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c# - Is there an in memory stream that blocks like a file stream

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?

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Inspired by your answer, here's my multi-thread, multi-write version:

public class EchoStream : MemoryStream
{
    private readonly ManualResetEvent _DataReady = new ManualResetEvent(false);
    private readonly ConcurrentQueue<byte[]> _Buffers = new ConcurrentQueue<byte[]>();

    public bool DataAvailable{get { return !_Buffers.IsEmpty; }}

    public override void Write(byte[] buffer, int offset, int count)
    {
        _Buffers.Enqueue(buffer);
        _DataReady.Set();
    }

    public override int Read(byte[] buffer, int offset, int count)
    {
        _DataReady.WaitOne();

        byte[] lBuffer;

        if (!_Buffers.TryDequeue(out lBuffer))
        {
            _DataReady.Reset();
            return -1;
        }

        if (!DataAvailable)
            _DataReady.Reset();

        Array.Copy(lBuffer, buffer, lBuffer.Length);
        return lBuffer.Length;
    }
}

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)


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