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[C#] Rework how sorted vectors are looked up (#7441)
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@@ -478,18 +478,21 @@ public struct Monster : IFlatbufferObject
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public static void FinishSizePrefixedMonsterBuffer(FlatBufferBuilder builder, Offset<MyGame.Example.Monster> offset) { builder.FinishSizePrefixed(offset.Value, "MONS"); }
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public static VectorOffset CreateSortedVectorOfMonster(FlatBufferBuilder builder, Offset<Monster>[] offsets) {
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Array.Sort(offsets, (Offset<Monster> o1, Offset<Monster> o2) => Table.CompareStrings(Table.__offset(10, o1.Value, builder.DataBuffer), Table.__offset(10, o2.Value, builder.DataBuffer), builder.DataBuffer));
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Array.Sort(offsets,
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(Offset<Monster> o1, Offset<Monster> o2) =>
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new Monster().__assign(builder.DataBuffer.Length - o1.Value, builder.DataBuffer).Name.CompareTo(new Monster().__assign(builder.DataBuffer.Length - o2.Value, builder.DataBuffer).Name));
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return builder.CreateVectorOfTables(offsets);
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}
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public static Monster? __lookup_by_key(int vectorLocation, string key, ByteBuffer bb) {
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byte[] byteKey = System.Text.Encoding.UTF8.GetBytes(key);
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Monster obj_ = new Monster();
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int span = bb.GetInt(vectorLocation - 4);
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int start = 0;
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while (span != 0) {
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int middle = span / 2;
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int tableOffset = Table.__indirect(vectorLocation + 4 * (start + middle), bb);
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int comp = Table.CompareStrings(Table.__offset(10, bb.Length - tableOffset, bb), byteKey, bb);
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obj_.__assign(tableOffset, bb);
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int comp = obj_.Name.CompareTo(key);
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if (comp > 0) {
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span = middle;
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} else if (comp < 0) {
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@@ -497,7 +500,7 @@ public struct Monster : IFlatbufferObject
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start += middle;
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span -= middle;
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} else {
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return new Monster().__assign(tableOffset, bb);
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return obj_;
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}
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}
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return null;
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