I'm using a library that requires I provide an object that implements this interface:
public interface IConsole {
TextWriter StandardInput { get; }
TextReader StandardOutput { get; }
TextReader StandardError { get; }
}
The object's readers then get used by the library with:
IConsole console = new MyConsole();
int readBytes = console.StandardOutput.Read(buffer, 0, buffer.Length);
Normally the class implementing IConsole has the StandardOutput stream as coming from an external process. In that case the console.StandardOutput.Read calls work by blocking until there is some data written to the StandardOutput stream.
What I'm trying to do is create a test IConsole implementation that uses MemoryStreams and echo's whatever appears on the StandardInput back onto the StandardInput. I tried:
MemoryStream echoOutStream = new MemoryStream();
StandardOutput = new StreamReader(echoOutStream);
But the problem with that is the console.StandardOutput.Read will return 0 rather than block until there is some data. Is there anyway I can get a MemoryStream to block if there is no data available or is there a different in memory stream I could use?
In the end I found an easy way to do it by inheriting from MemoryStream and taking over the Read and Write methods.
Inspired by your answer, here's my multi-thread, multi-write version:
With your version you should Read the Stream upon Write, without any consecutively write be possible. My version buffers any written buffer in a ConcurrentQueue (it's fairly simple to change it to a simple Queue and lock it)
I'm going to add one more refined version of EchoStream. This is a combination of the other two versions, plus some suggestions from the comments.
UPDATE - I have tested this EchoStream with over 50 terrabytes of data run through it for days on end. The test had it sitting between a network stream and the ZStandard compression stream. The async has also been tested, which brought a rare hanging condition to the surface. It appears the built in System.IO.Stream does not expect one to call both ReadAsync and WriteAsync on the same stream at the same time, which can cause it to hang if there isn't any data available because both calls utilize the same internal variables. Therefore I had to override those functions, which resolved the hanging issue.
This version the following features.
1) This was written from scratch using the System.IO.Stream base class instead of MemoryStream.
2) The constructor can set a max queue depth and if this level is reached then stream writes will block until a Read is performed which drops the queue depth back below the max level (no limit=0, default=10).
3) When reading/writing data, the buffer offset and count are now honored. Also, you can call Read with a smaller buffer than Write without throwing an exception or losing data. BlockCopy is used in a loop to fill in the bytes until count is satisfied.
4) There is a public property called AlwaysCopyBuffer, which makes a copy of the buffer in the Write function. Setting this to true will safely allow the byte buffer to be reused after calling Write.
5) There is a public property called ReadTimeout/WriteTimeout, which controls how long the Read/Write function will block before it returns 0 (default=Infinite, -1).
6) The BlockingQueue class is used, which combines the ConcurrentQueue and AutoResetEvent classes. There is a rare condition in the ConcurrentQueue class where you will find that after data has been Enqueued, that it is not available immediately when AutoResetEvent allows a thread through in the Read( ). This happens about once every 500GB of data that passes through it. The cure is to Sleep and check for the data again. Sometimes a Sleep(0) works, but in extreme cases where the CPU usage was high, it could be as high as Sleep(1000) before the data shows up. The ConcurrentQueue handles all of this without any issues.
7) This has been tested to be thread safe for simultaneous async reads and writes.