/* * 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 `csharp_sample.sh` script. using System; using FlatBuffers; using MyGame.Sample; class SampleBinary { // Example how to use FlatBuffers to create and read binary buffers. static void Main() { var builder = new FlatBufferBuilder(1); // Create some weapons for our Monster ('Sword' and 'Axe'). var weapon1Name = builder.CreateString("Sword"); var weapon1Damage = 3; var weapon2Name = builder.CreateString("Axe"); var weapon2Damage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var weaps = new Offset[2]; weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); // Serialize the FlatBuffer data. var name = builder.CreateString("Orc"); var treasure = new byte[] {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}; var inv = Monster.CreateInventoryVector(builder, treasure); var weapons = Monster.CreateWeaponsVector(builder, weaps); var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)300); Monster.AddName(builder, name); Monster.AddInventory(builder, inv); Monster.AddColor(builder, Color.Red); Monster.AddWeapons(builder, weapons); Monster.AddEquippedType(builder, Equipment.Weapon); Monster.AddEquipped(builder, weaps[1].Value); var orc = Monster.EndMonster(builder); builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`. // We now have a FlatBuffer that we could store on disk or send over a network. // ...Code to store to disk or send over a network goes here... // Instead, we are going to access it right away, as if we just received it. var buf = builder.DataBuffer; // Get access to the root: var monster = Monster.GetRootAsMonster(buf); // For C#, unlike other languages, most values (except for vectors and unions) are available as // properties instead of accessor methods. // Note: We did not set the `Mana` field explicitly, so we get back the default value. Assert(monster.Mana == 150, "monster.Mana", Convert.ToString(monster.Mana), Convert.ToString(150)); Assert(monster.Hp == 300, "monster.Hp", Convert.ToString(monster.Hp), Convert.ToString(30)); Assert(monster.Name.Equals("Orc", StringComparison.Ordinal), "monster.Name", monster.Name, "Orc"); Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color), Convert.ToString(Color.Red)); // C# also allows you to use performance-enhanced methods to fill an object that has already // been created. These functions are prefixed with "Get". For example: `monster.GetPos()`. var myAlreadyCreatedVector = new Vec3(); monster.GetPos(myAlreadyCreatedVector); // Instead of `var myNewVec3 = monster.Pos`. Assert(myAlreadyCreatedVector.X == 1.0f, "myAlreadyCreatedVector.X", Convert.ToString(myAlreadyCreatedVector.X), Convert.ToString(1.0f)); Assert(myAlreadyCreatedVector.Y == 2.0f, "myAlreadyCreatedVector.Y", Convert.ToString(myAlreadyCreatedVector.Y), Convert.ToString(2.0f)); Assert(myAlreadyCreatedVector.Z == 3.0f, "myAlreadyCreatedVector.Z", Convert.ToString(myAlreadyCreatedVector.Z), Convert.ToString(3.0f)); // Get and test the `Inventory` FlatBuffer `vector`. for (int i = 0; i < monster.InventoryLength; i++) { Assert(monster.GetInventory(i) == i, "monster.GetInventory", Convert.ToString(monster.GetInventory(i)), Convert.ToString(i)); } // Get and test the `Weapons` FlatBuffer `vector` of `table`s. var expectedWeaponNames = new string[] {"Sword", "Axe"}; var expectedWeaponDamages = new short[] {3, 5}; for (int i = 0; i < monster.WeaponsLength; i++) { Assert(monster.GetWeapons(i).Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal), "monster.GetWeapons", monster.GetWeapons(i).Name, expectedWeaponNames[i]); Assert(monster.GetWeapons(i).Damage == expectedWeaponDamages[i], "monster.GetWeapons", Convert.ToString(monster.GetWeapons(i).Damage), Convert.ToString(expectedWeaponDamages[i])); } // Get and test the `Equipped` FlatBuffer `union`. Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType", Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon)); var equipped = (Weapon)monster.GetEquipped(new Weapon()); Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name, "Axe"); Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage), Convert.ToString(5)); Console.WriteLine("The FlatBuffer was successfully created and verified!"); } // A helper function to handle assertions. static void Assert(bool assertPassed, string codeExecuted, string actualValue, string expectedValue) { if (assertPassed == false) { Console.WriteLine("Assert failed! " + codeExecuted + " (" + actualValue + ") was not equal to " + expectedValue + "."); System.Environment.Exit(1); } } }