Squashed 'third_party/flatbuffers/' content from commit acc9990ab
Change-Id: I48550d40d78fea996ebe74e9723a5d1f910de491
git-subtree-dir: third_party/flatbuffers
git-subtree-split: acc9990abd2206491480291b0f85f925110102ea
diff --git a/samples/SampleBinary.cs b/samples/SampleBinary.cs
new file mode 100644
index 0000000..d07caf7
--- /dev/null
+++ b/samples/SampleBinary.cs
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+/*
+ * 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<Weapon>[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));
+
+ var vec = monster.Pos.Value;
+ Assert(vec.X == 1.0f, "vec.X",
+ Convert.ToString(vec.X), Convert.ToString(1.0f));
+ Assert(vec.Y == 2.0f, "vec.Y",
+ Convert.ToString(vec.Y), Convert.ToString(2.0f));
+ Assert(vec.Z == 3.0f, "vec.Z",
+ Convert.ToString(vec.Z), Convert.ToString(3.0f));
+
+ // Get and test the `Inventory` FlatBuffer `vector`.
+ for (int i = 0; i < monster.InventoryLength; i++)
+ {
+ Assert(monster.Inventory(i) == i, "monster.Inventory",
+ Convert.ToString(monster.Inventory(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.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal),
+ "monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]);
+ Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons",
+ Convert.ToString(monster.Weapons(i).Value.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 = monster.Equipped<Weapon>().Value;
+ 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);
+ }
+ }
+}