Files
flatbuffers-bigfoot/tests/JavaScriptTest.js
Evan Wallace 4bef5e89c4 Add UTF-8 support to the JavaScript API
This adds an optional argument to generated getters for string fields to
specify the encoding type and overloads the createString() function. It's
now possible to use either JavaScript UTF-16 string objects or C-style
UTF-8 byte arrays (Uint8Array) for string data.
2015-10-14 23:07:40 -07:00

277 lines
11 KiB
JavaScript

// Run this using JavaScriptTest.sh
var assert = require('assert');
var fs = require('fs');
var flatbuffers = require('../js/flatbuffers').flatbuffers;
var MyGame = require('./monster_test_generated').MyGame;
function main() {
// First, let's test reading a FlatBuffer generated by C++ code:
// This file was generated from monsterdata_test.json
var data = new Uint8Array(fs.readFileSync('monsterdata_test.mon'));
// Now test it:
var bb = new flatbuffers.ByteBuffer(data);
testBuffer(bb);
// Second, let's create a FlatBuffer from scratch in JavaScript, and test it also.
// We use an initial size of 1 to exercise the reallocation algorithm,
// normally a size larger than the typical FlatBuffer you generate would be
// better for performance.
var fbb = new flatbuffers.Builder(1);
// We set up the same values as monsterdata.json:
var str = fbb.createString('MyMonster');
var inv = MyGame.Example.Monster.createInventoryVector(fbb, [0, 1, 2, 3, 4]);
var fred = fbb.createString('Fred');
MyGame.Example.Monster.startMonster(fbb);
MyGame.Example.Monster.addName(fbb, fred);
var mon2 = MyGame.Example.Monster.endMonster(fbb);
MyGame.Example.Monster.startTest4Vector(fbb, 2);
MyGame.Example.Test.createTest(fbb, 10, 20);
MyGame.Example.Test.createTest(fbb, 30, 40);
var test4 = fbb.endVector();
var testArrayOfString = MyGame.Example.Monster.createTestarrayofstringVector(fbb, [
fbb.createString('test1'),
fbb.createString('test2')
]);
MyGame.Example.Monster.startMonster(fbb);
MyGame.Example.Monster.addPos(fbb, MyGame.Example.Vec3.createVec3(fbb, 1, 2, 3, 3, MyGame.Example.Color.Green, 5, 6));
MyGame.Example.Monster.addHp(fbb, 80);
MyGame.Example.Monster.addName(fbb, str);
MyGame.Example.Monster.addInventory(fbb, inv);
MyGame.Example.Monster.addTestType(fbb, MyGame.Example.Any.Monster);
MyGame.Example.Monster.addTest(fbb, mon2);
MyGame.Example.Monster.addTest4(fbb, test4);
MyGame.Example.Monster.addTestarrayofstring(fbb, testArrayOfString);
MyGame.Example.Monster.addTestbool(fbb, false);
var mon = MyGame.Example.Monster.endMonster(fbb);
MyGame.Example.Monster.finishMonsterBuffer(fbb, mon);
// Write the result to a file for debugging purposes:
// Note that the binaries are not necessarily identical, since the JSON
// parser may serialize in a slightly different order than the above
// JavaScript code. They are functionally equivalent though.
