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/*
* 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 + ".")
}
}
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