Get Length of Data Available in NetworkStream - c#

I would like to be able to get the length of the data available from a TCP network stream in C# to set the size of the buffer before reading from the network stream. There is a NetworkStream.Length property but it isn't implemented yet, and I don't want to allocate an enormous size for the buffer as it would take up too much space. The only way I though of doing it would be to precede the data transfer with another telling the size, but this seems a little messy. What would be the best way for me to go about doing this.

When accessing Streams, you usually read and write data in small chunks (e.g. a kilobyte or so), or use a method like CopyTo that does that for you.
This is an example using CopyTo to copy the contents of a stream to another stream and return it as a byte[] from a method, using an automatically-sized buffer.
using (MemoryStream ms = new MemoryStream())
{
networkStream.CopyTo(ms);
return ms.ToArray();
}
This is code that reads data in the same way, but more manually, which might be better for you to work with, depending on what you're doing with the data:
byte[] buffer = new byte[2048]; // read in chunks of 2KB
int bytesRead;
while((bytesRead = networkStream.Read(buffer, 0, buffer.Length)) > 0)
{
//do something with data in buffer, up to the size indicated by bytesRead
}
(the basis for these code snippets came from Most efficient way of reading data from a stream)

There is no inherent length of a network stream. You will either have to send the length of the data to follow from the other end or read all of the incoming data into a different stream where you can access the length information.

The thing is, you can't really be sure all the data is read by the socket yet, more data might come in at any time. This is try even if you somehow do know how much data to expect, say if you have a package header that contains the length. the whole packet might not be received yet.
If you're reading arbitrary data (like a file perhaps) you should have a buffer of reasonable size (like 1k-10k or whatever you find to be optimal for your scenario) and then write the data to a file as its read from the stream.
var buffer = byte[1000];
var readBytes = 0;
using(var netstream = GetTheStreamSomhow()){
using(var fileStream = (GetFileStreamSomeHow())){
while(netstream.Socket.Connected) //determine if there is more data, here we read until the socket is closed
{
readBytes = netstream.Read(buffer,0,buffer.Length);
fileStrem.Write(buffer,0,buffer.Length);
}
}
}
Or just use CopyTo like Tim suggested :) Just make sure that all the data has indeed been read, including data that hasn't gotten across the network yet.

You could send the lenght of the incoming data first.
For example:
You have data = byte[16] you want to send. So at first you send the 16 and define on the server, that this length is always 2 (because 16 has two characters). Now you know that the incomingLength = 16. You can wait now for data of the lenght incomingLength.

Related

memory efficient way to read from COM stream to c# byte[]

My current approach is to read the COM stream into a C# MemoryStream and then call .toArray. However, I believe toArray creates a redundant copy of the data. Is there a better way that has reduced memory usage as the priority?
var memStream = new MemoryStream(10000);
var chunk = new byte[1000];
while (true)
{
int bytesRead = comStream.read(ref chunk, chunk.Length);
if (bytesRead == 0)
break; // eos
memStream.Write(chunk, 0, bytesRead);
}
//fairly sure this creates a duplicate copy of the data
var array = memStream.ToArray();
//does this also dupe the data?
var array2 = memStream.GetBuffer();
If you know the length of the data before you start consuming it, then: you can allocate a simple byte[] and fill that in your read loop simply by incrementing an offset each read with the number of bytes read (and decrementing your "number of bytes you're allowed to touch). This does depend on having a read overload / API that accepts either an offset or a pointer, though.
If that isn't an option: GetBuffer() is your best bet - it doesn't duplicate the data; rather it hands you the current possibly oversized byte[]. Because it is oversized, you must consider it in combination with the current .Length, perhaps wrapping the length/data pair in either a ArraySegment<byte>, or a Span<byte>/Memory<byte>.
In the "the length is known" scenario, if you're happy to work with oversized buffers, you could also consider a leased array, via ArrayPool<byte>.Shared - rent one of at least that size, fill it, then constrain your segment/span to the populated part (and remember to return it to the pool when you're done).

C# Reading, Modifying then writing binary data to file. Best convention?

