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/*
* Copyright 2018 Dan Field. 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 'package:flat_buffers/flat_buffers.dart' as fb;
import './monster_my_game.sample_generated.dart' as my_game;
// Example how to use FlatBuffers to create and read binary buffers.
void main() {
builderTest();
objectBuilderTest();
}
void builderTest() {
final builder = fb.Builder(initialSize: 1024);
final int? weaponOneName = builder.writeString("Sword");
final int weaponOneDamage = 3;
final int? weaponTwoName = builder.writeString("Axe");
final int weaponTwoDamage = 5;
final swordBuilder = my_game.WeaponBuilder(builder)
..begin()
..addNameOffset(weaponOneName)
..addDamage(weaponOneDamage);
final int sword = swordBuilder.finish();
final axeBuilder = my_game.WeaponBuilder(builder)
..begin()
..addNameOffset(weaponTwoName)
..addDamage(weaponTwoDamage);
final int axe = axeBuilder.finish();
// Serialize a name for our monster, called "Orc".
final int? name = builder.writeString('Orc');
// Create a list representing the inventory of the Orc. Each number
// could correspond to an item that can be claimed after he is slain.
final List<int> treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
final inventory = builder.writeListUint8(treasure);
final weapons = builder.writeList([sword, axe]);
// Struct builders are very easy to reuse.
final vec3Builder = my_game.Vec3Builder(builder);
vec3Builder.finish(4.0, 5.0, 6.0);
vec3Builder.finish(1.0, 2.0, 3.0);
// Set his hit points to 300 and his mana to 150.
final int hp = 300;
final int mana = 150;
final monster = my_game.MonsterBuilder(builder)
..begin()
..addNameOffset(name)
..addInventoryOffset(inventory)
..addWeaponsOffset(weapons)
..addEquippedType(my_game.EquipmentTypeId.Weapon)
..addEquippedOffset(axe)
..addHp(hp)
..addMana(mana)
..addPos(vec3Builder.finish(1.0, 2.0, 3.0))
..addColor(my_game.Color.Red);
final int monsteroff = monster.finish();
builder.finish(monsteroff);
if (verify(builder.buffer)) {
print(
"The FlatBuffer was successfully created with a builder and verified!");
}
}
void objectBuilderTest() {
// Create the builder here so we can use it for both weapons and equipped
// the actual data will only be written to the buffer once.
var axe = my_game.WeaponObjectBuilder(name: 'Axe', damage: 5);
var monsterBuilder = my_game.MonsterObjectBuilder(
pos: my_game.Vec3ObjectBuilder(x: 1.0, y: 2.0, z: 3.0),
mana: 150,
hp: 300,
name: 'Orc',
inventory: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9],
color: my_game.Color.Red,
weapons: [my_game.WeaponObjectBuilder(name: 'Sword', damage: 3), axe],
equippedType: my_game.EquipmentTypeId.Weapon,
equipped: axe,
);
var buffer = monsterBuilder.toBytes();
// 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).
if (verify(buffer)) {
print(
"The FlatBuffer was successfully created with an object builder and verified!");
}
}
bool verify(List<int> buffer) {
// Get access to the root:
var monster = my_game.Monster(buffer);
// Get and test some scalar types from the FlatBuffer.
assert(monster.hp == 80);
assert(monster.mana == 150); // default
assert(monster.name == "MyMonster");
// Get and test a field of the FlatBuffer's `struct`.
var pos = monster.pos!;
assert(pos.z == 3.0);
// Get a test an element from the `inventory` FlatBuffer's `vector`.
var inv = monster.inventory!;
assert(inv.length == 10);
assert(inv[9] == 9);
// Get and test the `weapons` FlatBuffers's `vector`.
var expectedWeaponNames = ["Sword", "Axe"];
var expectedWeaponDamages = [3, 5];
var weps = monster.weapons!;
for (int i = 0; i < weps.length; i++) {
assert(weps[i].name == expectedWeaponNames[i]);
assert(weps[i].damage == expectedWeaponDamages[i]);
}
// Get and test the `Equipment` union (`equipped` field).
assert(monster.equippedType!.value == my_game.EquipmentTypeId.Weapon.value);
assert(monster.equippedType == my_game.EquipmentTypeId.Weapon);
assert(monster.equipped is my_game.Weapon);
var equipped = monster.equipped as my_game.Weapon;
assert(equipped.name == "Axe");
assert(equipped.damage == 5);
print(monster);
return true;
}