flatbuffers
134 строки · 5.4 Кб
1/*
2* Copyright 2015 Google Inc. All rights reserved.
3*
4* Licensed under the Apache License, Version 2.0 (the "License");
5* you may not use this file except in compliance with the License.
6* You may obtain a copy of the License at
7*
8* http://www.apache.org/licenses/LICENSE-2.0
9*
10* Unless required by applicable law or agreed to in writing, software
11* distributed under the License is distributed on an "AS IS" BASIS,
12* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13* See the License for the specific language governing permissions and
14* limitations under the License.
15*/
16
17// To run, use the `csharp_sample.sh` script.
18
19using System;
20using Google.FlatBuffers;
21using MyGame.Sample;
22
23class SampleBinary
24{
25// Example how to use FlatBuffers to create and read binary buffers.
26static void Main()
27{
28var builder = new FlatBufferBuilder(1);
29
30// Create some weapons for our Monster ('Sword' and 'Axe').
31var weapon1Name = builder.CreateString("Sword");
32var weapon1Damage = 3;
33var weapon2Name = builder.CreateString("Axe");
34var weapon2Damage = 5;
35
36// Use the `CreateWeapon()` helper function to create the weapons, since we set every field.
37var weaps = new Offset<Weapon>[2];
38weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage);
39weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage);
40
41// Serialize the FlatBuffer data.
42var name = builder.CreateString("Orc");
43var treasure = new byte[] {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
44var inv = Monster.CreateInventoryVector(builder, treasure);
45var weapons = Monster.CreateWeaponsVector(builder, weaps);
46var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f);
47
48Monster.StartMonster(builder);
49Monster.AddPos(builder, pos);
50Monster.AddHp(builder, (short)300);
51Monster.AddName(builder, name);
52Monster.AddInventory(builder, inv);
53Monster.AddColor(builder, Color.Red);
54Monster.AddWeapons(builder, weapons);
55Monster.AddEquippedType(builder, Equipment.Weapon);
56Monster.AddEquipped(builder, weaps[1].Value);
57var orc = Monster.EndMonster(builder);
58
59builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`.
60
61// We now have a FlatBuffer that we could store on disk or send over a network.
62
63// ...Code to store to disk or send over a network goes here...
64
65// Instead, we are going to access it right away, as if we just received it.
66
67var buf = builder.DataBuffer;
68
69// Get access to the root:
70var monster = Monster.GetRootAsMonster(buf);
71
72// For C#, unlike other languages, most values (except for vectors and unions) are available as
73// properties instead of accessor methods.
74
75// Note: We did not set the `Mana` field explicitly, so we get back the default value.
76Assert(monster.Mana == 150, "monster.Mana", Convert.ToString(monster.Mana),
77Convert.ToString(150));
78Assert(monster.Hp == 300, "monster.Hp", Convert.ToString(monster.Hp), Convert.ToString(30));
79Assert(monster.Name.Equals("Orc", StringComparison.Ordinal), "monster.Name", monster.Name,
80"Orc");
81Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color),
82Convert.ToString(Color.Red));
83
84var vec = monster.Pos.Value;
85Assert(vec.X == 1.0f, "vec.X",
86Convert.ToString(vec.X), Convert.ToString(1.0f));
87Assert(vec.Y == 2.0f, "vec.Y",
88Convert.ToString(vec.Y), Convert.ToString(2.0f));
89Assert(vec.Z == 3.0f, "vec.Z",
90Convert.ToString(vec.Z), Convert.ToString(3.0f));
91
92// Get and test the `Inventory` FlatBuffer `vector`.
93for (int i = 0; i < monster.InventoryLength; i++)
94{
95Assert(monster.Inventory(i) == i, "monster.Inventory",
96Convert.ToString(monster.Inventory(i)), Convert.ToString(i));
97}
98
99// Get and test the `Weapons` FlatBuffer `vector` of `table`s.
100var expectedWeaponNames = new string[] {"Sword", "Axe"};
101var expectedWeaponDamages = new short[] {3, 5};
102for (int i = 0; i < monster.WeaponsLength; i++)
103{
104Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal),
105"monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]);
106Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons",
107Convert.ToString(monster.Weapons(i).Value.Damage),
108Convert.ToString(expectedWeaponDamages[i]));
109}
110
111// Get and test the `Equipped` FlatBuffer `union`.
112Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType",
113Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon));
114var equipped = monster.Equipped<Weapon>().Value;
115Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name,
116"Axe");
117Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage),
118Convert.ToString(5));
119
120Console.WriteLine("The FlatBuffer was successfully created and verified!");
121}
122
123// A helper function to handle assertions.
124static void Assert(bool assertPassed, string codeExecuted, string actualValue,
125string expectedValue)
126{
127if (assertPassed == false)
128{
129Console.WriteLine("Assert failed! " + codeExecuted + " (" + actualValue +
130") was not equal to " + expectedValue + ".");
131System.Environment.Exit(1);
132}
133}
134}
135