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
This commit is contained in:
165
flatbuffers/samples/sample_binary.go
Normal file
165
flatbuffers/samples/sample_binary.go
Normal file
@ -0,0 +1,165 @@
|
||||
/*
|
||||
* Copyright 2015 Google Inc. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
// To run, use the `go_sample.sh` script.
|
||||
|
||||
package main
|
||||
|
||||
import (
|
||||
sample "MyGame/Sample"
|
||||
"fmt"
|
||||
flatbuffers "github.com/google/flatbuffers/go"
|
||||
"strconv"
|
||||
)
|
||||
|
||||
// Example how to use Flatbuffers to create and read binary buffers.
|
||||
func main() {
|
||||
builder := flatbuffers.NewBuilder(0)
|
||||
|
||||
// Create some weapons for our Monster ("Sword" and "Axe").
|
||||
weaponOne := builder.CreateString("Sword")
|
||||
weaponTwo := builder.CreateString("Axe")
|
||||
|
||||
sample.WeaponStart(builder)
|
||||
sample.WeaponAddName(builder, weaponOne)
|
||||
sample.WeaponAddDamage(builder, 3)
|
||||
sword := sample.WeaponEnd(builder)
|
||||
|
||||
sample.WeaponStart(builder)
|
||||
sample.WeaponAddName(builder, weaponTwo)
|
||||
sample.WeaponAddDamage(builder, 5)
|
||||
axe := sample.WeaponEnd(builder)
|
||||
|
||||
// Serialize the FlatBuffer data.
|
||||
name := builder.CreateString("Orc")
|
||||
|
||||
sample.MonsterStartInventoryVector(builder, 10)
|
||||
// Note: Since we prepend the bytes, this loop iterates in reverse.
|
||||
for i := 9; i >= 0; i-- {
|
||||
builder.PrependByte(byte(i))
|
||||
}
|
||||
inv := builder.EndVector(10)
|
||||
|
||||
sample.MonsterStartWeaponsVector(builder, 2)
|
||||
// Note: Since we prepend the weapons, prepend in reverse order.
|
||||
builder.PrependUOffsetT(axe)
|
||||
builder.PrependUOffsetT(sword)
|
||||
weapons := builder.EndVector(2)
|
||||
|
||||
pos := sample.CreateVec3(builder, 1.0, 2.0, 3.0)
|
||||
|
||||
sample.MonsterStart(builder)
|
||||
sample.MonsterAddPos(builder, pos)
|
||||
sample.MonsterAddHp(builder, 300)
|
||||
sample.MonsterAddName(builder, name)
|
||||
sample.MonsterAddInventory(builder, inv)
|
||||
sample.MonsterAddColor(builder, sample.ColorRed)
|
||||
sample.MonsterAddWeapons(builder, weapons)
|
||||
sample.MonsterAddEquippedType(builder, sample.EquipmentWeapon)
|
||||
sample.MonsterAddEquipped(builder, axe)
|
||||
orc := sample.MonsterEnd(builder)
|
||||
|
||||
builder.Finish(orc)
|
||||
|
||||
// We now have a FlatBuffer that we could store on disk or send over a network.
|
||||
|
||||
// ...Saving to file or sending over a network code goes here...
|
||||
|
||||
// Instead, we are going to access this buffer right away (as if we just received it).
|
||||
|
||||
buf := builder.FinishedBytes()
|
||||
|
||||
// Note: We use `0` for the offset here, since we got the data using the
|
||||
// `builder.FinishedBytes()` method. This simulates the data you would store/receive in your
|
||||
// FlatBuffer. If you wanted to read from the `builder.Bytes` directly, you would need to
|
||||
// pass in the offset of `builder.Head()`, as the builder actually constructs the buffer
|
||||
// backwards.
|
||||
monster := sample.GetRootAsMonster(buf, 0)
|
||||
|
||||
// Note: We did not set the `mana` field explicitly, so we get the
|
||||
// default value.
|
||||
assert(monster.Mana() == 150, "`monster.Mana()`", strconv.Itoa(int(monster.Mana())), "150")
|
||||
assert(monster.Hp() == 300, "`monster.Hp()`", strconv.Itoa(int(monster.Hp())), "300")
|
||||
assert(string(monster.Name()) == "Orc", "`string(monster.Name())`", string(monster.Name()),
|
||||
"\"Orc\"")
|
||||
assert(monster.Color() == sample.ColorRed, "`monster.Color()`",
|
||||
strconv.Itoa(int(monster.Color())), strconv.Itoa(int(sample.ColorRed)))
|
||||
|
||||
// Note: Whenever you access a new object, like in `Pos()`, a new temporary accessor object
|
||||
// gets created. If your code is very performance sensitive, you can pass in a pointer to an
|
||||
// existing `Vec3` instead of `nil`. This allows you to reuse it across many calls to reduce
|
||||
// the amount of object allocation/garbage collection.
