[C#, Java, C++] Fixes issue #5399 by always including namespaces (#5404)

* [C#] Fixes issue #5399 by always including namespaces

* Updated tests for code generator changes

* Fixed 'As' method names
This commit is contained in:
John Luxford
2019-06-14 10:47:08 -05:00
committed by Wouter van Oortmerssen
parent a6be1d0d74
commit a80db8538c
26 changed files with 560 additions and 561 deletions

View File

@@ -97,7 +97,7 @@ template<typename T> struct EquipmentTraits {
static const Equipment enum_value = Equipment_NONE;
};
template<> struct EquipmentTraits<Weapon> {
template<> struct EquipmentTraits<MyGame::Sample::Weapon> {
static const Equipment enum_value = Equipment_Weapon;
};
@@ -133,13 +133,13 @@ struct EquipmentUnion {
static void *UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver);
flatbuffers::Offset<void> Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher = nullptr) const;
WeaponT *AsWeapon() {
MyGame::Sample::WeaponT *AsWeapon() {
return type == Equipment_Weapon ?
reinterpret_cast<WeaponT *>(value) : nullptr;
reinterpret_cast<MyGame::Sample::WeaponT *>(value) : nullptr;
}
const WeaponT *AsWeapon() const {
const MyGame::Sample::WeaponT *AsWeapon() const {
return type == Equipment_Weapon ?
reinterpret_cast<const WeaponT *>(value) : nullptr;
reinterpret_cast<const MyGame::Sample::WeaponT *>(value) : nullptr;
}
};
@@ -151,8 +151,8 @@ inline bool operator==(const EquipmentUnion &lhs, const EquipmentUnion &rhs) {
return true;
}
case Equipment_Weapon: {
return *(reinterpret_cast<const WeaponT *>(lhs.value)) ==
*(reinterpret_cast<const WeaponT *>(rhs.value));
return *(reinterpret_cast<const MyGame::Sample::WeaponT *>(lhs.value)) ==
*(reinterpret_cast<const MyGame::Sample::WeaponT *>(rhs.value));
}
default: {
return false;
@@ -220,19 +220,19 @@ inline bool operator!=(const Vec3 &lhs, const Vec3 &rhs) {
struct MonsterT : public flatbuffers::NativeTable {
typedef Monster TableType;
flatbuffers::unique_ptr<Vec3> pos;
flatbuffers::unique_ptr<MyGame::Sample::Vec3> pos;
int16_t mana;
int16_t hp;
std::string name;
std::vector<uint8_t> inventory;
Color color;
std::vector<flatbuffers::unique_ptr<WeaponT>> weapons;
MyGame::Sample::Color color;
std::vector<flatbuffers::unique_ptr<MyGame::Sample::WeaponT>> weapons;
EquipmentUnion equipped;
std::vector<Vec3> path;
std::vector<MyGame::Sample::Vec3> path;
MonsterT()
: mana(150),
hp(100),
color(Color_Blue) {
color(MyGame::Sample::Color_Blue) {
}
};
@@ -271,11 +271,11 @@ struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
VT_EQUIPPED = 22,
VT_PATH = 24
};
const Vec3 *pos() const {
return GetStruct<const Vec3 *>(VT_POS);
const MyGame::Sample::Vec3 *pos() const {
return GetStruct<const MyGame::Sample::Vec3 *>(VT_POS);
}
Vec3 *mutable_pos() {
return GetStruct<Vec3 *>(VT_POS);
MyGame::Sample::Vec3 *mutable_pos() {
return GetStruct<MyGame::Sample::Vec3 *>(VT_POS);
}
int16_t mana() const {
return GetField<int16_t>(VT_MANA, 150);
@@ -301,43 +301,43 @@ struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
flatbuffers::Vector<uint8_t> *mutable_inventory() {
return GetPointer<flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
}
Color color() const {
return static_cast<Color>(GetField<int8_t>(VT_COLOR, 2));
MyGame::Sample::Color color() const {
return static_cast<MyGame::Sample::Color>(GetField<int8_t>(VT_COLOR, 2));
}
bool mutate_color(Color _color) {
bool mutate_color(MyGame::Sample::Color _color) {
return SetField<int8_t>(VT_COLOR, static_cast<int8_t>(_color), 2);
}
const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *weapons() const {
return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS);
const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons() const {
return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEAPONS);
}
flatbuffers::Vector<flatbuffers::Offset<Weapon>> *mutable_weapons() {
return GetPointer<flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS);
flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *mutable_weapons() {
