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/monster_generated.h b/samples/monster_generated.h
new file mode 100644
index 0000000..30115da
--- /dev/null
+++ b/samples/monster_generated.h
@@ -0,0 +1,877 @@
+// automatically generated by the FlatBuffers compiler, do not modify
+
+
+#ifndef FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
+#define FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
+
+#include "flatbuffers/flatbuffers.h"
+
+namespace MyGame {
+namespace Sample {
+
+struct Vec3;
+
+struct Monster;
+struct MonsterT;
+
+struct Weapon;
+struct WeaponT;
+
+bool operator==(const Vec3 &lhs, const Vec3 &rhs);
+bool operator!=(const Vec3 &lhs, const Vec3 &rhs);
+bool operator==(const MonsterT &lhs, const MonsterT &rhs);
+bool operator!=(const MonsterT &lhs, const MonsterT &rhs);
+bool operator==(const WeaponT &lhs, const WeaponT &rhs);
+bool operator!=(const WeaponT &lhs, const WeaponT &rhs);
+
+inline const flatbuffers::TypeTable *Vec3TypeTable();
+
+inline const flatbuffers::TypeTable *MonsterTypeTable();
+
+inline const flatbuffers::TypeTable *WeaponTypeTable();
+
+enum Color {
+  Color_Red = 0,
+  Color_Green = 1,
+  Color_Blue = 2,
+  Color_MIN = Color_Red,
+  Color_MAX = Color_Blue
+};
+
+inline const Color (&EnumValuesColor())[3] {
+  static const Color values[] = {
+    Color_Red,
+    Color_Green,
+    Color_Blue
+  };
+  return values;
+}
+
+inline const char * const *EnumNamesColor() {
+  static const char * const names[4] = {
+    "Red",
+    "Green",
+    "Blue",
+    nullptr
+  };
+  return names;
+}
+
+inline const char *EnumNameColor(Color e) {
+  if (e < Color_Red || e > Color_Blue) return "";
+  const size_t index = static_cast<size_t>(e);
+  return EnumNamesColor()[index];
+}
+
+enum Equipment {
+  Equipment_NONE = 0,
+  Equipment_Weapon = 1,
+  Equipment_MIN = Equipment_NONE,
+  Equipment_MAX = Equipment_Weapon
+};
+
+inline const Equipment (&EnumValuesEquipment())[2] {
+  static const Equipment values[] = {
+    Equipment_NONE,
+    Equipment_Weapon
+  };
+  return values;
+}
+
+inline const char * const *EnumNamesEquipment() {
+  static const char * const names[3] = {
+    "NONE",
+    "Weapon",
+    nullptr
+  };
+  return names;
+}
+
+inline const char *EnumNameEquipment(Equipment e) {
+  if (e < Equipment_NONE || e > Equipment_Weapon) return "";
+  const size_t index = static_cast<size_t>(e);
+  return EnumNamesEquipment()[index];
+}
+
+template<typename T> struct EquipmentTraits {
+  static const Equipment enum_value = Equipment_NONE;
+};
+
+template<> struct EquipmentTraits<MyGame::Sample::Weapon> {
+  static const Equipment enum_value = Equipment_Weapon;
+};
+
+struct EquipmentUnion {
+  Equipment type;
+  void *value;
+
+  EquipmentUnion() : type(Equipment_NONE), value(nullptr) {}
+  EquipmentUnion(EquipmentUnion&& u) FLATBUFFERS_NOEXCEPT :
+    type(Equipment_NONE), value(nullptr)
+    { std::swap(type, u.type); std::swap(value, u.value); }
+  EquipmentUnion(const EquipmentUnion &) FLATBUFFERS_NOEXCEPT;
+  EquipmentUnion &operator=(const EquipmentUnion &u) FLATBUFFERS_NOEXCEPT
+    { EquipmentUnion t(u); std::swap(type, t.type); std::swap(value, t.value); return *this; }
+  EquipmentUnion &operator=(EquipmentUnion &&u) FLATBUFFERS_NOEXCEPT
+    { std::swap(type, u.type); std::swap(value, u.value); return *this; }
+  ~EquipmentUnion() { Reset(); }
+
+  void Reset();
+
+#ifndef FLATBUFFERS_CPP98_STL
+  template <typename T>
+  void Set(T&& val) {
+    using RT = typename std::remove_reference<T>::type;
+    Reset();
+    type = EquipmentTraits<typename RT::TableType>::enum_value;
+    if (type != Equipment_NONE) {
+      value = new RT(std::forward<T>(val));
+    }
+  }
+#endif  // FLATBUFFERS_CPP98_STL
+
+  static void *UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver);
+  flatbuffers::Offset<void> Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher = nullptr) const;
+
+  MyGame::Sample::WeaponT *AsWeapon() {
+    return type == Equipment_Weapon ?
