Lua (5.3) Language addition (#4804)

* starting Lua port of python implmention. Syncing commit

* Bulk of Lua module port from Python done. Not tested, only static analysis. Need to work on binary strings. Started work on flatc lua code generation

* Fixed all the basic errors to produced a binary output from the builder, don't know if it is generated correctly, but it contains data, so that must be good

* fixed binary set command that was extending the array improperly

* continued improvement

* Moved lua submodules down a directory so their names don't clash with potential other modules. Added compat module to provide Lua versioning logic

* Successful sample port from Python

* working on testing Lua code with formal tests

* continued to work on tests and fixes to code to make tests pass

* Added reading buffer test

* Changed binaryarray implmentation to use a temporary table for storing data, and then serialize it to a string when requested. This double the rate of building flatbuffers compared to the string approach.

* Didn't need encode module as it just added another layer of indirection that isn't need

* profiled reading buffers, optimizations to increase read performance of monster data to ~7 monster / millisecond

* Writing profiler improvments. Get about
~2 monsters/millisecond building rate

* removed Numpy generation from Lua (came from the Python port)

* math.pow is deprecated in Lua 5.3, so changed to ^ notation. Also added .bat script for starting Lua tests

* adding results of generate_code.bat

* simple edits for code review in PR.

* There was a buffer overflow in inserting the keywords into the unorder set for both the Lua and Python code gens. Changed insertion to use iterators.

* fixed spacing issue

* basic documenation/tutorial updates. Updated sample_binary.lua to reflect the tutorial better

* removed windows-specific build step in Lua tests
This commit is contained in:
Derek Bailey
2018-07-05 15:55:57 -07:00
committed by Wouter van Oortmerssen
parent 8ea293b988
commit ba5eb3b5cf
39 changed files with 3466 additions and 6 deletions

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-- automatically generated by the FlatBuffers compiler, do not modify
-- namespace: Sample
local Color = {
Red = 0,
Green = 1,
Blue = 2,
}
return Color -- return the module

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-- automatically generated by the FlatBuffers compiler, do not modify
-- namespace: Sample
local Equipment = {
NONE = 0,
Weapon = 1,
}
return Equipment -- return the module

