Dart lints (#6808)

* Dart - add analysis options with the recommended lints

* Dart - generate code without linter issues

* Dart - remove linter issues in example and test code

* Dart - remove linter issues in lib code

* Dart - update generate code in /tests/
This commit is contained in:
Ivan Dlugos
2021-08-30 21:54:59 +02:00
committed by GitHub
parent 4b9123baff
commit e3c76a5cde
20 changed files with 560 additions and 581 deletions

View File

@@ -15,7 +15,7 @@
*/
import 'package:flat_buffers/flat_buffers.dart' as fb;
import './monster_my_game.sample_generated.dart' as myGame;
import './monster_my_game.sample_generated.dart' as my_game;
// Example how to use FlatBuffers to create and read binary buffers.
@@ -25,20 +25,20 @@ void main() {
}
void builderTest() {
final builder = new fb.Builder(initialSize: 1024);
final builder = fb.Builder(initialSize: 1024);
final int? weaponOneName = builder.writeString("Sword");
final int weaponOneDamage = 3;
final int? weaponTwoName = builder.writeString("Axe");
final int weaponTwoDamage = 5;
final swordBuilder = new myGame.WeaponBuilder(builder)
final swordBuilder = my_game.WeaponBuilder(builder)
..begin()
..addNameOffset(weaponOneName)
..addDamage(weaponOneDamage);
final int sword = swordBuilder.finish();
final axeBuilder = new myGame.WeaponBuilder(builder)
final axeBuilder = my_game.WeaponBuilder(builder)
..begin()
..addNameOffset(weaponTwoName)
..addDamage(weaponTwoDamage);
@@ -54,7 +54,7 @@ void builderTest() {
final weapons = builder.writeList([sword, axe]);
// Struct builders are very easy to reuse.
final vec3Builder = new myGame.Vec3Builder(builder);
final vec3Builder = my_game.Vec3Builder(builder);
vec3Builder.finish(4.0, 5.0, 6.0);
vec3Builder.finish(1.0, 2.0, 3.0);
@@ -62,17 +62,17 @@ void builderTest() {
final int hp = 300;
final int mana = 150;
final monster = new myGame.MonsterBuilder(builder)
final monster = my_game.MonsterBuilder(builder)
..begin()
..addNameOffset(name)
..addInventoryOffset(inventory)
..addWeaponsOffset(weapons)
..addEquippedType(myGame.EquipmentTypeId.Weapon)
..addEquippedType(my_game.EquipmentTypeId.Weapon)
..addEquippedOffset(axe)
..addHp(hp)
..addMana(mana)
..addPos(vec3Builder.finish(1.0, 2.0, 3.0))
..addColor(myGame.Color.Red);
..addColor(my_game.Color.Red);
final int monsteroff = monster.finish();
builder.finish(monsteroff);
@@ -85,17 +85,17 @@ void builderTest() {
void objectBuilderTest() {
// Create the builder here so we can use it for both weapons and equipped
// the actual data will only be written to the buffer once.
var axe = new myGame.WeaponObjectBuilder(name: 'Axe', damage: 5);
var axe = my_game.WeaponObjectBuilder(name: 'Axe', damage: 5);
var monsterBuilder = new myGame.MonsterObjectBuilder(
pos: new myGame.Vec3ObjectBuilder(x: 1.0, y: 2.0, z: 3.0),
var monsterBuilder = my_game.MonsterObjectBuilder(
pos: my_game.Vec3ObjectBuilder(x: 1.0, y: 2.0, z: 3.0),
mana: 150,
hp: 300,
name: 'Orc',
inventory: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9],
color: myGame.Color.Red,
weapons: [new myGame.WeaponObjectBuilder(name: 'Sword', damage: 3), axe],
equippedType: myGame.EquipmentTypeId.Weapon,
color: my_game.Color.Red,
weapons: [my_game.WeaponObjectBuilder(name: 'Sword', damage: 3), axe],
equippedType: my_game.EquipmentTypeId.Weapon,
equipped: axe,
);
@@ -114,7 +114,7 @@ void objectBuilderTest() {
bool verify(List<int> buffer) {
// Get access to the root:
var monster = new myGame.Monster(buffer);
var monster = my_game.Monster(buffer);
// Get and test some scalar types from the FlatBuffer.
assert(monster.hp == 80);
@@ -131,20 +131,20 @@ bool verify(List<int> buffer) {
assert(inv[9] == 9);
// Get and test the `weapons` FlatBuffers's `vector`.
var expected_weapon_names = ["Sword", "Axe"];
var expected_weapon_damages = [3, 5];
var expectedWeaponNames = ["Sword", "Axe"];
var expectedWeaponDamages = [3, 5];
var weps = monster.weapons!;
for (int i = 0; i < weps.length; i++) {
assert(weps[i].name == expected_weapon_names[i]);
assert(weps[i].damage == expected_weapon_damages[i]);
assert(weps[i].name == expectedWeaponNames[i]);
assert(weps[i].damage == expectedWeaponDamages[i]);
}
// Get and test the `Equipment` union (`equipped` field).
assert(monster.equippedType!.value == myGame.EquipmentTypeId.Weapon.value);
assert(monster.equippedType == myGame.EquipmentTypeId.Weapon);
assert(monster.equippedType!.value == my_game.EquipmentTypeId.Weapon.value);
assert(monster.equippedType == my_game.EquipmentTypeId.Weapon);
assert(monster.equipped is myGame.Weapon);
var equipped = monster.equipped as myGame.Weapon;
assert(monster.equipped is my_game.Weapon);
var equipped = monster.equipped as my_game.Weapon;
assert(equipped.name == "Axe");
assert(equipped.damage == 5);