+      reinterpret_cast<MyGame::Sample::WeaponT *>(value) : nullptr;
+  }
+  const MyGame::Sample::WeaponT *AsWeapon() const {
+    return type == Equipment_Weapon ?
+      reinterpret_cast<const MyGame::Sample::WeaponT *>(value) : nullptr;
+  }
+};
+
+
+inline bool operator==(const EquipmentUnion &lhs, const EquipmentUnion &rhs) {
+  if (lhs.type != rhs.type) return false;
+  switch (lhs.type) {
+    case Equipment_NONE: {
+      return true;
+    }
+    case Equipment_Weapon: {
+      return *(reinterpret_cast<const MyGame::Sample::WeaponT *>(lhs.value)) ==
+             *(reinterpret_cast<const MyGame::Sample::WeaponT *>(rhs.value));
+    }
+    default: {
+      return false;
+    }
+  }
+}
+
+inline bool operator!=(const EquipmentUnion &lhs, const EquipmentUnion &rhs) {
+    return !(lhs == rhs);
+}
+
+bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type);
+bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types);
+
+FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS {
+ private:
+  float x_;
+  float y_;
+  float z_;
+
+ public:
+  static const flatbuffers::TypeTable *MiniReflectTypeTable() {
+    return Vec3TypeTable();
+  }
+  Vec3() {
+    memset(static_cast<void *>(this), 0, sizeof(Vec3));
+  }
+  Vec3(float _x, float _y, float _z)
+      : x_(flatbuffers::EndianScalar(_x)),
+        y_(flatbuffers::EndianScalar(_y)),
+        z_(flatbuffers::EndianScalar(_z)) {
+  }
+  float x() const {
+    return flatbuffers::EndianScalar(x_);
+  }
+  void mutate_x(float _x) {
+    flatbuffers::WriteScalar(&x_, _x);
+  }
+  float y() const {
+    return flatbuffers::EndianScalar(y_);
+  }
+  void mutate_y(float _y) {
+    flatbuffers::WriteScalar(&y_, _y);
+  }
+  float z() const {
+    return flatbuffers::EndianScalar(z_);
+  }
+  void mutate_z(float _z) {
+    flatbuffers::WriteScalar(&z_, _z);
+  }
+};
+FLATBUFFERS_STRUCT_END(Vec3, 12);
+
+inline bool operator==(const Vec3 &lhs, const Vec3 &rhs) {
+  return
+      (lhs.x() == rhs.x()) &&
+      (lhs.y() == rhs.y()) &&
+      (lhs.z() == rhs.z());
+}
+
+inline bool operator!=(const Vec3 &lhs, const Vec3 &rhs) {
+    return !(lhs == rhs);
+}
+
+
+struct MonsterT : public flatbuffers::NativeTable {
+  typedef Monster TableType;
+  flatbuffers::unique_ptr<MyGame::Sample::Vec3> pos;
+  int16_t mana;
+  int16_t hp;
+  std::string name;
+  std::vector<uint8_t> inventory;
+  MyGame::Sample::Color color;
+  std::vector<flatbuffers::unique_ptr<MyGame::Sample::WeaponT>> weapons;
+  EquipmentUnion equipped;
+  std::vector<MyGame::Sample::Vec3> path;
+  MonsterT()
+      : mana(150),
+        hp(100),
+        color(MyGame::Sample::Color_Blue) {
+  }
+};
+
+inline bool operator==(const MonsterT &lhs, const MonsterT &rhs) {
+  return
+      (lhs.pos == rhs.pos) &&
+      (lhs.mana == rhs.mana) &&
+      (lhs.hp == rhs.hp) &&
+      (lhs.name == rhs.name) &&
+      (lhs.inventory == rhs.inventory) &&
+      (lhs.color == rhs.color) &&
+      (lhs.weapons == rhs.weapons) &&
+      (lhs.equipped == rhs.equipped) &&
+      (lhs.path == rhs.path);
+}
+
+inline bool operator!=(const MonsterT &lhs, const MonsterT &rhs) {
+    return !(lhs == rhs);
+}
+
+
+struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
+  typedef MonsterT NativeTableType;
+  static const flatbuffers::TypeTable *MiniReflectTypeTable() {
+    return MonsterTypeTable();
+  }
+  enum FlatBuffersVTableOffset FLATBUFFERS_VTABLE_UNDERLYING_TYPE {
+    VT_POS = 4,
+    VT_MANA = 6,
+    VT_HP = 8,
+    VT_NAME = 10,
+    VT_INVENTORY = 14,
+    VT_COLOR = 16,
+    VT_WEAPONS = 18,
+    VT_EQUIPPED_TYPE = 20,
+    VT_EQUIPPED = 22,
+    VT_PATH = 24
+  };
