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Cleaned up namespace handling.
A Namespace object is now guaranteed unique. This cleaned up some old workarounds and latent bugs. Change-Id: Ic3f12d89947871b03b2c449ba51b3186f953adde Tested: on Linux. Bug: 21336857
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29
tests/MyGame/InParentNamespace.cs
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29
tests/MyGame/InParentNamespace.cs
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// <auto-generated>
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// automatically generated by the FlatBuffers compiler, do not modify
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// </auto-generated>
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namespace MyGame
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{
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using global::System;
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using global::FlatBuffers;
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public struct InParentNamespace : IFlatbufferObject
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{
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private Table __p;
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public ByteBuffer ByteBuffer { get { return __p.bb; } }
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public static InParentNamespace GetRootAsInParentNamespace(ByteBuffer _bb) { return GetRootAsInParentNamespace(_bb, new InParentNamespace()); }
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public static InParentNamespace GetRootAsInParentNamespace(ByteBuffer _bb, InParentNamespace obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
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public void __init(int _i, ByteBuffer _bb) { __p.bb_pos = _i; __p.bb = _bb; }
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public InParentNamespace __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public static void StartInParentNamespace(FlatBufferBuilder builder) { builder.StartObject(0); }
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public static Offset<InParentNamespace> EndInParentNamespace(FlatBufferBuilder builder) {
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int o = builder.EndObject();
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return new Offset<InParentNamespace>(o);
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}
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};
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}
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