View File

@@ -14,7 +14,7 @@ class Color {
factory Color.fromValue(int value) {
final result = values[value];
if (result == null) {
throw new StateError('Invalid value $value for bit flag enum Color');
throw StateError('Invalid value $value for bit flag enum Color');
}
return result;
}
@@ -26,15 +26,15 @@ class Color {
static const int maxValue = 2;
static bool containsValue(int value) => values.containsKey(value);
static const Color Red = const Color._(0);
static const Color Green = const Color._(1);
static const Color Blue = const Color._(2);
static const Color Red = Color._(0);
static const Color Green = Color._(1);
static const Color Blue = Color._(2);
static const Map<int, Color> values = {
0: Red,
1: Green,
2: Blue};
static const fb.Reader<Color> reader = const _ColorReader();
static const fb.Reader<Color> reader = _ColorReader();
@override
String toString() {
@@ -50,7 +50,7 @@ class _ColorReader extends fb.Reader<Color> {
@override
Color read(fb.BufferContext bc, int offset) =>
new Color.fromValue(const fb.Int8Reader().read(bc, offset));
Color.fromValue(const fb.Int8Reader().read(bc, offset));
}
class EquipmentTypeId {
@@ -60,7 +60,7 @@ class EquipmentTypeId {
factory EquipmentTypeId.fromValue(int value) {
final result = values[value];
if (result == null) {
throw new StateError('Invalid value $value for bit flag enum EquipmentTypeId');
throw StateError('Invalid value $value for bit flag enum EquipmentTypeId');
}
return result;
}
@@ -72,13 +72,13 @@ class EquipmentTypeId {
static const int maxValue = 1;
static bool containsValue(int value) => values.containsKey(value);
static const EquipmentTypeId NONE = const EquipmentTypeId._(0);
static const EquipmentTypeId Weapon = const EquipmentTypeId._(1);
static const EquipmentTypeId NONE = EquipmentTypeId._(0);
static const EquipmentTypeId Weapon = EquipmentTypeId._(1);
static const Map<int, EquipmentTypeId> values = {
0: NONE,
1: Weapon};
static const fb.Reader<EquipmentTypeId> reader = const _EquipmentTypeIdReader();
static const fb.Reader<EquipmentTypeId> reader = _EquipmentTypeIdReader();
@override
String toString() {
@@ -94,13 +94,13 @@ class _EquipmentTypeIdReader extends fb.Reader<EquipmentTypeId> {
@override
EquipmentTypeId read(fb.BufferContext bc, int offset) =>
new EquipmentTypeId.fromValue(const fb.Uint8Reader().read(bc, offset));
EquipmentTypeId.fromValue(const fb.Uint8Reader().read(bc, offset));
}
class Vec3 {
Vec3._(this._bc, this._bcOffset);
static const fb.Reader<Vec3> reader = const _Vec3Reader();
static const fb.Reader<Vec3> reader = _Vec3Reader();
final fb.BufferContext _bc;
final int _bcOffset;
@@ -123,11 +123,11 @@ class _Vec3Reader extends fb.StructReader<Vec3> {
@override
Vec3 createObject(fb.BufferContext bc, int offset) =>
new Vec3._(bc, offset);
Vec3._(bc, offset);
}
class Vec3Builder {
Vec3Builder(this.fbBuilder) {}
Vec3Builder(this.fbBuilder);
final fb.Builder fbBuilder;
@@ -166,20 +166,19 @@ class Vec3ObjectBuilder extends fb.ObjectBuilder {
/// Convenience method to serialize to byte list.
@override
Uint8List toBytes([String? fileIdentifier]) {
fb.Builder fbBuilder = new fb.Builder(deduplicateTables: false);
int offset = finish(fbBuilder);
fbBuilder.finish(offset, fileIdentifier);
final fbBuilder = fb.Builder(deduplicateTables: false);
fbBuilder.finish(finish(fbBuilder), fileIdentifier);
return fbBuilder.buffer;
}
}
class Monster {
Monster._(this._bc, this._bcOffset);
factory Monster(List<int> bytes) {
fb.BufferContext rootRef = new fb.BufferContext.fromBytes(bytes);
final rootRef = fb.BufferContext.fromBytes(bytes);
return reader.read(rootRef, 0);
}
