有类的任何.NET数据结构/组合允许字节数据追加到缓冲区的结束,但所有的偷窥和读取是从一开始,缩短了缓冲区,当我读到?
Is there any .NET data structure/combination of classes that allows for byte data to be appended to the end of a buffer but all peeks and reads are from the start, shortening the buffer when I read?
在的MemoryStream
类似乎做这项工作的一部分,但我需要保持对阅读和写作不同的地点,并且它不会自动在开始丢弃数据之后,它的读取。
The MemoryStream
class seems to do part of this, but I need to maintain separate locations for reading and writing, and it doesn't automatically discard the data at the start after it's read.
这是答案已经贴在回答这个问题这基本上是我想要做的,但我想preFER我能够做到的异步I / O在同一过程的不同组成部分,就像一个正常的管道,甚至网络流(我需要过滤/处理数据在前)。
An answer has been posted in reply to this question which is basically what I'm trying to do but I'd prefer something I can do asynchronous I/O on in different components of the same process, just like a normal pipe or even a network stream (I need to filter/process the data first).
我会后的一些逻辑我写了一个项目,在工作中一旦剥离副本。这个版本的优点是,它与缓冲数据的链表,所以你不要有缓存大量的内存和/或周围复制存储器读取时。此外,它的线程安全的行为像一个网络数据流,即:当阅读时,有没有数据可用:等待,直到有数据可用或超时。此外,读取字节x的金额和有字节只有y发生金额时,读取所有字节后返回。我希望这有助于!
I'll post a stripped out copy of some logic i wrote for a project at work once. The advantage of this version is that it works with a linked list of buffered data and therefore you dont have to cache huge amounts of memory and/or copy memory around when reading. furthermore, its thread safe and behaves like a network stream, that is: When reading when there is no data available: Wait untill there is data available or timeout. Also, when reading x amounts of bytes and there are only y amounts of bytes, return after reading all bytes. I hope this helps!
public class SlidingStream : Stream
{
#region Other stream member implementations
...
#endregion Other stream member implementations
public SlidingStream()
{
ReadTimeout = -1;
}
private readonly object _writeSyncRoot = new object();
private readonly object _readSyncRoot = new object();
private readonly LinkedList<ArraySegment<byte>> _pendingSegments = new LinkedList<ArraySegment<byte>>();
private readonly ManualResetEventSlim _dataAvailableResetEvent = new ManualResetEventSlim();
public int ReadTimeout { get; set; }
public override int Read(byte[] buffer, int offset, int count)
{
if (_dataAvailableResetEvent.Wait(ReadTimeout))
throw new TimeoutException("No data available");
lock (_readSyncRoot)
{
int currentCount = 0;
int currentOffset = 0;
while (currentCount != count)
{
ArraySegment<byte> segment = _pendingSegments.First.Value;
_pendingSegments.RemoveFirst();
int index = segment.Offset;
for (; index < segment.Count; index++)
{
if (currentOffset < offset)
{
currentOffset++;
}
else
{
buffer[currentCount] = segment.Array[index];
currentCount++;
}
}
if (currentCount == count)
{
if (index < segment.Offset + segment.Count)
{
_pendingSegments.AddFirst(new ArraySegment<byte>(segment.Array, index, segment.Offset + segment.Count - index));
}
}
if (_pendingSegments.Count == 0)
{
_dataAvailableResetEvent.Reset();
return currentCount;
}
}
return currentCount;
}
}
public override void Write(byte[] buffer, int offset, int count)
{
lock (_writeSyncRoot)
{
byte[] copy = new byte[count];
Array.Copy(buffer, offset, copy, 0, count);
_pendingSegments.AddLast(new ArraySegment<byte>(copy));
_dataAvailableResetEvent.Set();
}
}
}