add flatbuffers
commit 6da1cf79d90eb242e7da5318241d42279a3df3ba Author: Max Burke <max@urbanlogiq.com> Date: Sun Jan 19 14:47:28 2020 -0800 [rust] Add use declarations to Rust-generated bindings for imported FB definitions (#5645) * Bugfix for Rust generation of union fields named with language keywords
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flatbuffers/samples/SampleBinary.php
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flatbuffers/samples/SampleBinary.php
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<?php
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/*
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* Copyright 2015 Google Inc. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// To run, use the `php_sample.sh` script.
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// It is recommended that you use PSR autoload when using FlatBuffers.
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function __autoload($class_name) {
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$class = substr($class_name, strrpos($class_name, "\\") + 1);
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$root_dir = join(DIRECTORY_SEPARATOR, array(dirname(dirname(__FILE__)))); // `flatbuffers` root.
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$paths = array(join(DIRECTORY_SEPARATOR, array($root_dir, "php")),
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join(DIRECTORY_SEPARATOR, array($root_dir, "samples", "MyGame", "Sample")));
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foreach ($paths as $path) {
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$file = join(DIRECTORY_SEPARATOR, array($path, $class . ".php"));
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if (file_exists($file)) {
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require($file);
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break;
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}
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}
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}
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// Example how to use FlatBuffers to create and read binary buffers.
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function main() {
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$builder = new Google\FlatBuffers\FlatbufferBuilder(0);
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// Create some weapons for our Monster using the `createWeapon()` helper function.
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$weapon_one = $builder->createString("Sword");
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$sword = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_one, 3);
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$weapon_two = $builder->createString("Axe");
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$axe = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_two, 5);
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// Serialize the FlatBuffer data.
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$name = $builder->createString("Orc");
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$treasure = array(0, 1, 2, 3, 4, 5, 6, 7, 8, 9);
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$inv = \MyGame\Sample\Monster::CreateInventoryVector($builder, $treasure);
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$weaps = array($sword, $axe);
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$weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);
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$pos = \MyGame\Sample\Vec3::CreateVec3($builder, 1.0, 2.0, 3.0);
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\MyGame\Sample\Monster::StartMonster($builder);
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\MyGame\Sample\Monster::AddPos($builder, $pos);
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\MyGame\Sample\Monster::AddHp($builder, 300);
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\MyGame\Sample\Monster::AddName($builder, $name);
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\MyGame\Sample\Monster::AddInventory($builder, $inv);
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\MyGame\Sample\Monster::AddColor($builder, \MyGame\Sample\Color::Red);
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\MyGame\Sample\Monster::AddWeapons($builder, $weapons);
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\MyGame\Sample\Monster::AddEquippedType($builder, \MyGame\Sample\Equipment::Weapon);
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\MyGame\Sample\Monster::AddEquipped($builder, $weaps[1]);
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$orc = \MyGame\Sample\Monster::EndMonster($builder);
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$builder->finish($orc); // You may also call `\MyGame\Sample\Monster::FinishMonsterBuffer($builder, $orc);`.
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// We now have a FlatBuffer that can be stored on disk or sent over a network.
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// ...Code to store to disk or send over a network goes here...
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// Instead, we are going to access it right away, as if we just received it.
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$buf = $builder->dataBuffer();
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// Get access to the root:
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$monster = \MyGame\Sample\Monster::GetRootAsMonster($buf);
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$success = true; // Tracks if an assert occurred.
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// Note: We did not set the `mana` field explicitly, so we get back the default value.
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$success &= assert($monster->getMana() == 150);
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$success &= assert($monster->getHp() == 300);
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$success &= assert($monster->getName() == "Orc");
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$success &= assert($monster->getColor() == \MyGame\Sample\Color::Red);
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$success &= assert($monster->getPos()->getX() == 1.0);
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$success &= assert($monster->getPos()->getY() == 2.0);
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$success &= assert($monster->getPos()->getZ() == 3.0);
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// Get and test the `inventory` FlatBuffer `vector`.
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for ($i = 0; $i < $monster->getInventoryLength(); $i++) {
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$success &= assert($monster->getInventory($i) == $i);
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}
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// Get and test the `weapons` FlatBuffer `vector` of `table`s.
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$expected_weapon_names = array("Sword", "Axe");
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$expected_weapon_damages = array(3, 5);
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for ($i = 0; $i < $monster->getWeaponsLength(); $i++) {
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$success &= assert($monster->getWeapons($i)->getName() == $expected_weapon_names[$i]);
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$success &= assert($monster->getWeapons($i)->getDamage() == $expected_weapon_damages[$i]);
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}
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// Get and test the `equipped` FlatBuffer `union`.
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$success &= assert($monster->getEquippedType() == \MyGame\Sample\Equipment::Weapon);
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$success &= assert($monster->getEquipped(new \MyGame\Sample\Weapon())->getName() == "Axe");
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$success &= assert($monster->getEquipped(new \MyGame\Sample\Weapon())->getDamage() == 5);
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if ($success) {
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print("The FlatBuffer was successfully created and verified!\n");
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}
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}
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main();
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?>
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