+  const MyGame::Sample::Vec3 *pos() const {
+    return GetStruct<const MyGame::Sample::Vec3 *>(VT_POS);
+  }
+  MyGame::Sample::Vec3 *mutable_pos() {
+    return GetStruct<MyGame::Sample::Vec3 *>(VT_POS);
+  }
+  int16_t mana() const {
+    return GetField<int16_t>(VT_MANA, 150);
+  }
+  bool mutate_mana(int16_t _mana) {
+    return SetField<int16_t>(VT_MANA, _mana, 150);
+  }
+  int16_t hp() const {
+    return GetField<int16_t>(VT_HP, 100);
+  }
+  bool mutate_hp(int16_t _hp) {
+    return SetField<int16_t>(VT_HP, _hp, 100);
+  }
+  const flatbuffers::String *name() const {
+    return GetPointer<const flatbuffers::String *>(VT_NAME);
+  }
+  flatbuffers::String *mutable_name() {
+    return GetPointer<flatbuffers::String *>(VT_NAME);
+  }
+  const flatbuffers::Vector<uint8_t> *inventory() const {
+    return GetPointer<const flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
+  }
+  flatbuffers::Vector<uint8_t> *mutable_inventory() {
+    return GetPointer<flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
+  }
+  MyGame::Sample::Color color() const {
+    return static_cast<MyGame::Sample::Color>(GetField<int8_t>(VT_COLOR, 2));
+  }
+  bool mutate_color(MyGame::Sample::Color _color) {
+    return SetField<int8_t>(VT_COLOR, static_cast<int8_t>(_color), 2);
+  }
+  const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons() const {
+    return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEAPONS);
+  }
+  flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *mutable_weapons() {
+    return GetPointer<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEAPONS);
+  }
+  MyGame::Sample::Equipment equipped_type() const {
+    return static_cast<MyGame::Sample::Equipment>(GetField<uint8_t>(VT_EQUIPPED_TYPE, 0));
+  }
+  bool mutate_equipped_type(MyGame::Sample::Equipment _equipped_type) {
+    return SetField<uint8_t>(VT_EQUIPPED_TYPE, static_cast<uint8_t>(_equipped_type), 0);
+  }
+  const void *equipped() const {
+    return GetPointer<const void *>(VT_EQUIPPED);
+  }
+  template<typename T> const T *equipped_as() const;
+  const MyGame::Sample::Weapon *equipped_as_Weapon() const {
+    return equipped_type() == MyGame::Sample::Equipment_Weapon ? static_cast<const MyGame::Sample::Weapon *>(equipped()) : nullptr;
+  }
+  void *mutable_equipped() {
+    return GetPointer<void *>(VT_EQUIPPED);
+  }
+  const flatbuffers::Vector<const MyGame::Sample::Vec3 *> *path() const {
+    return GetPointer<const flatbuffers::Vector<const MyGame::Sample::Vec3 *> *>(VT_PATH);
+  }
+  flatbuffers::Vector<const MyGame::Sample::Vec3 *> *mutable_path() {
+    return GetPointer<flatbuffers::Vector<const MyGame::Sample::Vec3 *> *>(VT_PATH);
+  }
+  bool Verify(flatbuffers::Verifier &verifier) const {
+    return VerifyTableStart(verifier) &&
+           VerifyField<MyGame::Sample::Vec3>(verifier, VT_POS) &&
+           VerifyField<int16_t>(verifier, VT_MANA) &&
+           VerifyField<int16_t>(verifier, VT_HP) &&
+           VerifyOffset(verifier, VT_NAME) &&
+           verifier.VerifyString(name()) &&
+           VerifyOffset(verifier, VT_INVENTORY) &&
+           verifier.VerifyVector(inventory()) &&
+           VerifyField<int8_t>(verifier, VT_COLOR) &&
+           VerifyOffset(verifier, VT_WEAPONS) &&
+           verifier.VerifyVector(weapons()) &&
+           verifier.VerifyVectorOfTables(weapons()) &&
+           VerifyField<uint8_t>(verifier, VT_EQUIPPED_TYPE) &&
+           VerifyOffset(verifier, VT_EQUIPPED) &&
+           VerifyEquipment(verifier, equipped(), equipped_type()) &&
+           VerifyOffset(verifier, VT_PATH) &&
+           verifier.VerifyVector(path()) &&
