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synced 2026-06-01 19:58:15 +00:00
bulk code format fix (#8707)
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@@ -21,135 +21,131 @@ extern crate flatbuffers;
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#[allow(dead_code, unused_imports)]
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#[allow(clippy::all)]
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mod rust_generated;
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pub use rust_generated::my_game::sample::{Color, Equipment,
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Monster, MonsterArgs,
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Vec3,
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Weapon, WeaponArgs};
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pub use rust_generated::my_game::sample::{
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Color, Equipment, Monster, MonsterArgs, Vec3, Weapon, WeaponArgs,
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};
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// Example how to use FlatBuffers to create and read binary buffers.
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#[allow(clippy::float_cmp)]
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fn main() {
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// Build up a serialized buffer algorithmically.
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// Initialize it with a capacity of 1024 bytes.
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let mut builder = flatbuffers::FlatBufferBuilder::with_capacity(1024);
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// Build up a serialized buffer algorithmically.
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// Initialize it with a capacity of 1024 bytes.
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let mut builder = flatbuffers::FlatBufferBuilder::with_capacity(1024);
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// Serialize some weapons for the Monster: A 'sword' and an 'axe'.
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let weapon_one_name = builder.create_string("Sword");
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let weapon_two_name = builder.create_string("Axe");
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// Serialize some weapons for the Monster: A 'sword' and an 'axe'.
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let weapon_one_name = builder.create_string("Sword");
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let weapon_two_name = builder.create_string("Axe");
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// Use the `Weapon::create` shortcut to create Weapons with named field
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// arguments.
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let sword = Weapon::create(&mut builder, &WeaponArgs{
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name: Some(weapon_one_name),
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damage: 3,
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});
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let axe = Weapon::create(&mut builder, &WeaponArgs{
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name: Some(weapon_two_name),
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damage: 5,
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});
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// Use the `Weapon::create` shortcut to create Weapons with named field
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// arguments.
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let sword =
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Weapon::create(&mut builder, &WeaponArgs { name: Some(weapon_one_name), damage: 3 });
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let axe = Weapon::create(&mut builder, &WeaponArgs { name: Some(weapon_two_name), damage: 5 });
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// Name of the Monster.
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let name = builder.create_string("Orc");
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// Name of the Monster.
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let name = builder.create_string("Orc");
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// Inventory.
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let inventory = builder.create_vector(&[0u8, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
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// Inventory.
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let inventory = builder.create_vector(&[0u8, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
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// Create a FlatBuffer `vector` that contains offsets to the sword and axe
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// we created above.
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let weapons = builder.create_vector(&[sword, axe]);
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// Create a FlatBuffer `vector` that contains offsets to the sword and axe
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// we created above.
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let weapons = builder.create_vector(&[sword, axe]);
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// Create the path vector of Vec3 objects:
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//let x = Vec3::new(1.0, 2.0, 3.0);
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//let y = Vec3::new(4.0, 5.0, 6.0);
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//let path = builder.create_vector(&[x, y]);
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// Create the path vector of Vec3 objects:
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//let x = Vec3::new(1.0, 2.0, 3.0);
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//let y = Vec3::new(4.0, 5.0, 6.0);
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//let path = builder.create_vector(&[x, y]);
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// Note that, for convenience, it is also valid to create a vector of
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// references to structs, like this:
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// let path = builder.create_vector(&[&x, &y]);
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// Note that, for convenience, it is also valid to create a vector of
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// references to structs, like this:
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// let path = builder.create_vector(&[&x, &y]);
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// Create the monster using the `Monster::create` helper function. This
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// function accepts a `MonsterArgs` struct, which supplies all of the data
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// needed to build a `Monster`. To supply empty/default fields, just use the
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// Rust built-in `Default::default()` function, as demonstrated below.
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let orc = Monster::create(&mut builder, &MonsterArgs{
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pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)),
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mana: 150,
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hp: 80,
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name: Some(name),
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inventory: Some(inventory),
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color: Color::Red,
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weapons: Some(weapons),
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equipped_type: Equipment::Weapon,
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equipped: Some(axe.as_union_value()),
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//path: Some(path),
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..Default::default()
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});
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// Create the monster using the `Monster::create` helper function. This
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// function accepts a `MonsterArgs` struct, which supplies all of the data
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// needed to build a `Monster`. To supply empty/default fields, just use the
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// Rust built-in `Default::default()` function, as demonstrated below.
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let orc = Monster::create(
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&mut builder,
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&MonsterArgs {
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pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)),
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mana: 150,
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hp: 80,
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name: Some(name),
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inventory: Some(inventory),
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color: Color::Red,
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weapons: Some(weapons),
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equipped_type: Equipment::Weapon,
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equipped: Some(axe.as_union_value()),
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//path: Some(path),
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..Default::default()
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},
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);
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// Serialize the root of the object, without providing a file identifier.