return GetPointer<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEAPONS);
}
Equipment equipped_type() const {
return static_cast<Equipment>(GetField<uint8_t>(VT_EQUIPPED_TYPE, 0));
MyGame::Sample::Equipment equipped_type() const {
return static_cast<MyGame::Sample::Equipment>(GetField<uint8_t>(VT_EQUIPPED_TYPE, 0));
}
bool mutate_equipped_type(Equipment _equipped_type) {
bool mutate_equipped_type(MyGame::Sample::Equipment _equipped_type) {
return SetField<uint8_t>(VT_EQUIPPED_TYPE, static_cast<uint8_t>(_equipped_type), 0);
}
const void *equipped() const {
return GetPointer<const void *>(VT_EQUIPPED);
}
template<typename T> const T *equipped_as() const;
const Weapon *equipped_as_Weapon() const {
return equipped_type() == Equipment_Weapon ? static_cast<const Weapon *>(equipped()) : nullptr;
const MyGame::Sample::Weapon *equipped_as_Weapon() const {
return equipped_type() == MyGame::Sample::Equipment_Weapon ? static_cast<const MyGame::Sample::Weapon *>(equipped()) : nullptr;
}
void *mutable_equipped() {
return GetPointer<void *>(VT_EQUIPPED);
}
const flatbuffers::Vector<const Vec3 *> *path() const {
return GetPointer<const flatbuffers::Vector<const Vec3 *> *>(VT_PATH);
const flatbuffers::Vector<const MyGame::Sample::Vec3 *> *path() const {
return GetPointer<const flatbuffers::Vector<const MyGame::Sample::Vec3 *> *>(VT_PATH);
}
flatbuffers::Vector<const Vec3 *> *mutable_path() {
return GetPointer<flatbuffers::Vector<const Vec3 *> *>(VT_PATH);
flatbuffers::Vector<const MyGame::Sample::Vec3 *> *mutable_path() {
return GetPointer<flatbuffers::Vector<const MyGame::Sample::Vec3 *> *>(VT_PATH);
}
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyField<Vec3>(verifier, VT_POS) &&
VerifyField<MyGame::Sample::Vec3>(verifier, VT_POS) &&
VerifyField<int16_t>(verifier, VT_MANA) &&
VerifyField<int16_t>(verifier, VT_HP) &&
VerifyOffset(verifier, VT_NAME) &&
@@ -360,14 +360,14 @@ struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
static flatbuffers::Offset<Monster> Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
};
template<> inline const Weapon *Monster::equipped_as<Weapon>() const {
template<> inline const MyGame::Sample::Weapon *Monster::equipped_as<MyGame::Sample::Weapon>() const {
return equipped_as_Weapon();
}
struct MonsterBuilder {
flatbuffers::FlatBufferBuilder &fbb_;
flatbuffers::uoffset_t start_;
void add_pos(const Vec3 *pos) {
void add_pos(const MyGame::Sample::Vec3 *pos) {
fbb_.AddStruct(Monster::VT_POS, pos);
}
void add_mana(int16_t mana) {
@@ -382,19 +382,19 @@ struct MonsterBuilder {
void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) {
fbb_.AddOffset(Monster::VT_INVENTORY, inventory);
}
void add_color(Color color) {
void add_color(MyGame::Sample::Color color) {
fbb_.AddElement<int8_t>(Monster::VT_COLOR, static_cast<int8_t>(color), 2);
}
void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons) {
void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons) {
fbb_.AddOffset(Monster::VT_WEAPONS, weapons);
}
void add_equipped_type(Equipment equipped_type) {
void add_equipped_type(MyGame::Sample::Equipment equipped_type) {
fbb_.AddElement<uint8_t>(Monster::VT_EQUIPPED_TYPE, static_cast<uint8_t>(equipped_type), 0);
}
void add_equipped(flatbuffers::Offset<void> equipped) {
fbb_.AddOffset(Monster::VT_EQUIPPED, equipped);
}
void add_path(flatbuffers::Offset<flatbuffers::Vector<const Vec3 *>> path) {
void add_path(flatbuffers::Offset<flatbuffers::Vector<const MyGame::Sample::Vec3 *>> path) {
fbb_.AddOffset(Monster::VT_PATH, path);
}
explicit MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb)
@@ -411,16 +411,16 @@ struct MonsterBuilder {
inline flatbuffers::Offset<Monster> CreateMonster(
flatbuffers::FlatBufferBuilder &_fbb,
const Vec3 *pos = 0,
const MyGame::Sample::Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
flatbuffers::Offset<flatbuffers::String> name = 0,
flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory = 0,
Color color = Color_Blue,
flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons = 0,
Equipment equipped_type = Equipment_NONE,
MyGame::Sample::Color color = MyGame::Sample::Color_Blue,
flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons = 0,
MyGame::Sample::Equipment equipped_type = MyGame::Sample::Equipment_NONE,
flatbuffers::Offset<void> equipped = 0,
flatbuffers::Offset<flatbuffers::Vector<const Vec3 *>> path = 0) {
flatbuffers::Offset<flatbuffers::Vector<const MyGame::Sample::Vec3 *>> path = 0) {
MonsterBuilder builder_(_fbb);
builder_.add_path(path);
builder_.add_equipped(equipped);
@@ -437,20 +437,20 @@ inline flatbuffers::Offset<Monster> CreateMonster(
inline flatbuffers::Offset<Monster> CreateMonsterDirect(
flatbuffers::FlatBufferBuilder &_fbb,
const Vec3 *pos = 0,
const MyGame::Sample::Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
const char *name = nullptr,
const std::vector<uint8_t> *inventory = nullptr,
Color color = Color_Blue,
const std::vector<flatbuffers::Offset<Weapon>> *weapons = nullptr,
Equipment equipped_type = Equipment_NONE,
MyGame::Sample::Color color = MyGame::Sample::Color_Blue,
const std::vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons = nullptr,
MyGame::Sample::Equipment equipped_type = MyGame::Sample::Equipment_NONE,
flatbuffers::Offset<void> equipped = 0,
const std::vector<Vec3> *path = nullptr) {
const std::vector<MyGame::Sample::Vec3> *path = nullptr) {
auto name__ = name ? _fbb.CreateString(name) : 0;
auto inventory__ = inventory ? _fbb.CreateVector<uint8_t>(*inventory) : 0;
auto weapons__ = weapons ? _fbb.CreateVector<flatbuffers::Offset<Weapon>>(*weapons) : 0;
auto path__ = path ? _fbb.CreateVectorOfStructs<Vec3>(*path) : 0;
auto weapons__ = weapons ? _fbb.CreateVector<flatbuffers::Offset<MyGame::Sample::Weapon>>(*weapons) : 0;
auto path__ = path ? _fbb.CreateVectorOfStructs<MyGame::Sample::Vec3>(*path) : 0;
return MyGame::Sample::CreateMonster(
_fbb,
pos,
@@ -573,13 +573,13 @@ inline MonsterT *Monster::UnPack(const flatbuffers::resolver_function_t *_resolv
inline void Monster::UnPackTo(MonsterT *_o, const flatbuffers::resolver_function_t *_resolver) const {
(void)_o;
(void)_resolver;
{ auto _e = pos(); if (_e) _o->pos = flatbuffers::unique_ptr<Vec3>(new Vec3(*_e)); };
{ auto _e = pos(); if (_e) _o->pos = flatbuffers::unique_ptr<MyGame::Sample::Vec3>(new MyGame::Sample::Vec3(*_e)); };
{ auto _e = mana(); _o->mana = _e; };
{ auto _e = hp(); _o->hp = _e; };
{ auto _e = name(); if (_e) _o->name = _e->str(); };
{ auto _e = inventory(); if (_e) { _o->inventory.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->inventory[_i] = _e->Get(_i); } } };
{ auto _e = color(); _o->color = _e; };
{ auto _e = weapons(); if (_e) { _o->weapons.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->weapons[_i] = flatbuffers::unique_ptr<WeaponT>(_e->Get(_i)->UnPack(_resolver)); } } };
{ auto _e = weapons(); if (_e) { _o->weapons.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->weapons[_i] = flatbuffers::unique_ptr<MyGame::Sample::WeaponT>(_e->Get(_i)->UnPack(_resolver)); } } };
{ auto _e = equipped_type(); _o->equipped.type = _e; };
{ auto _e = equipped(); if (_e) _o->equipped.value = EquipmentUnion::UnPack(_e, equipped_type(), _resolver); };
{ auto _e = path(); if (_e) { _o->path.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->path[_i] = *_e->Get(_i); } } };
@@ -599,7 +599,7 @@ inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder
auto _name = _o->name.empty() ? 0 : _fbb.CreateString(_o->name);
auto _inventory = _o->inventory.size() ? _fbb.CreateVector(_o->inventory) : 0;
auto _color = _o->color;
auto _weapons = _o->weapons.size() ? _fbb.CreateVector<flatbuffers::Offset<Weapon>> (_o->weapons.size(), [](size_t i, _VectorArgs *__va) { return CreateWeapon(*__va->__fbb, __va->__o->weapons[i].get(), __va->__rehasher); }, &_va ) : 0;
auto _weapons = _o->weapons.size() ? _fbb.CreateVector<flatbuffers::Offset<MyGame::Sample::Weapon>> (_o->weapons.size(), [](size_t i, _VectorArgs *__va) { return CreateWeapon(*__va->__fbb, __va->__o->weapons[i].get(), __va->__rehasher); }, &_va ) : 0;