+           verifier.EndTable();
+  }
+  MonsterT *UnPack(const flatbuffers::resolver_function_t *_resolver = nullptr) const;
+  void UnPackTo(MonsterT *_o, const flatbuffers::resolver_function_t *_resolver = nullptr) const;
+  static flatbuffers::Offset<Monster> Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
+};
+
+template<> inline const MyGame::Sample::Weapon *Monster::equipped_as<MyGame::Sample::Weapon>() const {
+  return equipped_as_Weapon();
+}
+
+struct MonsterBuilder {
+  flatbuffers::FlatBufferBuilder &fbb_;
+  flatbuffers::uoffset_t start_;
+  void add_pos(const MyGame::Sample::Vec3 *pos) {
+    fbb_.AddStruct(Monster::VT_POS, pos);
+  }
+  void add_mana(int16_t mana) {
+    fbb_.AddElement<int16_t>(Monster::VT_MANA, mana, 150);
+  }
+  void add_hp(int16_t hp) {
+    fbb_.AddElement<int16_t>(Monster::VT_HP, hp, 100);
+  }
+  void add_name(flatbuffers::Offset<flatbuffers::String> name) {
+    fbb_.AddOffset(Monster::VT_NAME, name);
+  }
+  void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) {
+    fbb_.AddOffset(Monster::VT_INVENTORY, inventory);
+  }
+  void add_color(MyGame::Sample::Color color) {
+    fbb_.AddElement<int8_t>(Monster::VT_COLOR, static_cast<int8_t>(color), 2);
+  }
+  void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons) {
+    fbb_.AddOffset(Monster::VT_WEAPONS, weapons);
+  }
+  void add_equipped_type(MyGame::Sample::Equipment equipped_type) {
+    fbb_.AddElement<uint8_t>(Monster::VT_EQUIPPED_TYPE, static_cast<uint8_t>(equipped_type), 0);
+  }
+  void add_equipped(flatbuffers::Offset<void> equipped) {
+    fbb_.AddOffset(Monster::VT_EQUIPPED, equipped);
+  }
+  void add_path(flatbuffers::Offset<flatbuffers::Vector<const MyGame::Sample::Vec3 *>> path) {
+    fbb_.AddOffset(Monster::VT_PATH, path);
+  }
+  explicit MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb)
+        : fbb_(_fbb) {
+    start_ = fbb_.StartTable();
+  }
+  MonsterBuilder &operator=(const MonsterBuilder &);
+  flatbuffers::Offset<Monster> Finish() {
+    const auto end = fbb_.EndTable(start_);
+    auto o = flatbuffers::Offset<Monster>(end);
+    return o;
+  }
+};
+
+inline flatbuffers::Offset<Monster> CreateMonster(
+    flatbuffers::FlatBufferBuilder &_fbb,
+    const MyGame::Sample::Vec3 *pos = 0,
+    int16_t mana = 150,
+    int16_t hp = 100,
+    flatbuffers::Offset<flatbuffers::String> name = 0,
+    flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory = 0,
+    MyGame::Sample::Color color = MyGame::Sample::Color_Blue,
+    flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons = 0,
+    MyGame::Sample::Equipment equipped_type = MyGame::Sample::Equipment_NONE,
+    flatbuffers::Offset<void> equipped = 0,
+    flatbuffers::Offset<flatbuffers::Vector<const MyGame::Sample::Vec3 *>> path = 0) {
+  MonsterBuilder builder_(_fbb);
+  builder_.add_path(path);
+  builder_.add_equipped(equipped);
+  builder_.add_weapons(weapons);
+  builder_.add_inventory(inventory);
+  builder_.add_name(name);
+  builder_.add_pos(pos);
+  builder_.add_hp(hp);
+  builder_.add_mana(mana);
+  builder_.add_equipped_type(equipped_type);
+  builder_.add_color(color);
+  return builder_.Finish();
+}
+
+inline flatbuffers::Offset<Monster> CreateMonsterDirect(
+    flatbuffers::FlatBufferBuilder &_fbb,
+    const MyGame::Sample::Vec3 *pos = 0,
+    int16_t mana = 150,
+    int16_t hp = 100,
+    const char *name = nullptr,
+    const std::vector<uint8_t> *inventory = nullptr,
+    MyGame::Sample::Color color = MyGame::Sample::Color_Blue,
+    const std::vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons = nullptr,
