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
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+++ 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);
+    }
+  }
+}