fs.writeFileSync('monsterdata_javascript_wire.mon', new Buffer(fbb.asUint8Array()));
// Test it:
testBuffer(fbb.dataBuffer());
testUnicode();
fuzzTest1();
console.log('FlatBuffers test: completed successfully');
}
function testBuffer(bb) {
assert.ok(MyGame.Example.Monster.bufferHasIdentifier(bb));
var monster = MyGame.Example.Monster.getRootAsMonster(bb);
assert.strictEqual(monster.hp(), 80);
assert.strictEqual(monster.mana(), 150); // default
assert.strictEqual(monster.name(), 'MyMonster');
var pos = monster.pos();
assert.strictEqual(pos.x(), 1);
assert.strictEqual(pos.y(), 2);
assert.strictEqual(pos.z(), 3);
assert.strictEqual(pos.test1(), 3);
assert.strictEqual(pos.test2(), MyGame.Example.Color.Green);
var t = pos.test3();
assert.strictEqual(t.a(), 5);
assert.strictEqual(t.b(), 6);
assert.strictEqual(monster.testType(), MyGame.Example.Any.Monster);
var monster2 = new MyGame.Example.Monster();
assert.strictEqual(monster.test(monster2) != null, true);
assert.strictEqual(monster2.name(), 'Fred');
assert.strictEqual(monster.inventoryLength(), 5);
var invsum = 0;
for (var i = 0; i < monster.inventoryLength(); i++) {
invsum += monster.inventory(i);
}
assert.strictEqual(invsum, 10);
var test_0 = monster.test4(0);
var test_1 = monster.test4(1);
assert.strictEqual(monster.test4Length(), 2);
assert.strictEqual(test_0.a() + test_0.b() + test_1.a() + test_1.b(), 100);
assert.strictEqual(monster.testarrayofstringLength(), 2);
assert.strictEqual(monster.testarrayofstring(0), 'test1');
assert.strictEqual(monster.testarrayofstring(1), 'test2');
assert.strictEqual(monster.testbool(), false);
}
function testUnicode() {
var correct = fs.readFileSync('unicode_test.mon');
var json = JSON.parse(fs.readFileSync('unicode_test.json', 'utf8'));
// Test reading
var bb = new flatbuffers.ByteBuffer(new Uint8Array(correct));
var monster = MyGame.Example.Monster.getRootAsMonster(bb);
assert.strictEqual(monster.name(), json.name);
assert.deepEqual(new Buffer(monster.name(flatbuffers.Encoding.UTF8_BYTES)), new Buffer(json.name));
assert.strictEqual(monster.testarrayoftablesLength(), json.testarrayoftables.length);
json.testarrayoftables.forEach(function(table, i) {
var value = monster.testarrayoftables(i);
assert.strictEqual(value.name(), table.name);
assert.deepEqual(new Buffer(value.name(flatbuffers.Encoding.UTF8_BYTES)), new Buffer(table.name));
});
assert.strictEqual(monster.testarrayofstringLength(), json.testarrayofstring.length);
json.testarrayofstring.forEach(function(string, i) {
assert.strictEqual(monster.testarrayofstring(i), string);
assert.deepEqual(new Buffer(monster.testarrayofstring(i, flatbuffers.Encoding.UTF8_BYTES)), new Buffer(string));
});
// Test writing
var fbb = new flatbuffers.Builder();
var name = fbb.createString(json.name);
var testarrayoftablesOffsets = json.testarrayoftables.map(function(table) {
var name = fbb.createString(new Uint8Array(new Buffer(table.name)));
MyGame.Example.Monster.startMonster(fbb);
MyGame.Example.Monster.addName(fbb, name);
return MyGame.Example.Monster.endMonster(fbb);
});
var testarrayoftablesOffset = MyGame.Example.Monster.createTestarrayoftablesVector(fbb,
testarrayoftablesOffsets);
var testarrayofstringOffset = MyGame.Example.Monster.createTestarrayofstringVector(fbb,
json.testarrayofstring.map(function(string) { return fbb.createString(string); }));
MyGame.Example.Monster.startMonster(fbb);
MyGame.Example.Monster.addTestarrayofstring(fbb, testarrayofstringOffset);
MyGame.Example.Monster.addTestarrayoftables(fbb, testarrayoftablesOffset);
MyGame.Example.Monster.addName(fbb, name);
MyGame.Example.Monster.finishMonsterBuffer(fbb, MyGame.Example.Monster.endMonster(fbb));
assert.deepEqual(new Buffer(fbb.asUint8Array()), correct);
}
var __imul = Math.imul ? Math.imul : function(a, b) {
var ah = a >> 16 & 65535;
var bh = b >> 16 & 65535;
var al = a & 65535;
var bl = b & 65535;
return al * bl + (ah * bl + al * bh << 16) | 0;
};
// Include simple random number generator to ensure results will be the
// same cross platform.