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-- automatically generated by the FlatBuffers compiler, do not modify
-- namespace: Sample
local flatbuffers = require('flatbuffers')
local Monster = {} -- the module
local Monster_mt = {} -- the class metatable
function Monster.New()
local o = {}
setmetatable(o, {__index = Monster_mt})
return o
end
function Monster.GetRootAsMonster(buf, offset)
local n = flatbuffers.N.UOffsetT:Unpack(buf, offset)
local o = Monster.New()
o:Init(buf, n + offset)
return o
end
function Monster_mt:Init(buf, pos)
self.view = flatbuffers.view.New(buf, pos)
end
function Monster_mt:Pos()
local o = self.view:Offset(4)
if o ~= 0 then
local x = o + self.view.pos
local obj = require('MyGame.Sample.Vec3').New()
obj:Init(self.view.bytes, x)
return obj
end
end
function Monster_mt:Mana()
local o = self.view:Offset(6)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Int16, o + self.view.pos)
end
return 150
end
function Monster_mt:Hp()
local o = self.view:Offset(8)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Int16, o + self.view.pos)
end
return 100
end
function Monster_mt:Name()
local o = self.view:Offset(10)
if o ~= 0 then
return self.view:String(o + self.view.pos)
end
end
function Monster_mt:Inventory(j)
local o = self.view:Offset(14)
if o ~= 0 then
local a = self.view:Vector(o)
return self.view:Get(flatbuffers.N.Uint8, a + ((j-1) * 1))
end
return 0
end
function Monster_mt:InventoryLength()
local o = self.view:Offset(14)
if o ~= 0 then
return self.view:VectorLen(o)
end
return 0
end
function Monster_mt:Color()
local o = self.view:Offset(16)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Int8, o + self.view.pos)
end
return 2
end
function Monster_mt:Weapons(j)
local o = self.view:Offset(18)
if o ~= 0 then
local x = self.view:Vector(o)
x = x + ((j-1) * 4)
x = self.view:Indirect(x)
local obj = require('MyGame.Sample.Weapon').New()
obj:Init(self.view.bytes, x)
return obj
end
end
function Monster_mt:WeaponsLength()
local o = self.view:Offset(18)
if o ~= 0 then
return self.view:VectorLen(o)
end
return 0
end
function Monster_mt:EquippedType()
local o = self.view:Offset(20)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Uint8, o + self.view.pos)
end
return 0
end
function Monster_mt:Equipped()
local o = self.view:Offset(22)
if o ~= 0 then
local obj = flatbuffers.view.New(require('flatbuffers.binaryarray').New(0), 0)
self.view:Union(obj, o)
return obj
end
end
function Monster.Start(builder) builder:StartObject(10) end
function Monster.AddPos(builder, pos) builder:PrependStructSlot(0, pos, 0) end
function Monster.AddMana(builder, mana) builder:PrependInt16Slot(1, mana, 150) end
function Monster.AddHp(builder, hp) builder:PrependInt16Slot(2, hp, 100) end
function Monster.AddName(builder, name) builder:PrependUOffsetTRelativeSlot(3, name, 0) end
function Monster.AddInventory(builder, inventory) builder:PrependUOffsetTRelativeSlot(5, inventory, 0) end
function Monster.StartInventoryVector(builder, numElems) return builder:StartVector(1, numElems, 1) end
function Monster.AddColor(builder, color) builder:PrependInt8Slot(6, color, 2) end
function Monster.AddWeapons(builder, weapons) builder:PrependUOffsetTRelativeSlot(7, weapons, 0) end
function Monster.StartWeaponsVector(builder, numElems) return builder:StartVector(4, numElems, 4) end
function Monster.AddEquippedType(builder, equippedType) builder:PrependUint8Slot(8, equippedType, 0) end
function Monster.AddEquipped(builder, equipped) builder:PrependUOffsetTRelativeSlot(9, equipped, 0) end
function Monster.End(builder) return builder:EndObject() end
return Monster -- return the module

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-- automatically generated by the FlatBuffers compiler, do not modify
-- namespace: Sample
local flatbuffers = require('flatbuffers')
local Vec3 = {} -- the module
local Vec3_mt = {} -- the class metatable
function Vec3.New()
local o = {}
setmetatable(o, {__index = Vec3_mt})
return o
end
function Vec3_mt:Init(buf, pos)
self.view = flatbuffers.view.New(buf, pos)
end
function Vec3_mt:X()
return self.view:Get(flatbuffers.N.Float32, self.view.pos + 0)
end
function Vec3_mt:Y()
return self.view:Get(flatbuffers.N.Float32, self.view.pos + 4)
end
function Vec3_mt:Z()
return self.view:Get(flatbuffers.N.Float32, self.view.pos + 8)
end
function Vec3.CreateVec3(builder, x, y, z)
builder:Prep(4, 12)
builder:PrependFloat32(z)
builder:PrependFloat32(y)
builder:PrependFloat32(x)
return builder:Offset()
end
return Vec3 -- return the module

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-- automatically generated by the FlatBuffers compiler, do not modify
-- namespace: Sample
local flatbuffers = require('flatbuffers')
local Weapon = {} -- the module
local Weapon_mt = {} -- the class metatable
function Weapon.New()
local o = {}
setmetatable(o, {__index = Weapon_mt})
return o
end
function Weapon.GetRootAsWeapon(buf, offset)
local n = flatbuffers.N.UOffsetT:Unpack(buf, offset)
local o = Weapon.New()
o:Init(buf, n + offset)
return o
end
function Weapon_mt:Init(buf, pos)
self.view = flatbuffers.view.New(buf, pos)
end
function Weapon_mt:Name()
local o = self.view:Offset(4)
if o ~= 0 then
return self.view:String(o + self.view.pos)
end
end
function Weapon_mt:Damage()
local o = self.view:Offset(6)
if o ~= 0 then
return self.view:Get(flatbuffers.N.Int16, o + self.view.pos)
end
return 0
end
function Weapon.Start(builder) builder:StartObject(2) end
function Weapon.AddName(builder, name) builder:PrependUOffsetTRelativeSlot(0, name, 0) end
function Weapon.AddDamage(builder, damage) builder:PrependInt16Slot(1, damage, 0) end
function Weapon.End(builder) return builder:EndObject() end
return Weapon -- return the module

