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1-- need to update the Lua path to point to the local flatbuffers implementation
2package.path = string.format("../lua/?.lua;%s",package.path)
3package.path = string.format("./lua/?.lua;%s",package.path)
4
5-- require the library
6local flatbuffers = require("flatbuffers")
7
8local binaryArray = flatbuffers.binaryArray-- for hex dump utility
9
10-- require the files generated from the schema
11local weapon = require("MyGame.Sample.Weapon")
12local monster = require("MyGame.Sample.Monster")
13local vec3 = require("MyGame.Sample.Vec3")
14local color = require("MyGame.Sample.Color")
15local equipment = require("MyGame.Sample.Equipment")
16
17-- get access to the builder, providing an array of size 1024
18local builder = flatbuffers.Builder(1024)
19
20local weaponOne = builder:CreateString("Sword")
21local weaponTwo = builder:CreateString("Axe")
22
23-- Create the first 'Weapon'
24weapon.Start(builder)
25weapon.AddName(builder, weaponOne)
26weapon.AddDamage(builder, 3)
27local sword = weapon.End(builder)
28
29-- Create the second 'Weapon'
30weapon.Start(builder)
31weapon.AddName(builder, weaponTwo)
32weapon.AddDamage(builder, 5)
33local axe = weapon.End(builder)
34
35-- Serialize a name for our mosnter, called 'orc'
36local name = builder:CreateString("Orc")
37
38-- Create a `vector` representing the inventory of the Orc. Each number
39-- could correspond to an item that can be claimed after he is slain.
40-- Note: Since we prepend the bytes, this loop iterates in reverse.
41monster.StartInventoryVector(builder, 10)
42for i=10,1,-1 do
43    builder:PrependByte(i)
44end
45local inv = builder:EndVector(10)
46
47-- Create a FlatBuffer vector and prepend the weapons.
48-- Note: Since we prepend the data, prepend them in reverse order.
49monster.StartWeaponsVector(builder, 2)
50builder:PrependUOffsetTRelative(axe)
51builder:PrependUOffsetTRelative(sword)
52local weapons = builder:EndVector(2)
53
54-- Create our monster by using Start() andEnd()
55monster.Start(builder)
56monster.AddPos(builder, vec3.CreateVec3(builder, 1.0, 2.0, 3.0))
57monster.AddHp(builder, 300)
58monster.AddName(builder, name)
59monster.AddInventory(builder, inv)
60monster.AddColor(builder, color.Red)
61monster.AddWeapons(builder, weapons)
62monster.AddEquippedType(builder, equipment.Weapon)
63monster.AddEquipped(builder, axe)
64local orc = monster.End(builder)
65
66-- Call 'Finish()' to instruct the builder that this monster is complete.
67builder:Finish(orc)
68
69-- Get the flatbuffer as a string containing the binary data
70local bufAsString = builder:Output()
71
72-- Convert the string representation into binary array Lua structure
73local buf = flatbuffers.binaryArray.New(bufAsString)
74
75-- Get an accessor to the root object insert the buffer
76local mon = monster.GetRootAsMonster(buf, 0)
77
78assert(mon:Mana() == 150)
79assert(mon:Hp() == 300)
80assert(mon:Name() == "Orc")
81assert(mon:Color() == color.Red)
82assert(mon:Pos():X() == 1.0)
83assert(mon:Pos():Y() == 2.0)
84assert(mon:Pos():Z() == 3.0)
85
86for i=1,mon:InventoryLength() do
87    assert(mon:Inventory(i) == i)
88end
89
90local expected = {
91    {w = 'Sword', d = 3},
92    {w = 'Axe', d = 5}
93}
94
95for i=1,mon:WeaponsLength() do
96   assert(mon:Weapons(i):Name() == expected[i].w)
97   assert(mon:Weapons(i):Damage() == expected[i].d)
98end
99
100assert(mon:EquippedType() == equipment.Weapon)
101
102local unionWeapon = weapon.New()
103unionWeapon:Init(mon:Equipped().bytes,mon:Equipped().pos)
104assert(unionWeapon:Name() == "Axe")
105assert(unionWeapon:Damage() == 5)
106
107print("The Lua FlatBuffer example was successfully created and verified!")