// Run this using JavaScriptTest.sh var assert = require('assert'); var fs = require('fs'); var flatbuffers = require('../js/flatbuffers').flatbuffers; var MyGame = require('./monster_test_generated').MyGame; function main() { // First, let's test reading a FlatBuffer generated by C++ code: // This file was generated from monsterdata_test.json var data = new Uint8Array(fs.readFileSync('monsterdata_test.mon')); // Now test it: var bb = new flatbuffers.ByteBuffer(data); testBuffer(bb); // Second, let's create a FlatBuffer from scratch in JavaScript, and test it also. // We use an initial size of 1 to exercise the reallocation algorithm, // normally a size larger than the typical FlatBuffer you generate would be // better for performance. var fbb = new flatbuffers.Builder(1); // We set up the same values as monsterdata.json: var str = fbb.createString('MyMonster'); var inv = MyGame.Example.Monster.createInventoryVector(fbb, [0, 1, 2, 3, 4]); var fred = fbb.createString('Fred'); MyGame.Example.Monster.startMonster(fbb); MyGame.Example.Monster.addName(fbb, fred); var mon2 = MyGame.Example.Monster.endMonster(fbb); MyGame.Example.Monster.startTest4Vector(fbb, 2); MyGame.Example.Test.createTest(fbb, 10, 20); MyGame.Example.Test.createTest(fbb, 30, 40); var test4 = fbb.endVector(); var testArrayOfString = MyGame.Example.Monster.createTestarrayofstringVector(fbb, [ fbb.createString('test1'), fbb.createString('test2') ]); MyGame.Example.Monster.startMonster(fbb); MyGame.Example.Monster.addPos(fbb, MyGame.Example.Vec3.createVec3(fbb, 1, 2, 3, 3, MyGame.Example.Color.Green, 5, 6)); MyGame.Example.Monster.addHp(fbb, 80); MyGame.Example.Monster.addName(fbb, str); MyGame.Example.Monster.addInventory(fbb, inv); MyGame.Example.Monster.addTestType(fbb, MyGame.Example.Any.Monster); MyGame.Example.Monster.addTest(fbb, mon2); MyGame.Example.Monster.addTest4(fbb, test4); MyGame.Example.Monster.addTestarrayofstring(fbb, testArrayOfString); MyGame.Example.Monster.addTestbool(fbb, false); var mon = MyGame.Example.Monster.endMonster(fbb); MyGame.Example.Monster.finishMonsterBuffer(fbb, mon); // Write the result to a file for debugging purposes: // Note that the binaries are not necessarily identical, since the JSON // parser may serialize in a slightly different order than the above // JavaScript code. They are functionally equivalent though. fs.writeFileSync('monsterdata_javascript_wire.mon', new Buffer(fbb.asUint8Array())); // Test it: testBuffer(fbb.dataBuffer()); testUnicode(); fuzzTest1(); console.log('FlatBuffers test: completed successfully'); } function testBuffer(bb) { assert.ok(MyGame.Example.Monster.bufferHasIdentifier(bb)); var monster = MyGame.Example.Monster.getRootAsMonster(bb); assert.strictEqual(monster.hp(), 80); assert.strictEqual(monster.mana(), 150); // default assert.strictEqual(monster.name(), 'MyMonster'); var pos = monster.pos(); assert.strictEqual(pos.x(), 1); assert.strictEqual(pos.y(), 2); assert.strictEqual(pos.z(), 3); assert.strictEqual(pos.test1(), 3); assert.strictEqual(pos.test2(), MyGame.Example.Color.Green); var t = pos.test3(); assert.strictEqual(t.a(), 5); assert.strictEqual(t.b(), 6); assert.strictEqual(monster.testType(), MyGame.Example.Any.Monster); var monster2 = new MyGame.Example.Monster(); assert.strictEqual(monster.test(monster2) != null, true); assert.strictEqual(monster2.name(), 'Fred'); assert.strictEqual(monster.inventoryLength(), 5); var invsum = 0; for (var i = 0; i < monster.inventoryLength(); i++) { invsum += monster.inventory(i); } assert.strictEqual(invsum, 10); var test_0 = monster.test4(0); var test_1 = monster.test4(1); assert.strictEqual(monster.test4Length(), 2); assert.strictEqual(test_0.a() + test_0.b() + test_1.a() + test_1.b(), 100); assert.strictEqual(monster.testarrayofstringLength(), 2); assert.strictEqual(monster.testarrayofstring(0), 'test1'); assert.strictEqual(monster.testarrayofstring(1), 'test2'); assert.strictEqual(monster.testbool(), false); } function testUnicode() { var correct = fs.readFileSync('unicode_test.mon'); var json = JSON.parse(fs.readFileSync('unicode_test.json', 'utf8')); // Test reading var bb = new flatbuffers.ByteBuffer(new Uint8Array(correct)); var monster = MyGame.Example.Monster.getRootAsMonster(bb); assert.strictEqual(monster.name(), json.name); assert.strictEqual(monster.testarrayofstringLength(), json.testarrayofstring.length); json.testarrayofstring.forEach(function(string, i) { assert.strictEqual(monster.testarrayofstring(i), string); }); // Test writing var fbb = new flatbuffers.Builder(); var name = fbb.createString(json.name); var testarrayofstringOffset = MyGame.Example.Monster.createTestarrayofstringVector(fbb, json.testarrayofstring.map(function(string) { return