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// Copyright 2018 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.
import from "../lobster/"
import monster_generated
// Example of how to use FlatBuffers to create and read binary buffers.
// Create a builder.
let b = flatbuffers_builder {}
// Create some weapons for our monster.
let weapon_names = [ "Sword", "Axe" ]
let weapon_damages = [ 3, 5 ]
let weapon_offsets = map(weapon_names) name, i:
let ns = b.CreateString(name)
MyGame_Sample_WeaponBuilder { b }
.start()
.add_name(ns)
.add_damage(weapon_damages[i])
.end()
let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
// Name of the monster.
let name = b.CreateString("Orc")
// Inventory.
let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _)
// Now pack it all together in our root monster object.
let orc = MyGame_Sample_MonsterBuilder { b }
.start()
.add_pos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
.add_hp(300)
.add_name(name)
.add_inventory(inv)
.add_color(MyGame_Sample_Color_Red)
.add_weapons(weapons)
.add_equipped_type(MyGame_Sample_Equipment_Weapon)
.add_equipped(weapon_offsets[1])
.end()
// Finish the buffer!
b.Finish(orc)
// We now have a FlatBuffer that we could store on disk or send over a network.
let buf = b.SizedCopy()
// ...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).
// Get the root object accessor.
let monster = MyGame_Sample_GetRootAsMonster(buf)
// Note: We did not set the `mana` field explicitly, so we get a default value.
assert monster.mana == 150
assert monster.hp == 300
assert monster.name == "Orc"
assert monster.color == MyGame_Sample_Color_Red
let pos = monster.pos
assert pos
assert pos.x == 1.0
assert pos.y == 2.0
assert pos.z == 3.0
// Get and test the `inventory` FlatBuffer vector.
for(monster.inventory_length) e, i:
assert monster.inventory(i) == e
// Get and test the `weapons` FlatBuffer vector of tables.
for(monster.weapons_length) i:
assert monster.weapons(i).name == weapon_names[i]
assert monster.weapons(i).damage == weapon_damages[i]
// Get and test the `equipped` FlatBuffer union.
assert monster.equipped_type() == MyGame_Sample_Equipment_Weapon
// Now that we know the union value is a weapon, we can safely call as_Weapon:
let union_weapon = monster.equipped_as_Weapon
assert union_weapon.name == "Axe"
assert union_weapon.damage == 5
print "The FlatBuffer was successfully created and verified!"
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