Download to file and save to byte array - c#

I am trying to download a file to my computer and in the same time save it to Byte Array:
try
{
var req = (HttpWebRequest)HttpWebRequest.Create(url);
var fileStream = new FileStream(filePath,
FileMode.Create, FileAccess.Write, FileShare.Write);
using (var resp = req.GetResponse())
{
using (var stream = resp.GetResponseStream())
{
byte[] buffer = new byte[0x10000];
int len;
while ((len = stream.Read(buffer, 0, buffer.Length)) > 0)
{
//Do with the content whatever you want
// ***YOUR CODE***
MemoryStream memoryStream = new MemoryStream();
if (len > 0)
{
memoryStream.Write(buffer, 0, len);
len = stream.Read(buffer, 0, buffer.Length);
}
file = memoryStream.ToArray();
fileStream.Write(buffer, 0, len);
}
}
}
fileStream.Close();
}
catch (Exception exc) { }
And i noticed that it's not download all the file with this.
I wan to do it because i want to download a file and in the same time work with it.
Any idea why this problem happen?

There is a much easier way to get the file bytes by using the System.Net.WebClient.WebClient():
private static byte[] DownloadFile(string absoluteUrl)
{
using (var client = new System.Net.WebClient())
{
return client.DownloadData(absoluteUrl);
}
}
Usage:
var bytes = DownloadFile(absoluteUrl);

The problem looks to be double-reading - you are putting different things into the memory-stream / file-stream - it should be more like:
// declare file/memory stream here
while ((len = stream.Read(buffer, 0, buffer.Length)) > 0)
{
memoryStream.Write(buffer, 0, len);
fileStream.Write(buffer, 0, len);
// if you need to process "len" bytes, do it here
}
You might be able to lose "memoryStream" completely if you are processing the "len" bytes immediately. If it fits in-memory, it may be easier to just use WebClient.DownloadData and then File.WriteAllBytes.

Related

C# file transfer with tcpclient and server

When I send a file with the code below, some data (small amout) is missing. The file size doess not match on the receiver side. Sending a regular string is fine so theres no connection issue here. Im just looking for a minimal improvement to fix the issue, I will add error checking etc later. Thanks! The code is mostly copied from some tutorial but i dont remember which though...
Client is the std .Net TcpClient class
Client.Client is it's socket
public void SendFile2(string fileName)
{
using (FileStream fs = File.OpenRead(fileName))
{
byte[] lenBytes = BitConverter.GetBytes((int)fs.Length);
Client.Client.Send(lenBytes);
byte[] buffer = new byte[1024];
int bytesRead;
fs.Position = 0;
while ((bytesRead = fs.Read(buffer, 0, 1024)) > 0)
Client.Client.Send(buffer, bytesRead, SocketFlags.None);
}
}
public bool ReceiveFile2(string fileName)
{
using (FileStream fs = File.Create(fileName))
{
byte[] lenBytes = new byte[4];
if (Client.Client.Receive(lenBytes) < 4)
return false;
long len = BitConverter.ToInt32(lenBytes, 0);
byte[] buffer = new byte[1024];
int bytesRead;
while ((bytesRead = Client.Client.Receive(buffer)) > 0)
fs.Write(buffer, 0, bytesRead);
return len == fs.Position;
}
}
SOLUTION:
public void SendFile(string fileName)
{
using (FileStream fs = File.OpenRead(fileName))
{
byte[] lenBytes = BitConverter.GetBytes((int)fs.Length);
Client.Client.Send(lenBytes);
byte[] buffer = new byte[1024];
int bytesRead;
fs.Position = 0;
while ((bytesRead = fs.Read(buffer, 0, 1024)) > 0)
Client.Client.Send(buffer, bytesRead, SocketFlags.None);
}
}
public bool ReceiveFile(string fileName)
{
using (FileStream fs = File.Create(fileName))
{
byte[] lenBytes = new byte[4];
if (Client.Client.Receive(lenBytes) < 4)
return false;
long len = BitConverter.ToInt32(lenBytes, 0);
byte[] buffer = new byte[1024];
int bytesRead;
// Changed from here
while (fs.Position < len)
{
bytesRead = Client.Client.Receive(buffer);
fs.Write(buffer, 0, bytesRead);
}
// To here
return len == fs.Position;
}
}
I think this line can be a problem.
if (Client.Client.Receive(lenBytes) < 4)
and
while ((bytesRead = Client.Client.Receive(buffer)) > 0)
You have two receives in your code.
So you drop first bytes.
That can explain the differences you see in files sizes.