I'm new to programming in general (My understanding of programming concepts is still growing.). So this question is about learning, so please provide enough info for me to learn but not so much that I can't, thank you.
(I would also like input on how to make the code reusable with in the project.)
The goal of the project I'm working on consists of:
Read binary file.
I have known offsets I need to read to find a particular chunk of data from within this file.
First offset is first 4 bytes(Offset for end of my chunk).
Second offset is 16 bytes from end of file. I read for 4 bytes.(Gives size of chunk in hex).
Third offset is the 4 bytes following previous, read for 4 bytes(Offset for start of chunk in hex).
Locate parts in the chunk to modify by searching ASCII text as well as offsets.
Now I have the start offset, end offset and size of my chunk.
This should allow me to read bytes from file into a byte array and know the size of the array ahead of time.
(Questions: 1. Is knowing the size important? Other than verification. 2. Is reading part of a file into a byte array in order to change bytes and overwrite that part of the file the best method?)
So far I have managed to read the offsets from the file using BinaryReader on a MemoryStream. I then locate the chunk of data I need and read that into a byte array.
I'm stuck in several ways:
What are the best practices for binary Reading / Writing?
What's the best storage convention for the data that is read?
When I need to modify bytes how do I go about that.
Should I be using FileStream?
Since you want to both read and write, it makes sense to use the FileStream class directly (using FileMode.Open and FileAccess.ReadWrite). See FileStream on MSDN for a good overall example.
You do need to know the number of bytes that you are going to be reading from the stream. See the FileStream.Read documentation.
Fundamentally, you have to read the bytes into memory at some point if you're going to use and later modify their contents. So you will have to make an in-memory copy (using the Read method is the right way to go if you're reading a variable-length chunk at a time).
As for best practices, always dispose your streams when you're done; e.g.:
using (var stream = File.Open(FILE_NAME, FileMode.Open, FileAccess.ReadWrite))
{
//Do work with the FileStream here.
}
If you're going to do a large amount of work, you should be doing the work asynchronously. (Let us know if that's the case.)
And, of course, check the FileStream.Read documentation and also the FileStream.Write documentation before using those methods.
Reading bytes is best done by pre-allocating an in-memory array of bytes with the length that you're going to read, then reading those bytes. The following will read the chunk of bytes that you're interested in, let you do work on it, and then replace the original contents (assuming the length of the chunk hasn't changed):
EDIT: I've added a helper method to do work on the chunk, per the comments on variable scope.
using (var stream = File.Open(FILE_NAME, FileMode.Open, FileAccess.ReadWrite))
{
var chunk = new byte[numOfBytesInChunk];
var offsetOfChunkInFile = stream.Position; // It sounds like you've already calculated this.
stream.Read(chunk, 0, numOfBytesInChunk);
DoWorkOnChunk(ref chunk);
stream.Seek(offsetOfChunkInFile, SeekOrigin.Begin);
stream.Write(chunk, 0, numOfBytesInChunk);
}
private void DoWorkOnChunk(ref byte[] chunk)
{
//TODO: Any mutation done here to the data in 'chunk' will be written out to the stream.
}

MemoryStream.WriteTo(Stream destinationStream) versus Stream.CopyTo(Stream destinationStream)

