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FlatBuffers implementation for the Lobster programming language
Language, see: http://strlen.com/lobster/ and https://github.com/aardappel/lobster
This commit is contained in:
115
samples/monster_generated.lobster
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115
samples/monster_generated.lobster
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// automatically generated by the FlatBuffers compiler, do not modify
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include "flatbuffers.lobster"
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namespace MyGame_Sample
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enum +
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Color_Red = 0,
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Color_Green = 1,
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Color_Blue = 2
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enum +
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Equipment_NONE = 0,
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Equipment_Weapon = 1
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struct Vec3
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struct Monster
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struct Weapon
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struct Vec3 : flatbuffers_handle
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def x():
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buf_.read_float32_le(pos_ + 0)
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def y():
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buf_.read_float32_le(pos_ + 4)
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def z():
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buf_.read_float32_le(pos_ + 8)
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def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float):
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b_.Prep(4, 12)
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b_.PrependFloat32(z)
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b_.PrependFloat32(y)
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b_.PrependFloat32(x)
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return b_.Offset()
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struct Monster : flatbuffers_handle
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def pos():
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o := buf_.flatbuffers_field_struct(pos_, 4)
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if o: MyGame_Sample_Vec3 { buf_, o } else: nil
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def mana():
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buf_.flatbuffers_field_int16(pos_, 6, 150)
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def hp():
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buf_.flatbuffers_field_int16(pos_, 8, 100)
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def name():
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buf_.flatbuffers_field_string(pos_, 10)
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def inventory(i:int):
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buf_.read_int8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1)
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def inventory_length():
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buf_.flatbuffers_field_vector_len(pos_, 14)
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def color():
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buf_.flatbuffers_field_int8(pos_, 16, 2)
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def weapons(i:int):
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MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) }
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def weapons_length():
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buf_.flatbuffers_field_vector_len(pos_, 18)
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def equipped_type():
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buf_.flatbuffers_field_int8(pos_, 20, 0)
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def equipped_as_Weapon():
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MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) }
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def GetRootAsMonster(buf:string): Monster { buf, buf.flatbuffers_indirect(0) }
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def MonsterStart(b_:flatbuffers_builder):
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b_.StartObject(10)
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def MonsterAddPos(b_:flatbuffers_builder, pos:int):
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b_.PrependStructSlot(0, pos, 0)
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def MonsterAddMana(b_:flatbuffers_builder, mana:int):
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b_.PrependInt16Slot(1, mana, 150)
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def MonsterAddHp(b_:flatbuffers_builder, hp:int):
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b_.PrependInt16Slot(2, hp, 100)
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def MonsterAddName(b_:flatbuffers_builder, name:int):
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b_.PrependUOffsetTRelativeSlot(3, name, 0)
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def MonsterAddInventory(b_:flatbuffers_builder, inventory:int):
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b_.PrependUOffsetTRelativeSlot(5, inventory, 0)
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def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int):
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b_.StartVector(1, n_, 1)
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def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]):
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b_.StartVector(1, v_.length, 1)
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reverse(v_) e_: b_.PrependUint8(e_)
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b_.EndVector(v_.length)
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def MonsterAddColor(b_:flatbuffers_builder, color:int):
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b_.PrependInt8Slot(6, color, 2)
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def MonsterAddWeapons(b_:flatbuffers_builder, weapons:int):
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b_.PrependUOffsetTRelativeSlot(7, weapons, 0)
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def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int):
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b_.StartVector(4, n_, 4)
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def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[int]):
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b_.StartVector(4, v_.length, 4)
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reverse(v_) e_: b_.PrependUOffsetTRelative(e_)
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b_.EndVector(v_.length)
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def MonsterAddEquippedType(b_:flatbuffers_builder, equipped_type:int):
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b_.PrependUint8Slot(8, equipped_type, 0)
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def MonsterAddEquipped(b_:flatbuffers_builder, equipped:int):
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b_.PrependUOffsetTRelativeSlot(9, equipped, 0)
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def MonsterEnd(b_:flatbuffers_builder):
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b_.EndObject()
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struct Weapon : flatbuffers_handle
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def name():
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buf_.flatbuffers_field_string(pos_, 4)
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def damage():
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buf_.flatbuffers_field_int16(pos_, 6, 0)
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def GetRootAsWeapon(buf:string): Weapon { buf, buf.flatbuffers_indirect(0) }
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def WeaponStart(b_:flatbuffers_builder):
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b_.StartObject(2)
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def WeaponAddName(b_:flatbuffers_builder, name:int):
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b_.PrependUOffsetTRelativeSlot(0, name, 0)
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def WeaponAddDamage(b_:flatbuffers_builder, damage:int):
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b_.PrependInt16Slot(1, damage, 0)
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def WeaponEnd(b_:flatbuffers_builder):
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b_.EndObject()
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@@ -1,25 +1,24 @@
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{
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pos: {
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x: 1,
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y: 2,
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z: 3
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x: 1.0,
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y: 2.0,
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z: 3.0
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},
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hp: 300,
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name: "Orc",
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weapons:[
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weapons: [
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{
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name: "axe",
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damage:100
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damage: 100
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},
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{
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name: "bow",
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damage:90
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damage: 90
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}
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],
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equipped_type: "Weapon",
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equipped:
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{
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name: "bow",
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damage:90
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}
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equipped: {
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name: "bow",
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damage: 90
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}
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}
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98
samples/sample_binary.lobster
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98
samples/sample_binary.lobster
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// Copyright 2018 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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include from "../lobster/"
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include "monster_generated.lobster"
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// Example of how to use FlatBuffers to create and read binary buffers.
