#!/usr/bin/python # 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 this file, use `python_sample.sh`. # Append paths to the `flatbuffers` and `MyGame` modules. This is necessary # to facilitate executing this script in the `samples` folder, and to root # folder (where it gets placed when using `cmake`). import os import sys sys.path.append(os.path.join(os.path.dirname(__file__), '../python')) import flatbuffers import MyGame.Sample.Color import MyGame.Sample.Equipment import MyGame.Sample.Monster import MyGame.Sample.Vec3 import MyGame.Sample.Weapon # Example of how to use FlatBuffers to create and read binary buffers. def main(): builder = flatbuffers.Builder(0) # Create some weapons for our Monster ('Sword' and 'Axe'). weapon_one = builder.CreateString('Sword') weapon_two = builder.CreateString('Axe') MyGame.Sample.Weapon.WeaponStart(builder) MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one) MyGame.Sample.Weapon.WeaponAddDamage(builder, 3) sword = MyGame.Sample.Weapon.WeaponEnd(builder) MyGame.Sample.Weapon.WeaponStart(builder) MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two) MyGame.Sample.Weapon.WeaponAddDamage(builder, 5) axe = MyGame.Sample.Weapon.WeaponEnd(builder) # Serialize the FlatBuffer data. name = builder.CreateString('Orc') MyGame.Sample.Monster.MonsterStartInventoryVector(builder, 10) # Note: Since we prepend the bytes, this loop iterates in reverse order. for i in reversed(range(0, 10)): builder.PrependByte(i) inv = builder.EndVector(10) MyGame.Sample.Monster.MonsterStartWeaponsVector(builder, 2) # Note: Since we prepend the data, prepend the weapons in reverse order. builder.PrependUOffsetTRelative(axe) builder.PrependUOffsetTRelative(sword) weapons = builder.EndVector(2) pos = MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0) MyGame.Sample.Monster.MonsterStart(builder) MyGame.Sample.Monster.MonsterAddPos(builder, pos) MyGame.Sample.Monster.MonsterAddHp(builder, 300) MyGame.Sample.Monster.MonsterAddName(builder, name) MyGame.Sample.Monster.MonsterAddInventory(builder, inv) MyGame.Sample.Monster.MonsterAddColor(builder, MyGame.Sample.Color.Color().Red) MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons) MyGame.Sample.Monster.MonsterAddEquippedType( builder, MyGame.Sample.Equipment.Equipment().Weapon) MyGame.Sample.Monster.MonsterAddEquipped(builder, axe) orc = MyGame.Sample.Monster.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.Output() # Note: We use `0` for the offset here, since we got the data using the # `builder.Output()` 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 = MyGame.Sample.Monster.Monster.GetRootAsMonster(buf, 0) # Note: We did not set the `Mana` field explicitly, so we get a default value. assert monster.Mana() == 150 assert monster.Hp() == 300 assert monster.Name() == 'Orc' assert monster.Color() == MyGame.Sample.Color.Color().Red assert monster.Pos().X() == 1.0 assert monster.Pos().Y() == 2.0 assert monster.Pos().Z() == 3.0 # Get and test the `inventory` FlatBuffer `vector`. for i in xrange(monster.InventoryLength()): assert monster.Inventory(i) == i # Get and test the `weapons` FlatBuffer `vector` of `table`s. expected_weapon_names = ['Sword', 'Axe'] expected_weapon_damages = [3, 5] for i in xrange(monster.WeaponsLength()): assert monster.Weapons(i).Name() == expected_weapon_names[i] assert monster.Weapons(i).Damage() == expected_weapon_damages[i] # Get and test the `equipped` FlatBuffer `union`. assert monster.EquippedType() == MyGame.Sample.Equipment.Equipment().Weapon # An example of how you can appropriately convert the table depending on the # FlatBuffer `union` type. You could add `elif` and `else` clauses to handle # the other FlatBuffer `union` types for this field. if monster.EquippedType() == MyGame.Sample.Equipment.Equipment().Weapon: # `monster.Equipped()` returns a `flatbuffers.Table`, which can be used # to initialize a `MyGame.Sample.Weapon.Weapon()`, in this case. union_weapon = MyGame.Sample.Weapon.Weapon() union_weapon.Init(monster.Equipped().Bytes, monster.Equipped().Pos) assert union_weapon.Name() == "Axe" assert union_weapon.Damage() == 5 print 'The FlatBuffer was successfully created and verified!' if __name__ == '__main__': main()