Which one is better : MemoryStream.WriteTo(Stream destinationStream) or Stream.CopyTo(Stream destinationStream)??
I am talking about the comparison of these two methods without Buffer as I am doing like this :
Stream str = File.Open("SomeFile.file");
MemoryStream mstr = new MemoryStream(File.ReadAllBytes("SomeFile.file"));
using(var Ms = File.Create("NewFile.file", 8 * 1024))
{
str.CopyTo(Ms) or mstr.WriteTo(Ms);// Which one will be better??
}
Update
Here is what I want to Do :
Open File [ Say "X" Type File]
Parse the Contents
From here I get a Bunch of new Streams [ 3 ~ 4 Files ]
Parse One Stream
Extract Thousands of files [ The Stream is an Image File ]
Save the Other Streams To Files
Editing all the Files
Generate a New "X" Type File.
I have written every bit of code which is actually working correctly..
But Now I am optimizing the code to make the most efficient.
It is an historical accident that there are two ways to do the same thing. MemoryStream always had the WriteTo() method, Stream didn't acquire the CopyTo() method until .NET 4.
The MemoryStream.WriteTo() version looks like this:
public virtual void WriteTo(Stream stream)
{
// Exception throwing code elided...
stream.Write(this._buffer, this._origin, this._length - this._origin);
}
The Stream.CopyTo() implementation like this:
private void InternalCopyTo(Stream destination, int bufferSize)
{
int num;
byte[] buffer = new byte[bufferSize];
while ((num = this.Read(buffer, 0, buffer.Length)) != 0)
{
destination.Write(buffer, 0, num);
}
}
Stream.CopyTo() is more universal, it works for any stream. And helps programmers that fumble copying data from, say, a NetworkStream. Forgetting to pay attention to the return value from Read() was a very common bug. But it of course copies the bytes twice and allocates that temporary buffer, MemoryStream doesn't need it since it can write directly from its own buffer. So you'd still prefer WriteTo(). Noticing the difference isn't very likely.
MemoryStream.WriteTo: Writes the entire contents of this memory stream to another stream.
Stream.CopyTo: Reads the bytes from the current stream and writes them to the destination stream. Copying begins at the current position in the current stream.
You'll need to seek back to 0, to get the whole source stream copied.
So I think MemoryStream.WriteTo better option for this situation
If you use Stream.CopyTo, you don't need to read all the bytes into memory to start with. However:
This code would be simpler if you just used File.Copy
If you are going to load all the data into memory, you can just use:
byte[] data = File.ReadAllBytes("input");
File.WriteAllBytes("output", data);
You should have a using statement for the input as well as the output stream
If you really need processing so can't use File.Copy, using Stream.CopyTo will cope with larger files than loading everything into memory. You may not need that, of course, or you may need to load the whole file into memory for other reasons.
If you have got a MemoryStream, I'd probably use MemoryStream.WriteTo rather than Stream.CopyTo, but it probably won't make much difference which you use, except that you need to make sure you're at the start of the stream when using CopyTo.
I think Hans Passant's claim of a bug in MemoryStream.WriteTo() is wrong; it does not "ignore the return value of Write()". Stream.Write() returns void, which implies to me that the entire count bytes are written, which implies that Stream.Write() will block as necessary to complete the operation to, e.g., a NetworkStream, or throw if it ultimately fails.
That is indeed different from the write() system call in ?nix, and its many emulations in libc and so forth, which can return a "short write". I suspect Hans leaped to the conclusion that Stream.Write() followed that, which I would have expected, too, but apparently it does not.
It is conceivable that Stream.Write() could perform a "short write", without returning any indication of that, requiring the caller to check that the Position property of the Stream has actually been advanced by count. That would be a very error-prone API, and I doubt that it does that, but I have not thoroughly tested it. (Testing it would be a bit tricky: I think you would need to hook up a TCP NetworkStream with a reader on the other end that blocked forever, and write enough to fill up the wire buffers. Or something like that...)
The comments for Stream.Write() are not quite unambiguous:
Summary:
When overridden in a derived class, writes a sequence of bytes to the current
stream and advances the current position within this stream by the number
of bytes written.
Parameters: buffer:
An array of bytes. This method copies count bytes from buffer to the current stream.
Compare that to the Linux man page for write(2):
write() writes up to count bytes from the buffer pointed buf to the file referred to by the file descriptor fd.
Note the crucial "up to". That sentence is followed by explanation of some of the conditions under which a "short write" might occur, making it very explicit that it can occur.
This is really a critical issue: we need to know how Stream.Write() behaves, beyond all doubt.
The CopyTo method creates a buffer, populates its with data from the original stream and then calls the Write method passing the created buffer as a parameter. The WriteTo uses the memoryStream's internal buffer to write. That is the difference. What is better - it is up to you to decide which method you prefer.
Creating a MemoryStream from a HttpInputStream in Vb.Net:
Dim filename As String = MyFile.PostedFile.FileName
Dim fileData As Byte() = Nothing
Using binaryReader = New BinaryReader(MyFile.PostedFile.InputStream)
binaryReader.BaseStream.Position = 0
fileData = binaryReader.ReadBytes(MyFile.PostedFile.ContentLength)
End Using
Dim memoryStream As MemoryStream = New MemoryStream(fileData)