+    MyGame::Sample::Equipment equipped_type = MyGame::Sample::Equipment_NONE,
+    flatbuffers::Offset<void> equipped = 0,
+    const std::vector<MyGame::Sample::Vec3> *path = nullptr) {
+  auto name__ = name ? _fbb.CreateString(name) : 0;
+  auto inventory__ = inventory ? _fbb.CreateVector<uint8_t>(*inventory) : 0;
+  auto weapons__ = weapons ? _fbb.CreateVector<flatbuffers::Offset<MyGame::Sample::Weapon>>(*weapons) : 0;
+  auto path__ = path ? _fbb.CreateVectorOfStructs<MyGame::Sample::Vec3>(*path) : 0;
+  return MyGame::Sample::CreateMonster(
+      _fbb,
+      pos,
+      mana,
+      hp,
+      name__,
+      inventory__,
+      color,
+      weapons__,
+      equipped_type,
+      equipped,
+      path__);
+}
+
+flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT *_o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
+
+struct WeaponT : public flatbuffers::NativeTable {
+  typedef Weapon TableType;
+  std::string name;
+  int16_t damage;
+  WeaponT()
+      : damage(0) {
+  }
+};
+
+inline bool operator==(const WeaponT &lhs, const WeaponT &rhs) {
+  return
+      (lhs.name == rhs.name) &&
+      (lhs.damage == rhs.damage);
+}
+
+inline bool operator!=(const WeaponT &lhs, const WeaponT &rhs) {
+    return !(lhs == rhs);
+}
+
+
+struct Weapon FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
+  typedef WeaponT NativeTableType;
+  static const flatbuffers::TypeTable *MiniReflectTypeTable() {
+    return WeaponTypeTable();
+  }
+  enum FlatBuffersVTableOffset FLATBUFFERS_VTABLE_UNDERLYING_TYPE {
+    VT_NAME = 4,
+    VT_DAMAGE = 6
+  };
+  const flatbuffers::String *name() const {
+    return GetPointer<const flatbuffers::String *>(VT_NAME);
+  }
+  flatbuffers::String *mutable_name() {
+    return GetPointer<flatbuffers::String *>(VT_NAME);
+  }
+  int16_t damage() const {
+    return GetField<int16_t>(VT_DAMAGE, 0);
+  }
+  bool mutate_damage(int16_t _damage) {
+    return SetField<int16_t>(VT_DAMAGE, _damage, 0);
+  }
+  bool Verify(flatbuffers::Verifier &verifier) const {
+    return VerifyTableStart(verifier) &&
+           VerifyOffset(verifier, VT_NAME) &&
+           verifier.VerifyString(name()) &&
+           VerifyField<int16_t>(verifier, VT_DAMAGE) &&
+           verifier.EndTable();
+  }
+  WeaponT *UnPack(const flatbuffers::resolver_function_t *_resolver = nullptr) const;
+  void UnPackTo(WeaponT *_o, const flatbuffers::resolver_function_t *_resolver = nullptr) const;
+  static flatbuffers::Offset<Weapon> Pack(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
+};
+
+struct WeaponBuilder {
+  flatbuffers::FlatBufferBuilder &fbb_;
+  flatbuffers::uoffset_t start_;
+  void add_name(flatbuffers::Offset<flatbuffers::String> name) {
+    fbb_.AddOffset(Weapon::VT_NAME, name);
+  }
+  void add_damage(int16_t damage) {
+    fbb_.AddElement<int16_t>(Weapon::VT_DAMAGE, damage, 0);
+  }
+  explicit WeaponBuilder(flatbuffers::FlatBufferBuilder &_fbb)
+        : fbb_(_fbb) {
+    start_ = fbb_.StartTable();
+  }
+  WeaponBuilder &operator=(const WeaponBuilder &);
+  flatbuffers::Offset<Weapon> Finish() {
+    const auto end = fbb_.EndTable(start_);
+    auto o = flatbuffers::Offset<Weapon>(end);
+    return o;
+  }
+};
+
+inline flatbuffers::Offset<Weapon> CreateWeapon(
+    flatbuffers::FlatBufferBuilder &_fbb,
+    flatbuffers::Offset<flatbuffers::String> name = 0,
+    int16_t damage = 0) {
+  WeaponBuilder builder_(_fbb);
+  builder_.add_name(name);
+  builder_.add_damage(damage);
+  return builder_.Finish();
+}
+
+inline flatbuffers::Offset<Weapon> CreateWeaponDirect(
+    flatbuffers::FlatBufferBuilder &_fbb,
+    const char *name = nullptr,
+    int16_t damage = 0) {
