| /* |
| * 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 `csharp_sample.sh` script. |
| |
| using System; |
| using FlatBuffers; |
| using MyGame.Sample; |
| |
| class SampleBinary |
| { |
| // Example how to use FlatBuffers to create and read binary buffers. |
| static void Main() |
| { |
| var builder = new FlatBufferBuilder(1); |
| |
| // Create some weapons for our Monster ('Sword' and 'Axe'). |
| var weapon1Name = builder.CreateString("Sword"); |
| var weapon1Damage = 3; |
| var weapon2Name = builder.CreateString("Axe"); |
| var weapon2Damage = 5; |
| |
| // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. |
| var weaps = new Offset<Weapon>[2]; |
| weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); |
| weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); |
| |
| // Serialize the FlatBuffer data. |
| var name = builder.CreateString("Orc"); |
| var treasure = new byte[] {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}; |
| var inv = Monster.CreateInventoryVector(builder, treasure); |
| var weapons = Monster.CreateWeaponsVector(builder, weaps); |
| var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); |
| |
| Monster.StartMonster(builder); |
| Monster.AddPos(builder, pos); |
| Monster.AddHp(builder, (short)300); |
| Monster.AddName(builder, name); |
| Monster.AddInventory(builder, inv); |
| Monster.AddColor(builder, Color.Red); |
| Monster.AddWeapons(builder, weapons); |
| Monster.AddEquippedType(builder, Equipment.Weapon); |
| Monster.AddEquipped(builder, weaps[1].Value); |
| var orc = Monster.EndMonster(builder); |
| |
| builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`. |
| |
| // We now have a FlatBuffer that we could store on disk or send over a network. |
| |
| // ...Code to store to disk or send over a network goes here... |
| |
| // Instead, we are going to access it right away, as if we just received it. |
| |
| var buf = builder.DataBuffer; |
| |
| // Get access to the root: |
| var monster = Monster.GetRootAsMonster(buf); |
| |
| // For C#, unlike other languages, most values (except for vectors and unions) are available as |
| // properties instead of accessor methods. |
| |
| // Note: We did not set the `Mana` field explicitly, so we get back the default value. |
| Assert(monster.Mana == 150, "monster.Mana", Convert.ToString(monster.Mana), |
| Convert.ToString(150)); |
| Assert(monster.Hp == 300, "monster.Hp", Convert.ToString(monster.Hp), Convert.ToString(30)); |
| Assert(monster.Name.Equals("Orc", StringComparison.Ordinal), "monster.Name", monster.Name, |
| "Orc"); |
| Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color), |
| Convert.ToString(Color.Red)); |
| |
| // C# also allows you to use performance-enhanced methods to fill an object that has already |
| // been created. These functions are prefixed with "Get". For example: `monster.GetPos()`. |
| var myAlreadyCreatedVector = new Vec3(); |
| monster.GetPos(myAlreadyCreatedVector); // Instead of `var myNewVec3 = monster.Pos`. |
| Assert(myAlreadyCreatedVector.X == 1.0f, "myAlreadyCreatedVector.X", |
| Convert.ToString(myAlreadyCreatedVector.X), Convert.ToString(1.0f)); |
| Assert(myAlreadyCreatedVector.Y == 2.0f, "myAlreadyCreatedVector.Y", |
| Convert.ToString(myAlreadyCreatedVector.Y), Convert.ToString(2.0f)); |
| Assert(myAlreadyCreatedVector.Z == 3.0f, "myAlreadyCreatedVector.Z", |
| Convert.ToString(myAlreadyCreatedVector.Z), Convert.ToString(3.0f)); |
| |
| // Get and test the `Inventory` FlatBuffer `vector`. |
| for (int i = 0; i < monster.InventoryLength; i++) |
| { |
| Assert(monster.GetInventory(i) == i, "monster.GetInventory", |
| Convert.ToString(monster.GetInventory(i)), Convert.ToString(i)); |
| } |
| |
| // Get and test the `Weapons` FlatBuffer `vector` of `table`s. |
| var expectedWeaponNames = new string[] {"Sword", "Axe"}; |
| var expectedWeaponDamages = new short[] {3, 5}; |
| for (int i = 0; i < monster.WeaponsLength; i++) |
| { |
| Assert(monster.GetWeapons(i).Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal), |
| "monster.GetWeapons", monster.GetWeapons(i).Name, expectedWeaponNames[i]); |
| Assert(monster.GetWeapons(i).Damage == expectedWeaponDamages[i], "monster.GetWeapons", |
| Convert.ToString(monster.GetWeapons(i).Damage), |
| Convert.ToString(expectedWeaponDamages[i])); |
| } |
| |
| // Get and test the `Equipped` FlatBuffer `union`. |
| Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType", |
| Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon)); |
| var equipped = (Weapon)monster.GetEquipped(new Weapon()); |
| Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name, |
| "Axe"); |
| Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage), |
| Convert.ToString(5)); |
| |
| Console.WriteLine("The FlatBuffer was successfully created and verified!"); |
| } |
| |
| // A helper function to handle assertions. |
| static void Assert(bool assertPassed, string codeExecuted, string actualValue, |
| string expectedValue) |
| { |
| if (assertPassed == false) |
| { |
| Console.WriteLine("Assert failed! " + codeExecuted + " (" + actualValue + |
| ") was not equal to " + expectedValue + "."); |
| System.Environment.Exit(1); |
| } |
| } |
| } |