static const fb.Reader<Monster> reader = const _MonsterReader();
static const fb.Reader<Monster> reader = _MonsterReader();
final fb.BufferContext _bc;
final int _bcOffset;
@@ -188,11 +187,11 @@ class Monster {
int get mana => const fb.Int16Reader().vTableGet(_bc, _bcOffset, 6, 150);
int get hp => const fb.Int16Reader().vTableGet(_bc, _bcOffset, 8, 100);
String? get name => const fb.StringReader().vTableGetNullable(_bc, _bcOffset, 10);
List<int>? get inventory => const fb.ListReader<int>(const fb.Uint8Reader()).vTableGetNullable(_bc, _bcOffset, 14);
List<int>? get inventory => const fb.ListReader<int>(fb.Uint8Reader()).vTableGetNullable(_bc, _bcOffset, 14);
Color get color => Color.fromValue(const fb.Int8Reader().vTableGet(_bc, _bcOffset, 16, 2));
List<Weapon>? get weapons => const fb.ListReader<Weapon>(Weapon.reader).vTableGetNullable(_bc, _bcOffset, 18);
EquipmentTypeId? get equippedType => EquipmentTypeId._createOrNull(const fb.Uint8Reader().vTableGetNullable(_bc, _bcOffset, 20));
dynamic? get equipped {
dynamic get equipped {
switch (equippedType?.value) {
case 1: return Weapon.reader.vTableGetNullable(_bc, _bcOffset, 22);
default: return null;
@@ -211,11 +210,11 @@ class _MonsterReader extends fb.TableReader<Monster> {
@override
Monster createObject(fb.BufferContext bc, int offset) =>
new Monster._(bc, offset);
Monster._(bc, offset);
}
class MonsterBuilder {
MonsterBuilder(this.fbBuilder) {}
MonsterBuilder(this.fbBuilder);
final fb.Builder fbBuilder;
@@ -278,7 +277,7 @@ class MonsterObjectBuilder extends fb.ObjectBuilder {
final Color? _color;
final List<WeaponObjectBuilder>? _weapons;
final EquipmentTypeId? _equippedType;
final dynamic? _equipped;
final dynamic _equipped;
final List<Vec3ObjectBuilder>? _path;
MonsterObjectBuilder({
@@ -290,7 +289,7 @@ class MonsterObjectBuilder extends fb.ObjectBuilder {
Color? color,
List<WeaponObjectBuilder>? weapons,
EquipmentTypeId? equippedType,
dynamic? equipped,
dynamic equipped,
List<Vec3ObjectBuilder>? path,
})
: _pos = pos,
@@ -335,20 +334,19 @@ class MonsterObjectBuilder extends fb.ObjectBuilder {
/// Convenience method to serialize to byte list.
@override
Uint8List toBytes([String? fileIdentifier]) {
fb.Builder fbBuilder = new fb.Builder(deduplicateTables: false);
int offset = finish(fbBuilder);
fbBuilder.finish(offset, fileIdentifier);
final fbBuilder = fb.Builder(deduplicateTables: false);
fbBuilder.finish(finish(fbBuilder), fileIdentifier);
return fbBuilder.buffer;
}
}
class Weapon {
Weapon._(this._bc, this._bcOffset);
factory Weapon(List<int> bytes) {
fb.BufferContext rootRef = new fb.BufferContext.fromBytes(bytes);
final rootRef = fb.BufferContext.fromBytes(bytes);
return reader.read(rootRef, 0);
}
static const fb.Reader<Weapon> reader = const _WeaponReader();
static const fb.Reader<Weapon> reader = _WeaponReader();
final fb.BufferContext _bc;
final int _bcOffset;
@@ -367,11 +365,11 @@ class _WeaponReader extends fb.TableReader<Weapon> {
@override
Weapon createObject(fb.BufferContext bc, int offset) =>
new Weapon._(bc, offset);
Weapon._(bc, offset);
}
class WeaponBuilder {
WeaponBuilder(this.fbBuilder) {}
WeaponBuilder(this.fbBuilder);
final fb.Builder fbBuilder;
@@ -418,9 +416,8 @@ class WeaponObjectBuilder extends fb.ObjectBuilder {
/// Convenience method to serialize to byte list.
@override
Uint8List toBytes([String? fileIdentifier]) {
fb.Builder fbBuilder = new fb.Builder(deduplicateTables: false);
int offset = finish(fbBuilder);
fbBuilder.finish(offset, fileIdentifier);
final fbBuilder = fb.Builder(deduplicateTables: false);
fbBuilder.finish(finish(fbBuilder), fileIdentifier);
return fbBuilder.buffer;
}
}