+  auto name__ = name ? _fbb.CreateString(name) : 0;
+  return MyGame::Sample::CreateWeapon(
+      _fbb,
+      name__,
+      damage);
+}
+
+flatbuffers::Offset<Weapon> CreateWeapon(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT *_o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
+
+inline MonsterT *Monster::UnPack(const flatbuffers::resolver_function_t *_resolver) const {
+  auto _o = new MonsterT();
+  UnPackTo(_o, _resolver);
+  return _o;
+}
+
+inline void Monster::UnPackTo(MonsterT *_o, const flatbuffers::resolver_function_t *_resolver) const {
+  (void)_o;
+  (void)_resolver;
+  { auto _e = pos(); if (_e) _o->pos = flatbuffers::unique_ptr<MyGame::Sample::Vec3>(new MyGame::Sample::Vec3(*_e)); };
+  { auto _e = mana(); _o->mana = _e; };
+  { auto _e = hp(); _o->hp = _e; };
+  { auto _e = name(); if (_e) _o->name = _e->str(); };
+  { auto _e = inventory(); if (_e) { _o->inventory.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->inventory[_i] = _e->Get(_i); } } };
+  { auto _e = color(); _o->color = _e; };
+  { auto _e = weapons(); if (_e) { _o->weapons.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->weapons[_i] = flatbuffers::unique_ptr<MyGame::Sample::WeaponT>(_e->Get(_i)->UnPack(_resolver)); } } };
+  { auto _e = equipped_type(); _o->equipped.type = _e; };
+  { auto _e = equipped(); if (_e) _o->equipped.value = EquipmentUnion::UnPack(_e, equipped_type(), _resolver); };
+  { auto _e = path(); if (_e) { _o->path.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->path[_i] = *_e->Get(_i); } } };
+}
+
+inline flatbuffers::Offset<Monster> Monster::Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher) {
+  return CreateMonster(_fbb, _o, _rehasher);
+}
+
+inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT *_o, const flatbuffers::rehasher_function_t *_rehasher) {
+  (void)_rehasher;
+  (void)_o;
+  struct _VectorArgs { flatbuffers::FlatBufferBuilder *__fbb; const MonsterT* __o; const flatbuffers::rehasher_function_t *__rehasher; } _va = { &_fbb, _o, _rehasher}; (void)_va;
+  auto _pos = _o->pos ? _o->pos.get() : 0;
+  auto _mana = _o->mana;
+  auto _hp = _o->hp;
+  auto _name = _o->name.empty() ? 0 : _fbb.CreateString(_o->name);
+  auto _inventory = _o->inventory.size() ? _fbb.CreateVector(_o->inventory) : 0;
+  auto _color = _o->color;
+  auto _weapons = _o->weapons.size() ? _fbb.CreateVector<flatbuffers::Offset<MyGame::Sample::Weapon>> (_o->weapons.size(), [](size_t i, _VectorArgs *__va) { return CreateWeapon(*__va->__fbb, __va->__o->weapons[i].get(), __va->__rehasher); }, &_va ) : 0;
+  auto _equipped_type = _o->equipped.type;
+  auto _equipped = _o->equipped.Pack(_fbb);
+  auto _path = _o->path.size() ? _fbb.CreateVectorOfStructs(_o->path) : 0;
+  return MyGame::Sample::CreateMonster(
+      _fbb,
+      _pos,
+      _mana,
+      _hp,
+      _name,
+      _inventory,
+      _color,
+      _weapons,
+      _equipped_type,
+      _equipped,
+      _path);
+}
+
+inline WeaponT *Weapon::UnPack(const flatbuffers::resolver_function_t *_resolver) const {
+  auto _o = new WeaponT();
+  UnPackTo(_o, _resolver);
+  return _o;
+}
+
+inline void Weapon::UnPackTo(WeaponT *_o, const flatbuffers::resolver_function_t *_resolver) const {
+  (void)_o;
+  (void)_resolver;
+  { auto _e = name(); if (_e) _o->name = _e->str(); };
+  { auto _e = damage(); _o->damage = _e; };
+}
+
+inline flatbuffers::Offset<Weapon> Weapon::Pack(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT* _o, const flatbuffers::rehasher_function_t *_rehasher) {
+  return CreateWeapon(_fbb, _o, _rehasher);
+}
+