Writing a stream to a File and to memory

I'm trying to read an EmbeddedResource (a default config file) and write it to a File. After that I should read the file and to make things easier I decided to do that in a single step.
private string CreateDefaultFile()
{
using (var stream = Shelter.Assembly.GetManifestResourceStream($#"Mod.Resources.Config.{_file}"))
{
if (stream == null)
throw new NullReferenceException(); //TODO
using (var ms = new MemoryStream())
{
using (var fs = new FileStream(Shelter.ModDirectory + _file, FileMode.Create, FileAccess.Write, FileShare.Read))
{
byte[] buffer = new byte[512];
int bytesRead;
while ((bytesRead = stream.Read(buffer, 0, buffer.Length)) > 0)
{
ms.Write(buffer, 0, bytesRead);
fs.Write(buffer, 0, bytesRead);
}
fs.Flush();
ms.Flush();
return Encoding.UTF8.GetString(ms.ToArray());
}
}
}
}
This does create the file but the return value doesn't seem to work as it should. The content seems correct but JSON.Net cannot parse it with this error:
JsonReaderException: Unexpected character encountered while parsing value: . Path '', line 0, position 0.. Using File.ReadAllText(...) instead of Encoding.UTF8.GetString(ms.ToArray()) seems to work so I'm guessing this is a problem with how I load the stream into a string.
Also the chunking part is not needed as the file is small in size, I've read in multiple places that is better use so I'd prefer it.
(Targeting .NET Framework 3.5)
Thanks to dbc comment and Tergiver answer I fixed the issue.
The code:
private string CreateDefaultFile()
{
using (var stream = Shelter.Assembly.GetManifestResourceStream($#"Mod.Resources.Config.{_file}"))
{
if (stream == null)
throw new NullReferenceException(); //TODO
using (var ms = new MemoryStream())
{
using (var fs = File.Open(Shelter.ModDirectory + _file, FileMode.Create, FileAccess.Write, FileShare.Read))
{
byte[] buffer = new byte[512];
int bytesRead;
while ((bytesRead = stream.Read(buffer, 0, buffer.Length)) > 0)
{
ms.Write(buffer, 0, bytesRead);
fs.Write(buffer, 0, bytesRead);
}
fs.Flush();
ms.Flush();
byte[] content = ms.ToArray();
if (content.Length >= 3 && content[0] == 0xEF && content[1] == 0xBB && content[2] == 0xBF)
return Encoding.UTF8.GetString(content, 3, content.Length - 3);
return Encoding.UTF8.GetString(content);
}
}
}
}

Download a torrent file result is corrupt WP8

in an app I am making some of the files required are torrent files but i'm having an odd issue, whenever I download a torrent file through the app the files ends up corrupt and wont open in any torrent app, I used wptools to extract them to a pc and test it and still corrupt here is my code I can't see what 'im doing wrong, I am fairly new to using webclient. I assume it has something to do with the way im saving the file any help would be great thanks.
private void tbLink_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
string[] linkInfo = (sender as TextBlock).Tag as string[];
fileurl = linkInfo[0];
System.Diagnostics.Debug.WriteLine(fileurl);
WebClient client = new WebClient();
client.OpenReadCompleted += client_OpenReadCompleted;
client.OpenReadAsync(new Uri(fileurl), linkInfo);
client.AllowReadStreamBuffering = true;
}
async void client_OpenReadCompleted(object sender, OpenReadCompletedEventArgs e)
{
string[] linkInfo = e.UserState as string[];
filetitle = linkInfo[1];
filesave = (filetitle);
var isolatedfile = IsolatedStorageFile.GetUserStoreForApplication();
using (IsolatedStorageFileStream stream = isolatedfile.OpenFile(filesave, System.IO.FileMode.Create))
{
byte[] buffer = new byte[e.Result.Length];
while (e.Result.Read(buffer, 0, buffer.Length) > 0)
{
stream.Write(buffer, 0, buffer.Length);
}
}
try
{
StorageFolder local = Windows.Storage.ApplicationData.Current.LocalFolder;
StorageFile torrentfile = await local.GetFileAsync(filesave);
Windows.System.Launcher.LaunchFileAsync(torrentfile);
}
catch (Exception)
{
MessageBox.Show("File Not Found");
}
This is incorrect:
byte[] buffer = new byte[e.Result.Length];
while (e.Result.Read(buffer, 0, buffer.Length) > 0)
{
stream.Write(buffer, 0, buffer.Length);
}
The Read method will return the number of bytes read, it can be less than buffer.Length. So the code should read:
int byteCount;
// Select an appropriate buffer size.
// This is a buffer, not space for the entire file.
byte[] buffer = new byte[4096];
while ((byteCount = e.Result.Read(buffer, 0, buffer.Length)) > 0)
{
stream.Write(buffer, 0, byteCount);
}
UPDATE: If the data is compressed, as in the question that you posted in your comment, then you can decompress the stream:
int byteCount;
byte[] buffer = new byte[4096];
using (GZipStream zs = new GZipStream(e.Result, CompressionMode.Decompress))
{
while ((byteCount = zs.Read(buffer, 0, buffer.Length)) > 0)
{
stream.Write(buffer, 0, byteCount);
}
}
Note that I have not tested this code, I'm assuming that e.Result is a stream.