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builder.finish(orc, None);
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// Serialize the root of the object, without providing a file identifier.
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builder.finish(orc, None);
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// We now have a FlatBuffer we can store on disk or send over a network.
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// We now have a FlatBuffer we can store on disk or send over a network.
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// ** file/network code goes here :) **
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// ** file/network code goes here :) **
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// Instead, we're going to access it right away (as if we just received it).
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// This must be called after `finish()`.
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let buf = builder.finished_data(); // Of type `&[u8]`
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// Instead, we're going to access it right away (as if we just received it).
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// This must be called after `finish()`.
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let buf = builder.finished_data(); // Of type `&[u8]`
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// Get access to the root:
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let monster = flatbuffers::root::<Monster>(buf).unwrap();
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// Get access to the root:
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let monster = flatbuffers::root::<Monster>(buf).unwrap();
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// Get and test some scalar types from the FlatBuffer.
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let hp = monster.hp();
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let mana = monster.mana();
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let name = monster.name();
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// Get and test some scalar types from the FlatBuffer.
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let hp = monster.hp();
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let mana = monster.mana();
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let name = monster.name();
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assert_eq!(hp, 80);
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assert_eq!(mana, 150); // default
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assert_eq!(name, Some("Orc"));
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assert_eq!(hp, 80);
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assert_eq!(mana, 150); // default
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assert_eq!(name, Some("Orc"));
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// Get and test a field of the FlatBuffer's `struct`.
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assert!(monster.pos().is_some());
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let pos = monster.pos().unwrap();
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let x = pos.x();
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let y = pos.y();
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let z = pos.z();
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assert_eq!(x, 1.0f32);
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assert_eq!(y, 2.0f32);
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assert_eq!(z, 3.0f32);
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// Get and test a field of the FlatBuffer's `struct`.
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assert!(monster.pos().is_some());
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let pos = monster.pos().unwrap();
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let x = pos.x();
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let y = pos.y();
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let z = pos.z();
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assert_eq!(x, 1.0f32);
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assert_eq!(y, 2.0f32);
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assert_eq!(z, 3.0f32);
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// Get an element from the `inventory` FlatBuffer's `vector`.
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assert!(monster.inventory().is_some());
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let inv = monster.inventory().unwrap();
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let third_item = inv.get(2);
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assert_eq!(third_item, 2);
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// Get an element from the `inventory` FlatBuffer's `vector`.
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assert!(monster.inventory().is_some());
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let inv = monster.inventory().unwrap();
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let third_item = inv.get(2);
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assert_eq!(third_item, 2);
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// Get and test the `weapons` FlatBuffers's `vector`.
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assert!(monster.weapons().is_some());
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let weps = monster.weapons().unwrap();
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//let weps_len = weps.len();
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let wep2 = weps.get(1);
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let second_weapon_name = wep2.name();
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let second_weapon_damage = wep2.damage();
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assert_eq!(second_weapon_name, Some("Axe"));
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assert_eq!(second_weapon_damage, 5);
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// Get and test the `weapons` FlatBuffers's `vector`.
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assert!(monster.weapons().is_some());
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let weps = monster.weapons().unwrap();
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//let weps_len = weps.len();
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let wep2 = weps.get(1);
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let second_weapon_name = wep2.name();
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let second_weapon_damage = wep2.damage();
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assert_eq!(second_weapon_name, Some("Axe"));
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assert_eq!(second_weapon_damage, 5);
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// Get and test the `Equipment` union (`equipped` field).
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assert_eq!(monster.equipped_type(), Equipment::Weapon);
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let equipped = monster.equipped_as_weapon().unwrap();
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let weapon_name = equipped.name();
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let weapon_damage = equipped.damage();
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assert_eq!(weapon_name, Some("Axe"));
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assert_eq!(weapon_damage, 5);
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// Get and test the `Equipment` union (`equipped` field).
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assert_eq!(monster.equipped_type(), Equipment::Weapon);
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let equipped = monster.equipped_as_weapon().unwrap();
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let weapon_name = equipped.name();
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let weapon_damage = equipped.damage();
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assert_eq!(weapon_name, Some("Axe"));
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assert_eq!(weapon_damage, 5);
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// Get and test the `path` FlatBuffers's `vector`.
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//assert_eq!(monster.path().unwrap().len(), 2);
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//assert_eq!(monster.path().unwrap()[0].x(), 1.0);
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//assert_eq!(monster.path().unwrap()[1].x(), 4.0);
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// Get and test the `path` FlatBuffers's `vector`.
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//assert_eq!(monster.path().unwrap().len(), 2);
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//assert_eq!(monster.path().unwrap()[0].x(), 1.0);
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//assert_eq!(monster.path().unwrap()[1].x(), 4.0);
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println!("The FlatBuffer was successfully created and accessed!");
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dbg!(monster);
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println!("The FlatBuffer was successfully created and accessed!");
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dbg!(monster);
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}
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#[cfg(test)]
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