fbb.createString(string); })); MyGame.Example.Monster.startMonster(fbb); MyGame.Example.Monster.addTestarrayofstring(fbb, testarrayofstringOffset); MyGame.Example.Monster.addName(fbb, name); MyGame.Example.Monster.finishMonsterBuffer(fbb, MyGame.Example.Monster.endMonster(fbb)); assert.deepEqual(new Buffer(fbb.asUint8Array()), correct); } var __imul = Math.imul ? Math.imul : function(a, b) { var ah = a >> 16 & 65535; var bh = b >> 16 & 65535; var al = a & 65535; var bl = b & 65535; return al * bl + (ah * bl + al * bh << 16) | 0; }; // Include simple random number generator to ensure results will be the // same cross platform. // http://en.wikipedia.org/wiki/Park%E2%80%93Miller_random_number_generator var lcg_seed = 48271; function lcg_rand() { return lcg_seed = (__imul(lcg_seed, 279470273) >>> 0) % 4294967291; } function lcg_reset() { lcg_seed = 48271; } // Converts a Field ID to a virtual table offset. function fieldIndexToOffset(field_id) { // Should correspond to what EndTable() below builds up. var fixed_fields = 2; // Vtable size and Object Size. return (field_id + fixed_fields) * 2; } // Low level stress/fuzz test: serialize/deserialize a variety of // different kinds of data in different combinations function fuzzTest1() { // Values we're testing against: chosen to ensure no bits get chopped // off anywhere, and also be different from eachother. var bool_val = true; var char_val = -127; // 0x81 var uchar_val = 0xFF; var short_val = -32222; // 0x8222; var ushort_val = 0xFEEE; var int_val = 0x83333333 | 0; var uint_val = 0xFDDDDDDD; var long_val = new flatbuffers.Long(0x44444444, 0x84444444); var ulong_val = new flatbuffers.Long(0xCCCCCCCC, 0xFCCCCCCC); var float_val = new Float32Array([3.14159])[0]; var double_val = 3.14159265359; var test_values_max = 11; var fields_per_object = 4; var num_fuzz_objects = 10000; // The higher, the more thorough :) var builder = new flatbuffers.Builder(); lcg_reset(); // Keep it deterministic. var objects = []; // Generate num_fuzz_objects random objects each consisting of // fields_per_object fields, each of a random type. for (var i = 0; i < num_fuzz_objects; i++) { builder.startObject(fields_per_object); for (var f = 0; f < fields_per_object; f++) { var choice = lcg_rand() % test_values_max; switch (choice) { case 0: builder.addFieldInt8(f, bool_val, 0); break; case 1: builder.addFieldInt8(f, char_val, 0); break; case 2: builder.addFieldInt8(f, uchar_val, 0); break; case 3: builder.addFieldInt16(f, short_val, 0); break; case 4: builder.addFieldInt16(f, ushort_val, 0); break; case 5: builder.addFieldInt32(f, int_val, 0); break; case 6: builder.addFieldInt32(f, uint_val, 0); break; case 7: builder.addFieldInt64(f, long_val, flatbuffers.Long.ZERO); break; case 8: builder.addFieldInt64(f, ulong_val, flatbuffers.Long.ZERO); break; case 9: builder.addFieldFloat32(f, float_val, 0); break; case 10: builder.addFieldFloat64(f, double_val, 0); break; } } objects.push(builder.endObject()); } builder.prep(8, 0); // Align whole buffer. lcg_reset(); // Reset. builder.finish(objects[objects.length - 1]); var bytes = new Uint8Array(builder.asUint8Array()); var view = new DataView(bytes.buffer); // Test that all objects we generated are readable and return the // expected values. We generate random objects in the same order // so this is deterministic. for (var i = 0; i < num_fuzz_objects; i++) { var offset = bytes.length - objects[i]; for (var f = 0; f < fields_per_object; f++) { var choice = lcg_rand() % test_values_max; var vtable_offset = fieldIndexToOffset(f); var vtable = offset - view.getInt32(offset, true); assert.ok(vtable_offset < view.getInt16(vtable, true)); var field_offset = offset + view.getInt16(vtable + vtable_offset, true); switch (choice) { case 0: assert.strictEqual(!!view.getInt8(field_offset), bool_val); break; case 1: assert.strictEqual(view.getInt8(field_offset), char_val); break; case 2: assert.strictEqual(view.getUint8(field_offset), uchar_val); break; case 3: assert.strictEqual(view.getInt16(field_offset, true), short_val); break; case 4: assert.strictEqual(view.getUint16(field_offset, true), ushort_val); break; case 5: assert.strictEqual(view.getInt32(field_offset, true), int_val); break; case 6: assert.strictEqual(view.getUint32(field_offset, true), uint_val); break; case 7: assert.strictEqual(view.getInt32(field_offset, true), long_val.low); assert.strictEqual(view.getInt32(field_offset + 4, true), long_val.high); break; case 8: assert.strictEqual(view.getInt32(field_offset, true), ulong_val.low); assert.strictEqual(view.getInt32(field_offset + 4, true), ulong_val.high); break; case 9: assert.strictEqual(view.getFloat32(field_offset, true), float_val); break; case 10: assert.strictEqual(view.getFloat64(field_offset, true), double_val); break; } } } } main();