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c# - Reading on a NetworkStream = 100% CPU usage

I am reading from a NetworkStream that is in a while loop. The issue is I am seeing 100% CPU usage. Is there any way to stop this from happening?

Here is what I have so far:

    while (client != null && client.Connected)
            {

                NetworkStream stream = client.GetStream();
                data = null;

                try
                {
                    // Check if we are still connected.
                    if (client.Client.Poll(0, SelectMode.SelectRead))
                    {
                        byte[] checkConn = new byte[1];

                        if (client.Client.Receive(checkConn, SocketFlags.Peek) == 0)
                        {
                            throw new IOException();
                        }
                    }

                    if (stream.DataAvailable)
                    {
                        //Read the first command
                        WriteToConsole("Waiting for next command");
                        data = ReadStringFromClient(client, stream);
                        WriteToConsole("Received Command: " + data);
                    }
                }

... Code continues...

ReadStringFromClient code:

   private string ReadStringFromClient(TcpClient clientATF, NetworkStream currentStream)
    {
        int i;
        string builtString;
        byte[] stringFromClient = new byte[256];

        if (clientATF.Connected && currentStream.CanRead)
        {

            i = currentStream.Read(stringFromClient, 0, stringFromClient.Length);
            builtString = System.Text.Encoding.ASCII.GetString(stringFromClient, 0, i);

        }

        else
        {
            return "Connection Error";
        }

        return builtString;

    }
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1 Reply

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by (71.8m points)

Your code contains a lot of... noise. You Ain't Gonna Need It.

The reason for 100% CPU load is that you're spin-waiting for data to become available. You don't need to do that. Read will block until data is available. You also don't need to recreate the NetworkStream for each chunk of data to receive.

Your code can be much simplified if you'd use a StreamReader:

using (var reader = new StreamReader(new NetworkStream(socket))
{
    char[] buffer = new char[512];
    int received;
    while ((received = reader.Read(buffer, 0, buffer.Length)) > 0)
    {
        string s = new string(buffer, 0, received);
        Console.WriteLine(s);
    }
}

Read block until data becomes available. The code loops while the connection is alive. You can simplify the code even further if you use ReadLine instead of reading into a char buffer.

If you don't want to block your thread until data becomes available, have a look at asynchronous reading.


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