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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 the flatbuffers runtime library
extern crate flatbuffers;
// import the generated code
#[allow(dead_code, unused_imports)]
#[path = "./monster_generated.rs"]
#[allow(clippy::approx_constant)] // We use low precision PI as a default value.
mod monster_generated;
pub use monster_generated::my_game::sample::{Color, Equipment,
Monster, MonsterArgs,
Vec3,
Weapon, WeaponArgs};
// Example how to use FlatBuffers to create and read binary buffers.
#[allow(clippy::float_cmp)]
fn main() {
// Build up a serialized buffer algorithmically.
// Initialize it with a capacity of 1024 bytes.
let mut builder = flatbuffers::FlatBufferBuilder::new_with_capacity(1024);
// Serialize some weapons for the Monster: A 'sword' and an 'axe'.
let weapon_one_name = builder.create_string("Sword");
let weapon_two_name = builder.create_string("Axe");
// Use the `Weapon::create` shortcut to create Weapons with named field
// arguments.
let sword = Weapon::create(&mut builder, &WeaponArgs{
name: Some(weapon_one_name),
damage: 3,
});
let axe = Weapon::create(&mut builder, &WeaponArgs{
name: Some(weapon_two_name),
damage: 5,
});
// Name of the Monster.
let name = builder.create_string("Orc");
// Inventory.
let inventory = builder.create_vector(&[0u8, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weapons = builder.create_vector(&[sword, axe]);
// Create the path vector of Vec3 objects:
//let x = Vec3::new(1.0, 2.0, 3.0);
//let y = Vec3::new(4.0, 5.0, 6.0);
//let path = builder.create_vector(&[x, y]);
// Note that, for convenience, it is also valid to create a vector of
// references to structs, like this:
// let path = builder.create_vector(&[&x, &y]);
// Create the monster using the `Monster::create` helper function. This
// function accepts a `MonsterArgs` struct, which supplies all of the data
// needed to build a `Monster`. To supply empty/default fields, just use the
// Rust built-in `Default::default()` function, as demonstrated below.
let orc = Monster::create(&mut builder, &MonsterArgs{
pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)),
mana: 150,
hp: 80,
name: Some(name),
inventory: Some(inventory),
color: Color::Red,
weapons: Some(weapons),
equipped_type: Equipment::Weapon,
equipped: Some(axe.as_union_value()),
//path: Some(path),
..Default::default()
});
// Serialize the root of the object, without providing a file identifier.
builder.finish(orc, None);
// We now have a FlatBuffer we can store on disk or send over a network.
// ** file/network code goes here :) **
// Instead, we're going to access it right away (as if we just received it).
// This must be called after `finish()`.
let buf = builder.finished_data(); // Of type `&[u8]`
// Get access to the root:
let monster = flatbuffers::root::<Monster>(buf).unwrap();
// Get and test some scalar types from the FlatBuffer.
let hp = monster.hp();
let mana = monster.mana();
let name = monster.name();
assert_eq!(hp, 80);
assert_eq!(mana, 150); // default
assert_eq!(name, Some("Orc"));
// Get and test a field of the FlatBuffer's `struct`.
assert!(monster.pos().is_some());
let pos = monster.pos().unwrap();
let x = pos.x();
let y = pos.y();
let z = pos.z();
assert_eq!(x, 1.0f32);
assert_eq!(y, 2.0f32);
assert_eq!(z, 3.0f32);
// Get an element from the `inventory` FlatBuffer's `vector`.
assert!(monster.inventory().is_some());
let inv = monster.inventory().unwrap();
// Note that this vector is returned as a slice, because direct access for
// this type, a u8 vector, is safe on all platforms:
let third_item = inv[2];
assert_eq!(third_item, 2);
// Get and test the `weapons` FlatBuffers's `vector`.
assert!(monster.weapons().is_some());
let weps = monster.weapons().unwrap();
//let weps_len = weps.len();
let wep2 = weps.get(1);
let second_weapon_name = wep2.name();
let second_weapon_damage = wep2.damage();
assert_eq!(second_weapon_name, Some("Axe"));
assert_eq!(second_weapon_damage, 5);
// Get and test the `Equipment` union (`equipped` field).
assert_eq!(monster.equipped_type(), Equipment::Weapon);
let equipped = monster.equipped_as_weapon().unwrap();
let weapon_name = equipped.name();
let weapon_damage = equipped.damage();
assert_eq!(weapon_name, Some("Axe"));
assert_eq!(weapon_damage, 5);
// Get and test the `path` FlatBuffers's `vector`.
//assert_eq!(monster.path().unwrap().len(), 2);
//assert_eq!(monster.path().unwrap()[0].x(), 1.0);
//assert_eq!(monster.path().unwrap()[1].x(), 4.0);
println!("The FlatBuffer was successfully created and accessed!");
dbg!(monster);
}
#[cfg(test)]
#[test]
fn test_main() {
main()
}
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