// http://en.wikipedia.org/wiki/Park%E2%80%93Miller_random_number_generator
var lcg_seed = 48271;
function lcg_rand() {
return lcg_seed = (__imul(lcg_seed, 279470273) >>> 0) % 4294967291;
}
function lcg_reset() {
lcg_seed = 48271;
}
// Converts a Field ID to a virtual table offset.
function fieldIndexToOffset(field_id) {
// Should correspond to what EndTable() below builds up.
var fixed_fields = 2; // Vtable size and Object Size.
return (field_id + fixed_fields) * 2;
}
// Low level stress/fuzz test: serialize/deserialize a variety of
// different kinds of data in different combinations
function fuzzTest1() {
// Values we're testing against: chosen to ensure no bits get chopped
// off anywhere, and also be different from eachother.
var bool_val = true;
var char_val = -127; // 0x81
var uchar_val = 0xFF;
var short_val = -32222; // 0x8222;
var ushort_val = 0xFEEE;
var int_val = 0x83333333 | 0;
var uint_val = 0xFDDDDDDD;
var long_val = new flatbuffers.Long(0x44444444, 0x84444444);
var ulong_val = new flatbuffers.Long(0xCCCCCCCC, 0xFCCCCCCC);
var float_val = new Float32Array([3.14159])[0];
var double_val = 3.14159265359;
var test_values_max = 11;
var fields_per_object = 4;
var num_fuzz_objects = 10000; // The higher, the more thorough :)
var builder = new flatbuffers.Builder();
lcg_reset(); // Keep it deterministic.
var objects = [];
// Generate num_fuzz_objects random objects each consisting of
// fields_per_object fields, each of a random type.
for (var i = 0; i < num_fuzz_objects; i++) {
builder.startObject(fields_per_object);
for (var f = 0; f < fields_per_object; f++) {
var choice = lcg_rand() % test_values_max;
switch (choice) {
case 0: builder.addFieldInt8(f, bool_val, 0); break;
case 1: builder.addFieldInt8(f, char_val, 0); break;
case 2: builder.addFieldInt8(f, uchar_val, 0); break;
case 3: builder.addFieldInt16(f, short_val, 0); break;
case 4: builder.addFieldInt16(f, ushort_val, 0); break;
case 5: builder.addFieldInt32(f, int_val, 0); break;
case 6: builder.addFieldInt32(f, uint_val, 0); break;
case 7: builder.addFieldInt64(f, long_val, flatbuffers.Long.ZERO); break;
case 8: builder.addFieldInt64(f, ulong_val, flatbuffers.Long.ZERO); break;
case 9: builder.addFieldFloat32(f, float_val, 0); break;
case 10: builder.addFieldFloat64(f, double_val, 0); break;
}
}
objects.push(builder.endObject());
}
builder.prep(8, 0); // Align whole buffer.
lcg_reset(); // Reset.
builder.finish(objects[objects.length - 1]);
var bytes = new Uint8Array(builder.asUint8Array());
var view = new DataView(bytes.buffer);
// Test that all objects we generated are readable and return the
// expected values. We generate random objects in the same order
// so this is deterministic.
for (var i = 0; i < num_fuzz_objects; i++) {
var offset = bytes.length - objects[i];
for (var f = 0; f < fields_per_object; f++) {
var choice = lcg_rand() % test_values_max;
var vtable_offset = fieldIndexToOffset(f);
var vtable = offset - view.getInt32(offset, true);
assert.ok(vtable_offset < view.getInt16(vtable, true));
var field_offset = offset + view.getInt16(vtable + vtable_offset, true);
switch (choice) {
case 0: assert.strictEqual(!!view.getInt8(field_offset), bool_val); break;
case 1: assert.strictEqual(view.getInt8(field_offset), char_val); break;
case 2: assert.strictEqual(view.getUint8(field_offset), uchar_val); break;
case 3: assert.strictEqual(view.getInt16(field_offset, true), short_val); break;
case 4: assert.strictEqual(view.getUint16(field_offset, true), ushort_val); break;
case 5: assert.strictEqual(view.getInt32(field_offset, true), int_val); break;
case 6: assert.strictEqual(view.getUint32(field_offset, true), uint_val); break;
case 7: assert.strictEqual(view.getInt32(field_offset, true), long_val.low); assert.strictEqual(view.getInt32(field_offset + 4, true), long_val.high); break;
case 8: assert.strictEqual(view.getInt32(field_offset, true), ulong_val.low); assert.strictEqual(view.getInt32(field_offset + 4, true), ulong_val.high); break;
case 9: assert.strictEqual(view.getFloat32(field_offset, true), float_val); break;
case 10: assert.strictEqual(view.getFloat64(field_offset, true), double_val); break;
}
}
}
}
main();