8.9 KiB
Use in C#
Before you get started
Before diving into the FlatBuffers usage in C#, it should be noted that the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to general FlatBuffers usage in all of the supported languages (including C#). This page is designed to cover the nuances of FlatBuffers usage, specific to C#.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build flatc
and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
FlatBuffers C# code location
The code for the FlatBuffers C# library can be found at
flatbuffers/net/FlatBuffers
. You can browse the library on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/net/
FlatBuffers).
Building the FlatBuffers C# library
The FlatBuffers.csproj
project contains multitargeting for .NET Standard 2.1,
.NET Standard 2.0, and .NET Framework 4.6 (Unity 2017). Support for .NET
Framework 3.5 (Unity 5) is provided by the FlatBuffers.net35.csproj
project.
In most cases (including Unity 2018 and newer), .NET Standard 2.0 is
recommended.
You can build for a specific framework target when using the cross-platform
.NET Core SDK by adding the -f
command line option:
dotnet build -f netstandard2.0 "FlatBuffers.csproj"
The FlatBuffers.csproj
project also provides support for defining various
conditional compilation symbols (see "Conditional compilation symbols" section
below) using the -p
command line option:
dotnet build -f netstandard2.1 -p:ENABLE_SPAN_T=true -p:UNSAFE_BYTEBUFFER=true "FlatBuffers.csproj"
Testing the FlatBuffers C# library
The code to test the libraries can be found at flatbuffers/tests
.
The test code for C# is located in the [FlatBuffers.Test](https://github.com/
google/flatbuffers/tree/master/tests/FlatBuffers.Test) subfolder. To run the
tests, open FlatBuffers.Test.csproj
in Visual Studio, and compile/run the project.
Optionally, you can run this using Mono instead.
Once you have installed Mono, you can run the tests from the command line
by running the following commands from inside the FlatBuffers.Test
folder:
mcs *.cs ../MyGame/Example/*.cs ../../net/FlatBuffers/*.cs
mono Assert.exe
Using the FlatBuffers C# library
Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth example of how to use FlatBuffers in C#.
FlatBuffers supports reading and writing binary FlatBuffers in C#.
To use FlatBuffers in your own code, first generate C# classes from your
schema with the --csharp
option to flatc
.
Then you can include both FlatBuffers and the generated code to read
or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in C#:
First, import the library and generated code. Then, you read a FlatBuffer binary
file into a byte[]
. You then turn the byte[]
into a ByteBuffer
, which you
pass to the GetRootAsMyRootType
function:
using MyGame.Example;
using FlatBuffers;
// This snippet ignores exceptions for brevity.
byte[] data = File.ReadAllBytes("monsterdata_test.mon");
ByteBuffer bb = new ByteBuffer(data);
Monster monster = Monster.GetRootAsMonster(bb);
Now you can access the data from the Monster monster
:
short hp = monster.Hp;
Vec3 pos = monster.Pos;
C# code naming follows standard C# style with PascalCasing identifiers,
e.g. GetRootAsMyRootType
. Also, values (except vectors and unions) are
available as properties instead of parameterless accessor methods.
The performance-enhancing methods to which you can pass an already created
object are prefixed with Get
, e.g.:
// property
var pos = monster.Pos;
// method filling a preconstructed object
var preconstructedPos = new Vec3();
monster.GetPos(preconstructedPos);
Storing dictionaries in a FlatBuffer
FlatBuffers doesn't support dictionaries natively, but there is support to
emulate their behavior with vectors and binary search, which means you
can have fast lookups directly from a FlatBuffer without having to unpack
your data into a Dictionary
or similar.
To use it:
- Designate one of the fields in a table as the "key" field. You do this
by setting the
key
attribute on this field, e.g.name:string (key)
. You may only have one key field, and it must be of string or scalar type. - Write out tables of this type as usual, collect their offsets in an array.
- Instead of calling standard generated method,
e.g.:
Monster.createTestarrayoftablesVector
, callCreateSortedVectorOfMonster
in C# which will first sort all offsets such that the tables they refer to are sorted by the key field, then serialize it. - Now when you're accessing the FlatBuffer, you can use
the
ByKey
accessor to access elements of the vector, e.g.:monster.TestarrayoftablesByKey("Frodo")
in C#, which returns an object of the corresponding table type, ornull
if not found.ByKey
performs a binary search, so should have a similar speed toDictionary
, though may be faster because of better caching.ByKey
only works if the vector has been sorted, it will likely not find elements if it hasn't been sorted.
Text parsing
There currently is no support for parsing text (Schema's and JSON) directly from C#, though you could use the C++ parser through native call interfaces available to each language. Please see the C++ documentation for more on text parsing.
Object based API
FlatBuffers is all about memory efficiency, which is why its base API is written around using as little as possible of it. This does make the API clumsier (requiring pre-order construction of all data, and making mutation harder).
For times when efficiency is less important a more convenient object based API
can be used (through --gen-object-api
) that is able to unpack & pack a
FlatBuffer into objects and standard System.Collections.Generic
containers,
allowing for convenient construction, access and mutation.
To use:
// Deserialize from buffer into object.
MonsterT monsterobj = GetMonster(flatbuffer).UnPack();
// Update object directly like a C# class instance.
Console.WriteLine(monsterobj.Name);
monsterobj.Name = "Bob"; // Change the name.
// Serialize into new flatbuffer.
FlatBufferBuilder fbb = new FlatBufferBuilder(1);
fbb.Finish(Monster.Pack(fbb, monsterobj).Value);
Json Serialization
An additional feature of the object API is the ability to allow you to
serialize & deserialize a JSON text.
To use Json Serialization, add --cs-gen-json-serializer
option to flatc
and
add Newtonsoft.Json
nuget package to csproj.
// Deserialize MonsterT from json
string jsonText = File.ReadAllText(@"Resources/monsterdata_test.json");
MonsterT mon = MonsterT.DeserializeFromJson(jsonText);
// Serialize MonsterT to json
string jsonText2 = mon.SerializeToJson();
- Limitation
hash
attribute currentry not supported.
- NuGet package Dependency
Conditional compilation symbols
There are three conditional compilation symbols that have an impact on
performance/features of the C# ByteBuffer
implementation.
-
UNSAFE_BYTEBUFFER
This will use unsafe code to manipulate the underlying byte array. This can yield a reasonable performance increase.
-
BYTEBUFFER_NO_BOUNDS_CHECK
This will disable the bounds check asserts to the byte array. This can yield a small performance gain in normal code.
-
ENABLE_SPAN_T
This will enable reading and writing blocks of memory with a
Span<T>
instead of justT[]
. You can also enable writing directly to shared memory or other types of memory by providing a custom implementation ofByteBufferAllocator
.ENABLE_SPAN_T
also requiresUNSAFE_BYTEBUFFER
to be defined, or .NET Standard 2.1.
Using UNSAFE_BYTEBUFFER
and BYTEBUFFER_NO_BOUNDS_CHECK
together can yield a
performance gain of ~15% for some operations, however doing so is potentially
dangerous. Do so at your own risk!