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);