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Austin Schuhe89fa2d2019-08-14 20:24:23 -07001/*
2 * Copyright 2015 Google Inc. All rights reserved.
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17// To run, use the `csharp_sample.sh` script.
18
19using System;
20using FlatBuffers;
21using MyGame.Sample;
22
23class SampleBinary
24{
25 // Example how to use FlatBuffers to create and read binary buffers.
26 static void Main()
27 {
28 var builder = new FlatBufferBuilder(1);
29
30 // Create some weapons for our Monster ('Sword' and 'Axe').
31 var weapon1Name = builder.CreateString("Sword");
32 var weapon1Damage = 3;
33 var weapon2Name = builder.CreateString("Axe");
34 var weapon2Damage = 5;
35
36 // Use the `CreateWeapon()` helper function to create the weapons, since we set every field.
37 var weaps = new Offset<Weapon>[2];
38 weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage);
39 weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage);
40
41 // Serialize the FlatBuffer data.
42 var name = builder.CreateString("Orc");
43 var treasure = new byte[] {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
44 var inv = Monster.CreateInventoryVector(builder, treasure);
45 var weapons = Monster.CreateWeaponsVector(builder, weaps);
46 var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f);
47
48 Monster.StartMonster(builder);
49 Monster.AddPos(builder, pos);
50 Monster.AddHp(builder, (short)300);
51 Monster.AddName(builder, name);
52 Monster.AddInventory(builder, inv);
53 Monster.AddColor(builder, Color.Red);
54 Monster.AddWeapons(builder, weapons);
55 Monster.AddEquippedType(builder, Equipment.Weapon);
56 Monster.AddEquipped(builder, weaps[1].Value);
57 var orc = Monster.EndMonster(builder);
58
59 builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`.
60
61 // We now have a FlatBuffer that we could store on disk or send over a network.
62
63 // ...Code to store to disk or send over a network goes here...
64
65 // Instead, we are going to access it right away, as if we just received it.
66
67 var buf = builder.DataBuffer;
68
69 // Get access to the root:
70 var monster = Monster.GetRootAsMonster(buf);
71
72 // For C#, unlike other languages, most values (except for vectors and unions) are available as
73 // properties instead of accessor methods.
74
75 // Note: We did not set the `Mana` field explicitly, so we get back the default value.
76 Assert(monster.Mana == 150, "monster.Mana", Convert.ToString(monster.Mana),
77 Convert.ToString(150));
78 Assert(monster.Hp == 300, "monster.Hp", Convert.ToString(monster.Hp), Convert.ToString(30));
79 Assert(monster.Name.Equals("Orc", StringComparison.Ordinal), "monster.Name", monster.Name,
80 "Orc");
81 Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color),
82 Convert.ToString(Color.Red));
83
84 var vec = monster.Pos.Value;
85 Assert(vec.X == 1.0f, "vec.X",
86 Convert.ToString(vec.X), Convert.ToString(1.0f));
87 Assert(vec.Y == 2.0f, "vec.Y",
88 Convert.ToString(vec.Y), Convert.ToString(2.0f));
89 Assert(vec.Z == 3.0f, "vec.Z",
90 Convert.ToString(vec.Z), Convert.ToString(3.0f));
91
92 // Get and test the `Inventory` FlatBuffer `vector`.
93 for (int i = 0; i < monster.InventoryLength; i++)
94 {
95 Assert(monster.Inventory(i) == i, "monster.Inventory",
96 Convert.ToString(monster.Inventory(i)), Convert.ToString(i));
97 }
98
99 // Get and test the `Weapons` FlatBuffer `vector` of `table`s.
100 var expectedWeaponNames = new string[] {"Sword", "Axe"};
101 var expectedWeaponDamages = new short[] {3, 5};
102 for (int i = 0; i < monster.WeaponsLength; i++)
103 {
104 Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal),
105 "monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]);
106 Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons",
107 Convert.ToString(monster.Weapons(i).Value.Damage),
108 Convert.ToString(expectedWeaponDamages[i]));
109 }
110
111 // Get and test the `Equipped` FlatBuffer `union`.
112 Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType",
113 Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon));
114 var equipped = monster.Equipped<Weapon>().Value;
115 Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name,
116 "Axe");
117 Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage),
118 Convert.ToString(5));
119
120 Console.WriteLine("The FlatBuffer was successfully created and verified!");
121 }
122
123 // A helper function to handle assertions.
124 static void Assert(bool assertPassed, string codeExecuted, string actualValue,
125 string expectedValue)
126 {
127 if (assertPassed == false)
128 {
129 Console.WriteLine("Assert failed! " + codeExecuted + " (" + actualValue +
130 ") was not equal to " + expectedValue + ".");
131 System.Environment.Exit(1);
132 }
133 }
134}