clientStream.Read returns wrong number of bytes

This code works:
TcpClient tcpClient = (TcpClient)client;
NetworkStream clientStream = tcpClient.GetStream();
byte[] message = new byte[5242880];
int bytesRead;
bytesRead = clientStream.Read(message, 0, 909699);
But this returns the wrong number of bytes:
bytesRead = clientStream.Read(message, 0, 5242880);
Why? How can I fix it?
(the real data size is 1475186; the code returns the 11043 as the number of bytes)
If this is a TCP based stream, then the answer is that the rest of the data simply didn't arrive yet.
TCP is stream oriented. That means there is no relation between the number of Send/Write calls, and the number of receive events. Multiple writes can be combined together, and single writes can be split.
If you want to work with messages on TCP, you need to implement your own packeting algorithm on top of it. Typical strategies to achieve this are:
Prefix each packed by its length, usual with binary data
Use a separation sequence such as a line-break. Usual with text data.
If you want to read all data in a blocking way you can use loop until DataAvailable is true but a subsequent call to Read returns 0. (Hope I remembered that part correctly, haven't done any network programming in a while)
From MSDN:
The Read operation reads as much data as is available, up to the
number of bytes specified by the size parameter.
I.e. you have to call the Read() method in a loop until you received all data. Have a look at the sample code in MSDN.
You need to loop reading bytes from the message until the Available property on the TCP client or the DataAvailable property of the NetworkStream are 0 (= no more bytes left)
Read the Documentation:
This method reads data into the buffer parameter and returns the
number of bytes successfully read. If no data is available for
reading, the Read method returns 0. The Read operation reads as much
data as is available, up to the number of bytes specified by the size
parameter. If the remote host shuts down the connection, and all
available data has been received, the Read method completes
immediately and return zero bytes.
So it could be because of connection failure that you get each time different number, anyway you can check the result to know if its the reason.
I think the answers already here respond to your specific question quite well, but possibly more generally: If you are trying to send data over a networkStream object for the purposes of network communication check out the open source library, networkComms.net.

How to handle buffering data read from the network?

When reading data over the network, you specify a buffer to receive the data into:
byte[] b = new byte[4096];
socket.Receive(b);
Now my first thought is of course to reuse the receive buffer by declaring it as a member variable of the class. My next issue is that I have not received all of the data that I am expecting, so I need to buffer my data. This is easy to accomplish by keeping track of the count of bytes received, and specifying the offset:
socket.Receive(m_ReceiveBuffer, count, m_ReceiveBuffer.Length - count);
Now, the issue here is that if it is still not enough, I am guessing that I need to grow the buffer, which means copying memory, and continue to receive into this buffer. Assuming that something went wrong, this buffer would continue to grow, and if big enough messages are received, would run the system out of memory.
Any ideas how to properly handle this? Is there a better way of receiving the data than just fill, copy, grow, fill, copy, grow that I am talking about?
read in chunks:
const int ChunkSize = 4096;
int bytesRead;
byte[] buffer = new byte[ChunkSize];
while ((bytesRead = socket.Receive(buffer, 0, ChunkSize, SocketFlags.None)) > 0)
{
byte[] actualBytesRead = new byte[bytesRead];
Buffer.BlockCopy(buffer, 0, actualBytesRead, 0, bytesRead);
// Do something with actualBytesRead,
// maybe add it to a list or write it to a stream somewhere
}
Before starting with SYstem.Net.Sockets.Socket, are you sure that you can't use System.Net.Sockets.TcpClient (or UdpClient) that does all the messy buffer work for you and transforms it to an easily managed stream?
If not, remember that the amount of data you recieve doesn't have to be equal to what you request, so you should always look at the return value from the recieve function. And, the only way to not run out of memory is by actually processing what you recieve.
First, separate the code into receiving the data and processing the data. The receive buffer should only hold the data until the code gets a chance to copy it out to the processing area. The processing area is where you will determine if you have received enough data to do something useful. Don't leave the data in the network receive buffer until this happens. For the network receive buffer, I think using a circular buffer will help you with your idea of reusing a buffer. Hopefully, you have an idea of the message sizes. That will help in determining the size of the buffer. If you assert (or something similar) when the read and write pointers of the circular buffer meet, then increase the size of the buffer. Once the size of the buffer is large enough, you should be able to read enough data out of the buffer into the processing code at a rate fast enough that the circular buffer doesn't overflow.

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