+inline flatbuffers::Offset<Weapon> CreateWeapon(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT *_o, const flatbuffers::rehasher_function_t *_rehasher) {
+  (void)_rehasher;
+  (void)_o;
+  struct _VectorArgs { flatbuffers::FlatBufferBuilder *__fbb; const WeaponT* __o; const flatbuffers::rehasher_function_t *__rehasher; } _va = { &_fbb, _o, _rehasher}; (void)_va;
+  auto _name = _o->name.empty() ? 0 : _fbb.CreateString(_o->name);
+  auto _damage = _o->damage;
+  return MyGame::Sample::CreateWeapon(
+      _fbb,
+      _name,
+      _damage);
+}
+
+inline bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type) {
+  switch (type) {
+    case Equipment_NONE: {
+      return true;
+    }
+    case Equipment_Weapon: {
+      auto ptr = reinterpret_cast<const MyGame::Sample::Weapon *>(obj);
+      return verifier.VerifyTable(ptr);
+    }
+    default: return false;
+  }
+}
+
+inline bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types) {
+  if (!values || !types) return !values && !types;
+  if (values->size() != types->size()) return false;
+  for (flatbuffers::uoffset_t i = 0; i < values->size(); ++i) {
+    if (!VerifyEquipment(
+        verifier,  values->Get(i), types->GetEnum<Equipment>(i))) {
+      return false;
+    }
+  }
+  return true;
+}
+
+inline void *EquipmentUnion::UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver) {
+  switch (type) {
+    case Equipment_Weapon: {
+      auto ptr = reinterpret_cast<const MyGame::Sample::Weapon *>(obj);
+      return ptr->UnPack(resolver);
+    }
+    default: return nullptr;
+  }
+}
+
+inline flatbuffers::Offset<void> EquipmentUnion::Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher) const {
+  switch (type) {
+    case Equipment_Weapon: {
+      auto ptr = reinterpret_cast<const MyGame::Sample::WeaponT *>(value);
+      return CreateWeapon(_fbb, ptr, _rehasher).Union();
+    }
+    default: return 0;
+  }
+}
+
+inline EquipmentUnion::EquipmentUnion(const EquipmentUnion &u) FLATBUFFERS_NOEXCEPT : type(u.type), value(nullptr) {
+  switch (type) {
+    case Equipment_Weapon: {
+      value = new MyGame::Sample::WeaponT(*reinterpret_cast<MyGame::Sample::WeaponT *>(u.value));
+      break;
+    }
+    default:
+      break;
+  }
+}
+
+inline void EquipmentUnion::Reset() {
+  switch (type) {
+    case Equipment_Weapon: {
+      auto ptr = reinterpret_cast<MyGame::Sample::WeaponT *>(value);
+      delete ptr;
+      break;
+    }
+    default: break;
+  }
+  value = nullptr;
+  type = Equipment_NONE;
+}
+
+inline const flatbuffers::TypeTable *ColorTypeTable() {
+  static const flatbuffers::TypeCode type_codes[] = {
+    { flatbuffers::ET_CHAR, 0, 0 },
+    { flatbuffers::ET_CHAR, 0, 0 },
+    { flatbuffers::ET_CHAR, 0, 0 }
+  };
+  static const flatbuffers::TypeFunction type_refs[] = {
+    MyGame::Sample::ColorTypeTable
+  };
+  static const char * const names[] = {
+    "Red",
+    "Green",
+    "Blue"
+  };
+  static const flatbuffers::TypeTable tt = {
+    flatbuffers::ST_ENUM, 3, type_codes, type_refs, nullptr, names
+  };
+  return &tt;
+}
+
+inline const flatbuffers::TypeTable *EquipmentTypeTable() {
+  static const flatbuffers::TypeCode type_codes[] = {
+    { flatbuffers::ET_SEQUENCE, 0, -1 },
+    { flatbuffers::ET_SEQUENCE, 0, 0 }
+  };
+  static const flatbuffers::TypeFunction type_refs[] = {
+    MyGame::Sample::WeaponTypeTable
+  };
+  static const char * const names[] = {
+    "NONE",
+    "Weapon"
+  };
+  static const flatbuffers::TypeTable tt = {
+    flatbuffers::ST_UNION, 2, type_codes, type_refs, nullptr, names
+  };
+  return &tt;
+}
+
+inline const flatbuffers::TypeTable *Vec3TypeTable() {
+  static const flatbuffers::TypeCode type_codes[] = {
