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