I updated idl_gen_general.cpp to add support for generating a Get Bytes
method for a vector to the generated C# source code. Given a byte vector
field named Foo, a method named GetFooBytes() will be generated in the
C# source code that will return an ArraySegment<byte> value referencing
the vector data in the underlying ByteBuffer.
I added a method to Table.cs named __vector_as_arraysegment that is used
by the code generated by the change to the C# generator.
__vector_as_arraysegment will take the offset of the vector and will
return the ArraySegment<byte> value corresponding to the bytes that
store the vector data.
I updated FlatBuffersExampleTests.cs to add tests to validate my
implementation of Table.__vector_as_arraysegment. I added tests to
demonstrate that the bytes for the monster's name can be extracted from
the underlying byte array. I also added tests to show that
Table.__vector_as_arraysegment returns a null value if the vector is not
present in the FlatBuffer.
I used the updated flatc.exe program to regenerate the C# source files
for the MyGame example. The new Monster class includes the GetXXXBytes
methods to return the byte arrays containing data for vectors.
Fixes a bug where the logic to determine when to use a C# enum flags
both enums and vectors of enums. This causes the C# generator to
generate code that doesn't compile for tables that contain vectors of
enums.
The fix also consolidates type generation functions a bit and adds
some additional casting functions for clarity.
When creating a CreateXxx(...) method for a simple table type,
enum-type fields with a non-zero default must have an explicit
cast for the respective argument default value, because in C#,
there is an implicit cast from int to an enum only for 0.
Also, added an example of such type into the example monster_test
type, so that we test this feature.