| /* | |
| * 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 Google.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); | |
| } | |
| } | |
| } |