Instead of closing the stream and open it again, you could of course just keep on reading the data.

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