Extract a bytearray variable using C# DotNetZip

I have a C# function that receives a compressed ByteArray as a parameter.
I need to EXTRACT this byteArray and send the resulting uncompressed byteArray to another function.
I need help extracting zipBytes to unzippedBytes please see below PSEUDO CODE:
SOLUTION using Zlib.net!
byte[] receiveZipByte (byte[] zipBytes)
{
MemoryStream oInStream = new MemoryStream(pZFileData);
ZInputStream oZInstream = new ZInputStream(oInStream);
MemoryStream oOutStream = new MemoryStream();
byte[] buffer = new byte[2000];
int len;
while ((len = oZInstream.read(buffer, 0, 2000)) > 0)
{
oOutStream.Write(buffer, 0, len);
}
byte[] pFileData = oOutStream.ToArray();
oZInstream.Close();
oOutStream.Close();
return unzippedBytes;
}
If what you're trying to do is decompress data that has been compressed using zlib, I would suggest using the ZLib.NET library: http://www.componentace.com/zlib_.NET.htm
It would depend on what you want to do with the data; but, here's an example of using a Stream with DotNetZip:
using (var input = new ZipInputStream(new MemoryStream(zipBytes)))
{
ZipEntry e;
while ((e = input.GetNextEntry()) != null)
{
if (e.IsDirectory) continue;
using (var output = File.Open(e.FileName, FileMode.Create, FileAccess.ReadWrite))
{
while ((n = input.Read(buffer, 0, buffer.Length)) > 0)
{
output.Write(buffer, 0, n);
}
}
}
}

Writing file from HttpWebRequest periodically vs. after download finishes?

Right now I am using this code to download files (with a Range header). Most of the files are large, and it is running 99% of CPU currently as the file downloads. Is there any way that the file can be written periodically so that it does not remain in RAM constantly?
private byte[] GetWebPageContent(string url, long start, long finish)
{
byte[] result = new byte[finish];
HttpWebRequest request;
request = WebRequest.Create(url) as HttpWebRequest;
//request.Headers.Add("Range", "bytes=" + start + "-" + finish);
request.AddRange((int)start, (int)finish);
using (WebResponse response = request.GetResponse())
{
return ReadFully(response.GetResponseStream());
}
}
public static byte[] ReadFully(Stream stream)
{
byte[] buffer = new byte[32768];
using (MemoryStream ms = new MemoryStream())
{
while (true)
{
int read = stream.Read(buffer, 0, buffer.Length);
if (read <= 0)
return ms.ToArray();
ms.Write(buffer, 0, read);
}
}
}
Instead of writing the data to a MemoryStream (which stores the data in memory), write the data to a FileStream (which stores the data in a file on disk).
byte[] buffer = new byte[32768];
using (FileStream fileStream = File.Create(path))
{
while (true)
{
int read = stream.Read(buffer, 0, buffer.Length);
if (read <= 0)
break;
fileStream.Write(buffer, 0, read);
}
}
Using .NET 4.0:
using (FileStream fileStream = File.Create(path))
{
stream.CopyTo(fileStream);
}

Categories