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// Create a builder.
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let b = flatbuffers_builder {}
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// Create some weapons for our monster.
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let weapon_names = [ "Sword", "Axe" ]
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let weapon_damages = [ 3, 5 ]
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weapon_offsets := map(weapon_names) name, i:
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let ns = b.CreateString(name)
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b.MyGame_Sample_WeaponStart()
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b.MyGame_Sample_WeaponAddName(ns)
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b.MyGame_Sample_WeaponAddDamage(weapon_damages[i])
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b.MyGame_Sample_WeaponEnd()
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let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
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// Name of the monster.
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let name = b.CreateString("Orc")
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// Inventory.
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let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _)
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// Now pack it all together in our root monster object.
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b.MyGame_Sample_MonsterStart()
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b.MyGame_Sample_MonsterAddPos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
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b.MyGame_Sample_MonsterAddHp(300)
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b.MyGame_Sample_MonsterAddName(name)
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b.MyGame_Sample_MonsterAddInventory(inv)
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b.MyGame_Sample_MonsterAddColor(MyGame_Sample_Color_Red)
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b.MyGame_Sample_MonsterAddWeapons(weapons)
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b.MyGame_Sample_MonsterAddEquippedType(MyGame_Sample_Equipment_Weapon)
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b.MyGame_Sample_MonsterAddEquipped(weapon_offsets[1])
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let orc = b.MyGame_Sample_MonsterEnd()
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// Finish the buffer!
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b.Finish(orc)
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// We now have a FlatBuffer that we could store on disk or send over a network.
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let buf = b.SizedCopy()
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// ...Saving to file or sending over a network code goes here...
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// Instead, we are going to access this buffer right away (as if we just
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// received it).
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// Get the root object accessor.
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let monster = MyGame_Sample_GetRootAsMonster(buf)
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// Note: We did not set the `mana` field explicitly, so we get a default value.
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assert monster.mana == 150
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assert monster.hp == 300
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assert monster.name == "Orc"
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assert monster.color == MyGame_Sample_Color_Red
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let pos = monster.pos
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assert pos
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assert pos.x == 1.0
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assert pos.y == 2.0
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assert pos.z == 3.0
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// Get and test the `inventory` FlatBuffer vector.
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for(monster.inventory_length) e, i:
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assert monster.inventory(i) == e
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// Get and test the `weapons` FlatBuffer vector of tables.
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for(monster.weapons_length) i:
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assert monster.weapons(i).name == weapon_names[i]
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assert monster.weapons(i).damage == weapon_damages[i]
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// Get and test the `equipped` FlatBuffer union.
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assert monster.equipped_type() == MyGame_Sample_Equipment_Weapon
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// Now that we know the union value is a weapon, we can safely call as_Weapon:
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let union_weapon = monster.equipped_as_Weapon
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assert union_weapon.name == "Axe"
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assert union_weapon.damage == 5
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print "The FlatBuffer was successfully created and verified!"
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43
samples/sample_text.lobster
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43
samples/sample_text.lobster
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// Copyright 2018 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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include from "../lobster/"
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include "monster_generated.lobster"
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// Example how to interop with JSON.
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// Test loading some JSON, converting it to a binary FlatBuffer and back again.
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// First read the schema and JSON data.
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schema := read_file("monster.fbs", true)
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json := read_file("monsterdata.json", true)
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assert schema and json
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// Parse JSON to binary:
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fb, err1 := flatbuffers_json_to_binary(schema, json, [])
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assert not err1
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// Access one field in it, just to check:
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let monster = MyGame_Sample_GetRootAsMonster(fb)
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assert monster.name == "Orc"
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// Convert binary back to JSON:
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json2, err2 := flatbuffers_binary_to_json(schema, fb, [])
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assert not err2
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// The generated JSON should be exactly equal to the original!
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assert json == json2
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// Print what we've been converting for good measure:
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print json
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