flatbuffers

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SampleBinary.cs 
134 строки · 5.4 Кб
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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 `csharp_sample.sh` script.
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using System;
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using Google.FlatBuffers;
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using MyGame.Sample;
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class SampleBinary
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{
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  // Example how to use FlatBuffers to create and read binary buffers.
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  static void Main()
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  {
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    var builder = new FlatBufferBuilder(1);
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    // Create some weapons for our Monster ('Sword' and 'Axe').
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    var weapon1Name = builder.CreateString("Sword");
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    var weapon1Damage = 3;
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    var weapon2Name = builder.CreateString("Axe");
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    var weapon2Damage = 5;
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    // Use the `CreateWeapon()` helper function to create the weapons, since we set every field.
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    var weaps = new Offset<Weapon>[2];
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    weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage);
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    weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage);
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    // Serialize the FlatBuffer data.
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    var name = builder.CreateString("Orc");
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    var treasure =  new byte[] {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
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    var inv = Monster.CreateInventoryVector(builder, treasure);
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    var weapons = Monster.CreateWeaponsVector(builder, weaps);
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    var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f);
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    Monster.StartMonster(builder);
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    Monster.AddPos(builder, pos);
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    Monster.AddHp(builder, (short)300);
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    Monster.AddName(builder, name);
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    Monster.AddInventory(builder, inv);
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    Monster.AddColor(builder, Color.Red);
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    Monster.AddWeapons(builder, weapons);
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    Monster.AddEquippedType(builder, Equipment.Weapon);
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    Monster.AddEquipped(builder, weaps[1].Value);
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    var orc = Monster.EndMonster(builder);
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    builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`.
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    // We now have a FlatBuffer that we could store on disk or send 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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    var buf = builder.DataBuffer;
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    // Get access to the root:
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    var monster = Monster.GetRootAsMonster(buf);
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    // For C#, unlike other languages, most values (except for vectors and unions) are available as
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    // properties instead of accessor methods.
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    // Note: We did not set the `Mana` field explicitly, so we get back the default value.
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    Assert(monster.Mana == 150, "monster.Mana", Convert.ToString(monster.Mana),
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           Convert.ToString(150));
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    Assert(monster.Hp == 300, "monster.Hp", Convert.ToString(monster.Hp), Convert.ToString(30));
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    Assert(monster.Name.Equals("Orc", StringComparison.Ordinal), "monster.Name", monster.Name,
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           "Orc");
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    Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color),
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           Convert.ToString(Color.Red));
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    var vec = monster.Pos.Value;
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    Assert(vec.X == 1.0f, "vec.X",
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           Convert.ToString(vec.X), Convert.ToString(1.0f));
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    Assert(vec.Y == 2.0f, "vec.Y",
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           Convert.ToString(vec.Y), Convert.ToString(2.0f));
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    Assert(vec.Z == 3.0f, "vec.Z",
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           Convert.ToString(vec.Z), Convert.ToString(3.0f));
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    // Get and test the `Inventory` FlatBuffer `vector`.
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    for (int i = 0; i < monster.InventoryLength; i++)
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    {
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      Assert(monster.Inventory(i) == i, "monster.Inventory",
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             Convert.ToString(monster.Inventory(i)), Convert.ToString(i));
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    }
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    // Get and test the `Weapons` FlatBuffer `vector` of `table`s.
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    var expectedWeaponNames = new string[] {"Sword", "Axe"};
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    var expectedWeaponDamages = new short[] {3, 5};
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    for (int i = 0; i < monster.WeaponsLength; i++)
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    {
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      Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal),
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             "monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]);
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      Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons",
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             Convert.ToString(monster.Weapons(i).Value.Damage),
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             Convert.ToString(expectedWeaponDamages[i]));
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    }
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    // Get and test the `Equipped` FlatBuffer `union`.
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    Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType",
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           Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon));
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    var equipped = monster.Equipped<Weapon>().Value;
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    Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name,
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           "Axe");
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    Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage),
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           Convert.ToString(5));
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    Console.WriteLine("The FlatBuffer was successfully created and verified!");
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  }
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  // A helper function to handle assertions.
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  static void Assert(bool assertPassed, string codeExecuted, string actualValue,
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                     string expectedValue)
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  {
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    if (assertPassed == false)
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    {
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      Console.WriteLine("Assert failed! " + codeExecuted + " (" + actualValue +
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          ") was not equal to " + expectedValue + ".");
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      System.Environment.Exit(1);
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    }
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  }
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}
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