+    { flatbuffers::ET_FLOAT, 0, -1 },
+    { flatbuffers::ET_FLOAT, 0, -1 },
+    { flatbuffers::ET_FLOAT, 0, -1 }
+  };
+  static const int64_t values[] = { 0, 4, 8, 12 };
+  static const char * const names[] = {
+    "x",
+    "y",
+    "z"
+  };
+  static const flatbuffers::TypeTable tt = {
+    flatbuffers::ST_STRUCT, 3, type_codes, nullptr, values, names
+  };
+  return &tt;
+}
+
+inline const flatbuffers::TypeTable *MonsterTypeTable() {
+  static const flatbuffers::TypeCode type_codes[] = {
+    { flatbuffers::ET_SEQUENCE, 0, 0 },
+    { flatbuffers::ET_SHORT, 0, -1 },
+    { flatbuffers::ET_SHORT, 0, -1 },
+    { flatbuffers::ET_STRING, 0, -1 },
+    { flatbuffers::ET_BOOL, 0, -1 },
+    { flatbuffers::ET_UCHAR, 1, -1 },
+    { flatbuffers::ET_CHAR, 0, 1 },
+    { flatbuffers::ET_SEQUENCE, 1, 2 },
+    { flatbuffers::ET_UTYPE, 0, 3 },
+    { flatbuffers::ET_SEQUENCE, 0, 3 },
+    { flatbuffers::ET_SEQUENCE, 1, 0 }
+  };
+  static const flatbuffers::TypeFunction type_refs[] = {
+    MyGame::Sample::Vec3TypeTable,
+    MyGame::Sample::ColorTypeTable,
+    MyGame::Sample::WeaponTypeTable,
+    MyGame::Sample::EquipmentTypeTable
+  };
+  static const char * const names[] = {
+    "pos",
+    "mana",
+    "hp",
+    "name",
+    "friendly",
+    "inventory",
+    "color",
+    "weapons",
+    "equipped_type",
+    "equipped",
+    "path"
+  };
+  static const flatbuffers::TypeTable tt = {
+    flatbuffers::ST_TABLE, 11, type_codes, type_refs, nullptr, names
+  };
+  return &tt;
+}
+
+inline const flatbuffers::TypeTable *WeaponTypeTable() {
+  static const flatbuffers::TypeCode type_codes[] = {
+    { flatbuffers::ET_STRING, 0, -1 },
+    { flatbuffers::ET_SHORT, 0, -1 }
+  };
+  static const char * const names[] = {
+    "name",
+    "damage"
+  };
+  static const flatbuffers::TypeTable tt = {
+    flatbuffers::ST_TABLE, 2, type_codes, nullptr, nullptr, names
+  };
+  return &tt;
+}
+
+inline const MyGame::Sample::Monster *GetMonster(const void *buf) {
+  return flatbuffers::GetRoot<MyGame::Sample::Monster>(buf);
+}
+
+inline const MyGame::Sample::Monster *GetSizePrefixedMonster(const void *buf) {
+  return flatbuffers::GetSizePrefixedRoot<MyGame::Sample::Monster>(buf);
+}
+
+inline Monster *GetMutableMonster(void *buf) {
+  return flatbuffers::GetMutableRoot<Monster>(buf);
+}
+
+inline bool VerifyMonsterBuffer(
+    flatbuffers::Verifier &verifier) {
+  return verifier.VerifyBuffer<MyGame::Sample::Monster>(nullptr);
+}
+
+inline bool VerifySizePrefixedMonsterBuffer(
+    flatbuffers::Verifier &verifier) {
+  return verifier.VerifySizePrefixedBuffer<MyGame::Sample::Monster>(nullptr);
+}
+
+inline void FinishMonsterBuffer(
+    flatbuffers::FlatBufferBuilder &fbb,
+    flatbuffers::Offset<MyGame::Sample::Monster> root) {
+  fbb.Finish(root);
+}
+
+inline void FinishSizePrefixedMonsterBuffer(
+    flatbuffers::FlatBufferBuilder &fbb,
+    flatbuffers::Offset<MyGame::Sample::Monster> root) {
+  fbb.FinishSizePrefixed(root);
+}
+
+inline flatbuffers::unique_ptr<MyGame::Sample::MonsterT> UnPackMonster(
+    const void *buf,
+    const flatbuffers::resolver_function_t *res = nullptr) {
+  return flatbuffers::unique_ptr<MyGame::Sample::MonsterT>(GetMonster(buf)->UnPack(res));
+}
+
+inline flatbuffers::unique_ptr<MyGame::Sample::MonsterT> UnPackSizePrefixedMonster(
+    const void *buf,
+    const flatbuffers::resolver_function_t *res = nullptr) {
+  return flatbuffers::unique_ptr<MyGame::Sample::MonsterT>(GetSizePrefixedMonster(buf)->UnPack(res));
+}
+
+}  // namespace Sample
+}  // namespace MyGame
+
+#endif  // FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_