Files
Derek Bailey ba5eb3b5cf Lua (5.3) Language addition (#4804)
* starting Lua port of python implmention. Syncing commit

* Bulk of Lua module port from Python done. Not tested, only static analysis. Need to work on binary strings. Started work on flatc lua code generation

* Fixed all the basic errors to produced a binary output from the builder, don't know if it is generated correctly, but it contains data, so that must be good

* fixed binary set command that was extending the array improperly

* continued improvement

* Moved lua submodules down a directory so their names don't clash with potential other modules. Added compat module to provide Lua versioning logic

* Successful sample port from Python

* working on testing Lua code with formal tests

* continued to work on tests and fixes to code to make tests pass

* Added reading buffer test

* Changed binaryarray implmentation to use a temporary table for storing data, and then serialize it to a string when requested. This double the rate of building flatbuffers compared to the string approach.

* Didn't need encode module as it just added another layer of indirection that isn't need

* profiled reading buffers, optimizations to increase read performance of monster data to ~7 monster / millisecond

* Writing profiler improvments. Get about
~2 monsters/millisecond building rate

* removed Numpy generation from Lua (came from the Python port)

* math.pow is deprecated in Lua 5.3, so changed to ^ notation. Also added .bat script for starting Lua tests

* adding results of generate_code.bat

* simple edits for code review in PR.

* There was a buffer overflow in inserting the keywords into the unorder set for both the Lua and Python code gens. Changed insertion to use iterators.

* fixed spacing issue

* basic documenation/tutorial updates. Updated sample_binary.lua to reflect the tutorial better

* removed windows-specific build step in Lua tests
2018-07-05 15:55:57 -07:00

122 lines
3.8 KiB
Lua

-- automatically generated by the FlatBuffers compiler, do not modify
-- namespace: Sample
local flatbuffers = require('flatbuffers')
local Monster = {} -- the module
local Monster_mt = {} -- the class metatable
function Monster.New()
local o = {}
setmetatable(o, {__index = Monster_mt})
return o
end
function Monster.GetRootAsMonster(buf, offset)
local n = flatbuffers.N.UOffsetT:Unpack(buf, offset)
local o = Monster.New()
o:Init(buf, n + offset)
return o
end
function Monster_mt:Init(buf, pos)
self.view = flatbuffers.view.New(buf, pos)
end
function Monster_mt:Pos()
local o = self.view:Offset(4)
if o ~= 0 then
local x = o + self.view.pos
local obj = require('MyGame.Sample.Vec3').New()
obj:Init(self.view.bytes, x)
return obj
end
end
function Monster_mt:Mana()
local o = self.view:Offset(6)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Int16, o + self.view.pos)
end
return 150
end
function Monster_mt:Hp()
local o = self.view:Offset(8)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Int16, o + self.view.pos)
end
return 100
end
function Monster_mt:Name()
local o = self.view:Offset(10)
if o ~= 0 then
return self.view:String(o + self.view.pos)
end
end
function Monster_mt:Inventory(j)
local o = self.view:Offset(14)
if o ~= 0 then
local a = self.view:Vector(o)
return self.view:Get(flatbuffers.N.Uint8, a + ((j-1) * 1))
end
return 0
end
function Monster_mt:InventoryLength()
local o = self.view:Offset(14)
if o ~= 0 then
return self.view:VectorLen(o)
end
return 0
end
function Monster_mt:Color()
local o = self.view:Offset(16)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Int8, o + self.view.pos)
end
return 2
end
function Monster_mt:Weapons(j)
local o = self.view:Offset(18)
if o ~= 0 then
local x = self.view:Vector(o)
x = x + ((j-1) * 4)
x = self.view:Indirect(x)
local obj = require('MyGame.Sample.Weapon').New()
obj:Init(self.view.bytes, x)
return obj
end
end
function Monster_mt:WeaponsLength()
local o = self.view:Offset(18)
if o ~= 0 then
return self.view:VectorLen(o)
end
return 0
end
function Monster_mt:EquippedType()
local o = self.view:Offset(20)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Uint8, o + self.view.pos)
end
return 0
end
function Monster_mt:Equipped()
local o = self.view:Offset(22)
if o ~= 0 then
local obj = flatbuffers.view.New(require('flatbuffers.binaryarray').New(0), 0)
self.view:Union(obj, o)
return obj
end
end
function Monster.Start(builder) builder:StartObject(10) end
function Monster.AddPos(builder, pos) builder:PrependStructSlot(0, pos, 0) end
function Monster.AddMana(builder, mana) builder:PrependInt16Slot(1, mana, 150) end
function Monster.AddHp(builder, hp) builder:PrependInt16Slot(2, hp, 100) end
function Monster.AddName(builder, name) builder:PrependUOffsetTRelativeSlot(3, name, 0) end
function Monster.AddInventory(builder, inventory) builder:PrependUOffsetTRelativeSlot(5, inventory, 0) end
function Monster.StartInventoryVector(builder, numElems) return builder:StartVector(1, numElems, 1) end
function Monster.AddColor(builder, color) builder:PrependInt8Slot(6, color, 2) end
function Monster.AddWeapons(builder, weapons) builder:PrependUOffsetTRelativeSlot(7, weapons, 0) end
function Monster.StartWeaponsVector(builder, numElems) return builder:StartVector(4, numElems, 4) end
function Monster.AddEquippedType(builder, equippedType) builder:PrependUint8Slot(8, equippedType, 0) end
function Monster.AddEquipped(builder, equipped) builder:PrependUOffsetTRelativeSlot(9, equipped, 0) end
function Monster.End(builder) return builder:EndObject() end
return Monster -- return the module