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Make string/vector field serialization order not depend on optimizer.
Multiple calls of e.g. CreateString inside a call to a CreateTable could cause those strings to end up in different locations in the wire format, since order or argument evaluation is undefined. This is allowed by the FlatBuffer format, but it is not helpful, especially when debugging the contents of binaries, or comparing against a "golden" binary for tests etc. Now making sure that all the CreateTableDirect calls first serialize sub strings/vectors before calling CreateTable. Also made similar changes to the serialization of "binary schemas". Change-Id: I5747c4038b37a0d400aca2bc592bec751cf5c172
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@@ -408,15 +408,18 @@ inline flatbuffers::Offset<Monster> CreateMonsterDirect(
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const std::vector<flatbuffers::Offset<Weapon>> *weapons = nullptr,
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Equipment equipped_type = Equipment_NONE,
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flatbuffers::Offset<void> equipped = 0) {
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auto name__ = name ? _fbb.CreateString(name) : 0;
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auto inventory__ = inventory ? _fbb.CreateVector<uint8_t>(*inventory) : 0;
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auto weapons__ = weapons ? _fbb.CreateVector<flatbuffers::Offset<Weapon>>(*weapons) : 0;
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return MyGame::Sample::CreateMonster(
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_fbb,
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pos,
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mana,
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hp,
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name ? _fbb.CreateString(name) : 0,
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inventory ? _fbb.CreateVector<uint8_t>(*inventory) : 0,
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name__,
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inventory__,
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color,
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weapons ? _fbb.CreateVector<flatbuffers::Offset<Weapon>>(*weapons) : 0,
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weapons__,
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equipped_type,
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equipped);
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}
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@@ -506,9 +509,10 @@ inline flatbuffers::Offset<Weapon> CreateWeaponDirect(
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flatbuffers::FlatBufferBuilder &_fbb,
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const char *name = nullptr,
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int16_t damage = 0) {
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auto name__ = name ? _fbb.CreateString(name) : 0;
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return MyGame::Sample::CreateWeapon(
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_fbb,
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name ? _fbb.CreateString(name) : 0,
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name__,
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damage);
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}
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