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make unions with type aliases more usable (#5019)
Some generic C++ and Rust code is not generated when unions use type aliases because of potential ambiguity. Actually check for this ambiguity and only disable offending code only if it is found.
This commit is contained in:
committed by
Wouter van Oortmerssen
parent
4c3b6c247d
commit
91fe9ba93f
@@ -43,6 +43,26 @@ MyGame.Example.Any = {
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MyGame_Example2_Monster: 3, 3: 'MyGame_Example2_Monster'
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};
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/**
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* @enum
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*/
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MyGame.Example.AnyUniqueAliases = {
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NONE: 0, 0: 'NONE',
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M: 1, 1: 'M',
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T: 2, 2: 'T',
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M2: 3, 3: 'M2'
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};
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/**
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* @enum
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*/
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MyGame.Example.AnyAmbiguousAliases = {
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NONE: 0, 0: 'NONE',
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M1: 1, 1: 'M1',
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M2: 2, 2: 'M2',
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M3: 3, 3: 'M3'
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};
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/**
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* @constructor
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*/
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@@ -1654,11 +1674,75 @@ MyGame.Example.Monster.prototype.vectorOfNonOwningReferencesLength = function()
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return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
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};
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/**
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* @returns {MyGame.Example.AnyUniqueAliases}
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*/
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MyGame.Example.Monster.prototype.anyUniqueType = function() {
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var offset = this.bb.__offset(this.bb_pos, 90);
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return offset ? /** @type {MyGame.Example.AnyUniqueAliases} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyUniqueAliases.NONE;
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};
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/**
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* @param {MyGame.Example.AnyUniqueAliases} value
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* @returns {boolean}
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*/
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MyGame.Example.Monster.prototype.mutate_any_unique_type = function(value) {
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var offset = this.bb.__offset(this.bb_pos, 90);
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if (offset === 0) {
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return false;
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}
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this.bb.writeUint8(this.bb_pos + offset, value);
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return true;
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};
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/**
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* @param {flatbuffers.Table} obj
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* @returns {?flatbuffers.Table}
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*/
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MyGame.Example.Monster.prototype.anyUnique = function(obj) {
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var offset = this.bb.__offset(this.bb_pos, 92);
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return offset ? this.bb.__union(obj, this.bb_pos + offset) : null;
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};
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/**
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* @returns {MyGame.Example.AnyAmbiguousAliases}
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*/
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MyGame.Example.Monster.prototype.anyAmbiguousType = function() {
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var offset = this.bb.__offset(this.bb_pos, 94);
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return offset ? /** @type {MyGame.Example.AnyAmbiguousAliases} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyAmbiguousAliases.NONE;
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};
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/**
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* @param {MyGame.Example.AnyAmbiguousAliases} value
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* @returns {boolean}
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*/
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MyGame.Example.Monster.prototype.mutate_any_ambiguous_type = function(value) {
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var offset = this.bb.__offset(this.bb_pos, 94);
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if (offset === 0) {
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return false;
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}
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this.bb.writeUint8(this.bb_pos + offset, value);
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return true;
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};
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/**
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* @param {flatbuffers.Table} obj
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* @returns {?flatbuffers.Table}
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*/
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MyGame.Example.Monster.prototype.anyAmbiguous = function(obj) {
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var offset = this.bb.__offset(this.bb_pos, 96);
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return offset ? this.bb.__union(obj, this.bb_pos + offset) : null;
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};
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/**
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* @param {flatbuffers.Builder} builder
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*/
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MyGame.Example.Monster.startMonster = function(builder) {
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builder.startObject(43);
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builder.startObject(47);
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};
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/**
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@@ -2315,6 +2399,38 @@ MyGame.Example.Monster.startVectorOfNonOwningReferencesVector = function(builder
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builder.startVector(8, numElems, 8);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {MyGame.Example.AnyUniqueAliases} anyUniqueType
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*/
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MyGame.Example.Monster.addAnyUniqueType = function(builder, anyUniqueType) {
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builder.addFieldInt8(43, anyUniqueType, MyGame.Example.AnyUniqueAliases.NONE);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} anyUniqueOffset
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*/
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MyGame.Example.Monster.addAnyUnique = function(builder, anyUniqueOffset) {
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builder.addFieldOffset(44, anyUniqueOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {MyGame.Example.AnyAmbiguousAliases} anyAmbiguousType
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*/
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MyGame.Example.Monster.addAnyAmbiguousType = function(builder, anyAmbiguousType) {
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builder.addFieldInt8(45, anyAmbiguousType, MyGame.Example.AnyAmbiguousAliases.NONE);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} anyAmbiguousOffset
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*/
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MyGame.Example.Monster.addAnyAmbiguous = function(builder, anyAmbiguousOffset) {
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builder.addFieldOffset(46, anyAmbiguousOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @returns {flatbuffers.Offset}
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