|
||||
assert(monster.Pos(nil).X() == 1.0, "`monster.Pos(nil).X()`",
|
||||
strconv.FormatFloat(float64(monster.Pos(nil).X()), 'f', 1, 32), "1.0")
|
||||
assert(monster.Pos(nil).Y() == 2.0, "`monster.Pos(nil).Y()`",
|
||||
strconv.FormatFloat(float64(monster.Pos(nil).Y()), 'f', 1, 32), "2.0")
|
||||
assert(monster.Pos(nil).Z() == 3.0, "`monster.Pos(nil).Z()`",
|
||||
strconv.FormatFloat(float64(monster.Pos(nil).Z()), 'f', 1, 32), "3.0")
|
||||
|
||||
// For vectors, like `Inventory`, they have a method suffixed with 'Length' that can be used
|
||||
// to query the length of the vector. You can index the vector by passing an index value
|
||||
// into the accessor.
|
||||
for i := 0; i < monster.InventoryLength(); i++ {
|
||||
assert(monster.Inventory(i) == byte(i), "`monster.Inventory(i)`",
|
||||
strconv.Itoa(int(monster.Inventory(i))), strconv.Itoa(int(byte(i))))
|
||||
}
|
||||
|
||||
expectedWeaponNames := []string{"Sword", "Axe"}
|
||||
expectedWeaponDamages := []int{3, 5}
|
||||
weapon := new(sample.Weapon) // We need a `sample.Weapon` to pass into `monster.Weapons()`
|
||||
// to capture the output of that function.
|
||||
for i := 0; i < monster.WeaponsLength(); i++ {
|
||||
if monster.Weapons(weapon, i) {
|
||||
assert(string(weapon.Name()) == expectedWeaponNames[i], "`weapon.Name()`",
|
||||
string(weapon.Name()), expectedWeaponNames[i])
|
||||
assert(int(weapon.Damage()) == expectedWeaponDamages[i],
|
||||
"`weapon.Damage()`", strconv.Itoa(int(weapon.Damage())),
|
||||
strconv.Itoa(expectedWeaponDamages[i]))
|
||||
}
|
||||
}
|
||||
|
||||
// For FlatBuffer `union`s, you can get the type of the union, as well as the union
|
||||
// data itself.
|
||||
assert(monster.EquippedType() == sample.EquipmentWeapon, "`monster.EquippedType()`",
|
||||
strconv.Itoa(int(monster.EquippedType())), strconv.Itoa(int(sample.EquipmentWeapon)))
|
||||
|
||||
unionTable := new(flatbuffers.Table)
|
||||
if monster.Equipped(unionTable) {
|
||||
// An example of how you can appropriately convert the table depending on the
|
||||
// FlatBuffer `union` type. You could add `else if` and `else` clauses to handle
|
||||
// other FlatBuffer `union` types for this field. (Similarly, this could be
|
||||
// done in a switch statement.)
|
||||
if monster.EquippedType() == sample.EquipmentWeapon {
|
||||
unionWeapon := new(sample.Weapon)
|
||||
unionWeapon.Init(unionTable.Bytes, unionTable.Pos)
|
||||
|
||||
assert(string(unionWeapon.Name()) == "Axe", "`unionWeapon.Name()`",
|
||||
string(unionWeapon.Name()), "Axe")
|
||||
assert(int(unionWeapon.Damage()) == 5, "`unionWeapon.Damage()`",
|
||||
strconv.Itoa(int(unionWeapon.Damage())), strconv.Itoa(5))
|
||||
}
|
||||
}
|
||||
|
||||
fmt.Printf("The FlatBuffer was successfully created and verified!\n")
|
||||
}
|
||||
|
||||
// A helper function to print out if an assertion failed.
|
||||
func assert(assertPassed bool, codeExecuted string, actualValue string, expectedValue string) {
|
||||
if assertPassed == false {
|
||||
panic("Assert failed! " + codeExecuted + " (" + actualValue +
|
||||
") was not equal to " + expectedValue + ".")
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user