107
samples/sample_binary.lua Normal file
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-- need to update the Lua path to point to the local flatbuffers implementation
package.path = string.format("../lua/?.lua;%s",package.path)
package.path = string.format("./lua/?.lua;%s",package.path)
-- require the library
local flatbuffers = require("flatbuffers")
local binaryArray = flatbuffers.binaryArray-- for hex dump utility
-- require the files generated from the schema
local weapon = require("MyGame.Sample.Weapon")
local monster = require("MyGame.Sample.Monster")
local vec3 = require("MyGame.Sample.Vec3")
local color = require("MyGame.Sample.Color")
local equipment = require("MyGame.Sample.Equipment")
-- get access to the builder, providing an array of size 1024
local builder = flatbuffers.Builder(1024)
local weaponOne = builder:CreateString("Sword")
local weaponTwo = builder:CreateString("Axe")
-- Create the first 'Weapon'
weapon.Start(builder)
weapon.AddName(builder, weaponOne)
weapon.AddDamage(builder, 3)
local sword = weapon.End(builder)
-- Create the second 'Weapon'
weapon.Start(builder)
weapon.AddName(builder, weaponTwo)
weapon.AddDamage(builder, 5)
local axe = weapon.End(builder)
-- Serialize a name for our mosnter, called 'orc'
local name = builder:CreateString("Orc")
-- Create a `vector` representing the inventory of the Orc. Each number
-- could correspond to an item that can be claimed after he is slain.
-- Note: Since we prepend the bytes, this loop iterates in reverse.
monster.StartInventoryVector(builder, 10)
for i=10,1,-1 do
builder:PrependByte(i)
end
local inv = builder:EndVector(10)
-- Create a FlatBuffer vector and prepend the weapons.
-- Note: Since we prepend the data, prepend them in reverse order.
monster.StartWeaponsVector(builder, 2)
builder:PrependUOffsetTRelative(axe)
builder:PrependUOffsetTRelative(sword)
local weapons = builder:EndVector(2)
-- Create our monster by using Start() andEnd()
monster.Start(builder)
monster.AddPos(builder, vec3.CreateVec3(builder, 1.0, 2.0, 3.0))
monster.AddHp(builder, 300)
monster.AddName(builder, name)
monster.AddInventory(builder, inv)
monster.AddColor(builder, color.Red)
monster.AddWeapons(builder, weapons)
monster.AddEquippedType(builder, equipment.Weapon)
monster.AddEquipped(builder, axe)
local orc = monster.End(builder)
-- Call 'Finish()' to instruct the builder that this monster is complete.
builder:Finish(orc)
-- Get the flatbuffer as a string containing the binary data
local bufAsString = builder:Output()
-- Convert the string representation into binary array Lua structure
local buf = flatbuffers.binaryArray.New(bufAsString)
-- Get an accessor to the root object insert the buffer
local mon = monster.GetRootAsMonster(buf, 0)
assert(mon:Mana() == 150)
assert(mon:Hp() == 300)
assert(mon:Name() == "Orc")
assert(mon:Color() == color.Red)
assert(mon:Pos():X() == 1.0)
assert(mon:Pos():Y() == 2.0)
assert(mon:Pos():Z() == 3.0)
for i=1,mon:InventoryLength() do
assert(mon:Inventory(i) == i)
end
local expected = {
{w = 'Sword', d = 3},
{w = 'Axe', d = 5}
}
for i=1,mon:WeaponsLength() do
assert(mon:Weapons(i):Name() == expected[i].w)
assert(mon:Weapons(i):Damage() == expected[i].d)
end
assert(mon:EquippedType() == equipment.Weapon)
local unionWeapon = weapon.New()
unionWeapon:Init(mon:Equipped().bytes,mon:Equipped().pos)
assert(unionWeapon:Name() == "Axe")
assert(unionWeapon:Damage() == 5)
print("The Lua FlatBuffer example was successfully created and verified!")