/* * 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 `go_sample.sh` script. package main import ( flatbuffers "github.com/google/flatbuffers/go" "fmt" "strconv" sample "MyGame/Sample" ) // Example how to use Flatbuffers to create and read binary buffers. func main() { builder := flatbuffers.NewBuilder(0) // Create some weapons for our Monster ("Sword" and "Axe"). weaponOne := builder.CreateString("Sword") weaponTwo := builder.CreateString("Axe") sample.WeaponStart(builder) sample.WeaponAddName(builder, weaponOne) sample.WeaponAddDamage(builder, 3) sword := sample.WeaponEnd(builder) sample.WeaponStart(builder) sample.WeaponAddName(builder, weaponTwo) sample.WeaponAddDamage(builder, 5) axe := sample.WeaponEnd(builder) // Serialize the FlatBuffer data. name := builder.CreateString("Orc") sample.MonsterStartInventoryVector(builder, 10) // Note: Since we prepend the bytes, this loop iterates in reverse. for i := 9; i >= 0; i-- { builder.PrependByte(byte(i)) } inv := builder.EndVector(10) sample.MonsterStartWeaponsVector(builder, 2) // Note: Since we prepend the weapons, prepend in reverse order. builder.PrependUOffsetT(axe) builder.PrependUOffsetT(sword) weapons := builder.EndVector(2) pos := sample.CreateVec3(builder, 1.0, 2.0, 3.0) sample.MonsterStart(builder) sample.MonsterAddPos(builder, pos) sample.MonsterAddHp(builder, 300) sample.MonsterAddName(builder, name) sample.MonsterAddInventory(builder, inv) sample.MonsterAddColor(builder, sample.ColorRed) sample.MonsterAddWeapons(builder, weapons) sample.MonsterAddEquippedType(builder, sample.EquipmentWeapon) sample.MonsterAddEquipped(builder, axe) orc := sample.MonsterEnd(builder) builder.Finish(orc) // We now have a FlatBuffer that we could store on disk or send over a network. // ...Saving to file or sending over a network code goes here... // Instead, we are going to access this buffer right away (as if we just received it). buf := builder.FinishedBytes() // Note: We use `0` for the offset here, since we got the data using the // `builder.FinishedBytes()` method. This simulates the data you would store/receive in your // FlatBuffer. If you wanted to read from the `builder.Bytes` directly, you would need to // pass in the offset of `builder.Head()`, as the builder actually constructs the buffer // backwards. monster := sample.GetRootAsMonster(buf, 0) // Note: We did not set the `mana` field explicitly, so we get the // default value. assert(monster.Mana() == 150, "`monster.Mana()`", strconv.Itoa(int(monster.Mana())), "150") assert(monster.Hp() == 300, "`monster.Hp()`", strconv.Itoa(int(monster.Hp())), "300") assert(string(monster.Name()) == "Orc", "`string(monster.Name())`", string(monster.Name()), "\"Orc\"") assert(monster.Color() == sample.ColorRed, "`monster.Color()`", strconv.Itoa(int(monster.Color())), strconv.Itoa(int(sample.ColorRed))) // Note: Whenever you access a new object, like in `Pos()`, a new temporary accessor object // gets created. If your code is very performance sensitive, you can pass in a pointer to an // existing `Vec3` instead of `nil`. This allows you to reuse it across many calls to reduce // the amount of object allocation/garbage collection. assert(monster.Pos(nil).X() == 1.0, "`monster.Pos(nil).X()`", strconv.FormatFloat(float64(monster.Pos(nil).X()), 'f', 1, 32), "1.0") assert(monster.Pos(nil).Y() == 2.0, "`monster.Pos(nil).Y()`", strconv.FormatFloat(float64(monster.Pos(nil).Y()), 'f', 1, 32), "2.0") assert(monster.Pos(nil).Z() == 3.0, "`monster.Pos(nil).Z()`", strconv.FormatFloat(float64(monster.Pos(nil).Z()), 'f', 1, 32), "3.0") // For vectors, like `Inventory`, they have a method suffixed with 'Length' that can be used // to query the length of the vector. You can index the vector by passing an index value // into the accessor. for i := 0; i < monster.InventoryLength(); i++ { assert(monster.Inventory(i) == byte(i), "`monster.Inventory(i)`", strconv.Itoa(int(monster.Inventory(i))), strconv.Itoa(int(byte(i)))) } expectedWeaponNames := []string{"Sword", "Axe"} expectedWeaponDamages := []int{3, 5} weapon := new(sample.Weapon) // We need a `sample.Weapon` to pass into `monster.Weapons()` // to capture the output of that function. for i := 0; i < monster.WeaponsLength(); i++ { if monster.Weapons(weapon, i) { assert(string(weapon.Name()) == expectedWeaponNames[i], "`weapon.Name()`", string(weapon.Name()), expectedWeaponNames[i]) assert(int(weapon.Damage()) == expectedWeaponDamages[i], "`weapon.Damage()`", strconv.Itoa(int(weapon.Damage())), strconv.Itoa(expectedWeaponDamages[i])) } } // For FlatBuffer `union`s, you can get the type of the union, as well as the union // data itself. assert(monster.EquippedType() == sample.EquipmentWeapon, "`monster.EquippedType()`", strconv.Itoa(int(monster.EquippedType())), strconv.Itoa(int(sample.EquipmentWeapon))) unionTable := new(flatbuffers.Table) if monster.Equipped(unionTable) { // An example of how you can appropriately convert the table depending on the // FlatBuffer `union` type. You could add `else if` and `else` clauses to handle // other FlatBuffer `union` types for this field. (Similarly, this could be // done in a switch statement.) if monster.EquippedType() == sample.EquipmentWeapon { unionWeapon := new(sample.Weapon) unionWeapon.Init(unionTable.Bytes, unionTable.Pos) assert(string(unionWeapon.Name()) == "Axe", "`unionWeapon.Name()`", string(unionWeapon.Name()), "Axe") assert(int(unionWeapon.Damage()) == 5, "`unionWeapon.Damage()`", strconv.Itoa(int(unionWeapon.Damage())), strconv.Itoa(5)) } } fmt.Printf("The FlatBuffer was successfully created and verified!\n") } // A helper function to print out if an assertion failed. func assert(assertPassed bool, codeExecuted string, actualValue string, expectedValue string) { if assertPassed == false { panic("Assert failed! " + codeExecuted + " (" + actualValue + ") was not equal to " + expectedValue + ".") } }