auto _equipped_type = _o->equipped.type;
auto _equipped = _o->equipped.Pack(_fbb);
auto _path = _o->path.size() ? _fbb.CreateVectorOfStructs(_o->path) : 0;
@@ -652,7 +652,7 @@ inline bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Eq
return true;
}
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const Weapon *>(obj);
auto ptr = reinterpret_cast<const MyGame::Sample::Weapon *>(obj);
return verifier.VerifyTable(ptr);
}
default: return false;
@@ -674,7 +674,7 @@ inline bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuf
inline void *EquipmentUnion::UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver) {
switch (type) {
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const Weapon *>(obj);
auto ptr = reinterpret_cast<const MyGame::Sample::Weapon *>(obj);
return ptr->UnPack(resolver);
}
default: return nullptr;
@@ -684,7 +684,7 @@ inline void *EquipmentUnion::UnPack(const void *obj, Equipment type, const flatb
inline flatbuffers::Offset<void> EquipmentUnion::Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher) const {
switch (type) {
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const WeaponT *>(value);
auto ptr = reinterpret_cast<const MyGame::Sample::WeaponT *>(value);
return CreateWeapon(_fbb, ptr, _rehasher).Union();
}
default: return 0;
@@ -694,7 +694,7 @@ inline flatbuffers::Offset<void> EquipmentUnion::Pack(flatbuffers::FlatBufferBui
inline EquipmentUnion::EquipmentUnion(const EquipmentUnion &u) FLATBUFFERS_NOEXCEPT : type(u.type), value(nullptr) {
switch (type) {
case Equipment_Weapon: {
value = new WeaponT(*reinterpret_cast<WeaponT *>(u.value));
value = new MyGame::Sample::WeaponT(*reinterpret_cast<MyGame::Sample::WeaponT *>(u.value));
break;
}
default:
@@ -705,7 +705,7 @@ inline EquipmentUnion::EquipmentUnion(const EquipmentUnion &u) FLATBUFFERS_NOEXC
inline void EquipmentUnion::Reset() {
switch (type) {
case Equipment_Weapon: {
auto ptr = reinterpret_cast<WeaponT *>(value);
auto ptr = reinterpret_cast<MyGame::Sample::WeaponT *>(value);
delete ptr;
break;
}
@@ -722,7 +722,7 @@ inline const flatbuffers::TypeTable *ColorTypeTable() {
{ flatbuffers::ET_CHAR, 0, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
ColorTypeTable
MyGame::Sample::ColorTypeTable
};
static const char * const names[] = {
"Red",
@@ -741,7 +741,7 @@ inline const flatbuffers::TypeTable *EquipmentTypeTable() {
{ flatbuffers::ET_SEQUENCE, 0, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
WeaponTypeTable
MyGame::Sample::WeaponTypeTable
};
static const char * const names[] = {
"NONE",
@@ -786,10 +786,10 @@ inline const flatbuffers::TypeTable *MonsterTypeTable() {
{ flatbuffers::ET_SEQUENCE, 1, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
Vec3TypeTable,
ColorTypeTable,
WeaponTypeTable,
EquipmentTypeTable
MyGame::Sample::Vec3TypeTable,
MyGame::Sample::ColorTypeTable,
MyGame::Sample::WeaponTypeTable,
MyGame::Sample::EquipmentTypeTable
};
static const char * const names[] = {
"pos",
@@ -859,16 +859,16 @@ inline void FinishSizePrefixedMonsterBuffer(
fbb.FinishSizePrefixed(root);
}
inline flatbuffers::unique_ptr<MonsterT> UnPackMonster(
inline flatbuffers::unique_ptr<MyGame::Sample::MonsterT> UnPackMonster(
const void *buf,
const flatbuffers::resolver_function_t *res = nullptr) {
return flatbuffers::unique_ptr<MonsterT>(GetMonster(buf)->UnPack(res));
return flatbuffers::unique_ptr<MyGame::Sample::MonsterT>(GetMonster(buf)->UnPack(res));
}
inline flatbuffers::unique_ptr<MonsterT> UnPackSizePrefixedMonster(
inline flatbuffers::unique_ptr<MyGame::Sample::MonsterT> UnPackSizePrefixedMonster(
const void *buf,
const flatbuffers::resolver_function_t *res = nullptr) {
return flatbuffers::unique_ptr<MonsterT>(GetSizePrefixedMonster(buf)->UnPack(res));
return flatbuffers::unique_ptr<MyGame::Sample::MonsterT>(GetSizePrefixedMonster(buf)->UnPack(res));
}
} // namespace Sample