98 lines
3.6 KiB
Markdown
98 lines
3.6 KiB
Markdown
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# Use in Go
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There's experimental support for reading FlatBuffers in Go. Generate code
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for Go with the `-g` option to `flatc`.
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See `go_test.go` for an example. You import the generated code, read a
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FlatBuffer binary file into a `[]byte`, which you pass to the
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`GetRootAsMonster` function:
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import (
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example "MyGame/Example"
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flatbuffers "github.com/google/flatbuffers/go"
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io/ioutil
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)
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buf, err := ioutil.ReadFile("monster.dat")
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// handle err
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monster := example.GetRootAsMonster(buf, 0)
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Now you can access values like this:
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hp := monster.Hp()
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pos := monster.Pos(nil)
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Note that whenever you access a new object like in the `Pos` example above,
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a new temporary accessor object gets created. If your code is very performance
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sensitive (you iterate through a lot of objects), you can replace nil with a
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pointer to a `Vec3` object you've already created. This allows
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you to reuse it across many calls and reduce the amount of object allocation
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(and thus garbage collection) your program does.
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To access vectors you pass an extra index to the
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vector field accessor. Then a second method with the same name suffixed
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by `Length` let's you know the number of elements you can access:
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for i := 0; i < monster.InventoryLength(); i++ {
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monster.Inventory(i) // do something here
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}
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You can also construct these buffers in Go using the functions found in the
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generated code, and the FlatBufferBuilder class:
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builder := flatbuffers.NewBuilder(0)
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Create strings:
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str := builder.CreateString("MyMonster")
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Create a table with a struct contained therein:
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example.MonsterStart(builder)
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example.MonsterAddPos(builder, example.CreateVec3(builder, 1.0, 2.0, 3.0, 3.0, 4, 5, 6))
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example.MonsterAddHp(builder, 80)
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example.MonsterAddName(builder, str)
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example.MonsterAddInventory(builder, inv)
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example.MonsterAddTest_Type(builder, 1)
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example.MonsterAddTest(builder, mon2)
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example.MonsterAddTest4(builder, test4s)
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mon := example.MonsterEnd(builder)
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Unlike C++, Go does not support table creation functions like 'createMonster()'.
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This is to create the buffer without
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using temporary object allocation (since the `Vec3` is an inline component of
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`Monster`, it has to be created right where it is added, whereas the name and
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the inventory are not inline).
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Structs do have convenient methods that allow you to construct them in one call.
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These also have arguments for nested structs, e.g. if a struct has a field `a`
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and a nested struct field `b` (which has fields `c` and `d`), then the arguments
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will be `a`, `c` and `d`.
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Vectors also use this start/end pattern to allow vectors of both scalar types
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and structs:
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example.MonsterStartInventoryVector(builder, 5)
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for i := 4; i >= 0; i-- {
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builder.PrependByte(byte(i))
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}
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inv := builder.EndVector(5)
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The generated method 'StartInventoryVector' is provided as a convenience
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function which calls 'StartVector' with the correct element size of the vector
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type which in this case is 'ubyte' or 1 byte per vector element.
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You pass the number of elements you want to write.
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You write the elements backwards since the buffer
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is being constructed back to front.
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There are `Prepend` functions for all the scalar types. You use
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`PrependUOffset` for any previously constructed objects (such as other tables,
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strings, vectors). For structs, you use the appropriate `create` function
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in-line, as shown above in the `Monster` example.
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## Text Parsing
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There currently is no support for parsing text (Schema's and JSON) directly
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from Go, though you could use the C++ parser through cgo. Please see the
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C++ documentation for more on text parsing.
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