mirror of
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* Migrate to swift 6.0 & swift-gRPC 2.0 The following migrates to swift 6.0, and also migrate to swift-grpc 2.0 that uses swift-nio under the hood to provide nicer API and async await Adds sendable to enum & update @_implementationOnly imports to use internal imports * Address PR comments regarding misspelling & proper method naming.
498 lines
21 KiB
Swift
498 lines
21 KiB
Swift
// automatically generated by the FlatBuffers compiler, do not modify
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// swiftlint:disable all
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// swiftformat:disable all
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#if canImport(Common)
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import Common
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#endif
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import FlatBuffers
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public enum MyGame_Sample_Color: Int8, FlatbuffersVectorInitializable, Enum, Verifiable {
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public typealias T = Int8
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public static var byteSize: Int { return MemoryLayout<Int8>.size }
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public var value: Int8 { return self.rawValue }
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case red = 0
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case green = 1
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case blue = 2
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public static var max: MyGame_Sample_Color { return .blue }
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public static var min: MyGame_Sample_Color { return .red }
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}
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extension MyGame_Sample_Color: Encodable {
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public func encode(to encoder: Encoder) throws {
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var container = encoder.singleValueContainer()
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switch self {
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case .red: try container.encode("Red")
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case .green: try container.encode("Green")
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case .blue: try container.encode("Blue")
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}
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}
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}
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public enum MyGame_Sample_Equipment: UInt8, FlatbuffersVectorInitializable, UnionEnum {
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public typealias T = UInt8
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public init?(value: T) {
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self.init(rawValue: value)
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}
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public static var byteSize: Int { return MemoryLayout<UInt8>.size }
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public var value: UInt8 { return self.rawValue }
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case none_ = 0
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case weapon = 1
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public static var max: MyGame_Sample_Equipment { return .weapon }
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public static var min: MyGame_Sample_Equipment { return .none_ }
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}
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extension MyGame_Sample_Equipment: Encodable {
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public func encode(to encoder: Encoder) throws {
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var container = encoder.singleValueContainer()
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switch self {
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case .none_: try container.encode("NONE")
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case .weapon: try container.encode("Weapon")
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}
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}
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}
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public struct MyGame_Sample_EquipmentUnion {
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public var type: MyGame_Sample_Equipment
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public var value: NativeObject?
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public init(_ v: NativeObject?, type: MyGame_Sample_Equipment) {
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self.type = type
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self.value = v
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}
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public func pack(builder: inout FlatBufferBuilder) -> Offset {
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switch type {
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case .weapon:
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var __obj = value as? MyGame_Sample_WeaponT
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return MyGame_Sample_Weapon.pack(&builder, obj: &__obj)
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default: return Offset()
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}
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}
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}
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public struct MyGame_Sample_Vec3: NativeStruct, FlatbuffersVectorInitializable, Verifiable, FlatbuffersInitializable, NativeObject {
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static func validateVersion() { FlatBuffersVersion_25_12_19() }
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private var _x: Float32
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private var _y: Float32
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private var _z: Float32
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public init(_ bb: ByteBuffer, o: Int32) {
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self = bb.read(def: Self.self, position: Int(o))
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}
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public init(x: Float32, y: Float32, z: Float32) {
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_x = x
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_y = y
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_z = z
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}
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public init() {
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_x = 0.0
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_y = 0.0
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_z = 0.0
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}
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public init(_ _t: borrowing MyGame_Sample_Vec3_Mutable) {
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_x = _t.x
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_y = _t.y
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_z = _t.z
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}
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public var x: Float32 { _x }
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public var y: Float32 { _y }
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public var z: Float32 { _z }
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public static func verify<T>(_ verifier: inout Verifier, at position: Int, of type: T.Type) throws where T: Verifiable {
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try verifier.inBuffer(position: position, of: MyGame_Sample_Vec3.self)
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}
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}
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extension MyGame_Sample_Vec3: Encodable {
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enum CodingKeys: String, CodingKey {
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case x = "x"
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case y = "y"
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case z = "z"
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}
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public func encode(to encoder: Encoder) throws {
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var container = encoder.container(keyedBy: CodingKeys.self)
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if x != 0.0 {
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try container.encodeIfPresent(x, forKey: .x)
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}
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if y != 0.0 {
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try container.encodeIfPresent(y, forKey: .y)
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}
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if z != 0.0 {
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try container.encodeIfPresent(z, forKey: .z)
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}
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}
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}
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public struct MyGame_Sample_Vec3_Mutable: FlatBufferStruct, FlatbuffersVectorInitializable {
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static func validateVersion() { FlatBuffersVersion_25_12_19() }
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public var __buffer: ByteBuffer! { return _accessor.bb }
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private var _accessor: Struct
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public init(_ bb: ByteBuffer, o: Int32) { _accessor = Struct(bb: bb, position: o) }
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public var x: Float32 { return _accessor.readBuffer(of: Float32.self, at: 0) }
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@discardableResult public func mutate(x: Float32) -> Bool { return _accessor.mutate(x, index: 0) }
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public var y: Float32 { return _accessor.readBuffer(of: Float32.self, at: 4) }
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@discardableResult public func mutate(y: Float32) -> Bool { return _accessor.mutate(y, index: 4) }
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public var z: Float32 { return _accessor.readBuffer(of: Float32.self, at: 8) }
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@discardableResult public func mutate(z: Float32) -> Bool { return _accessor.mutate(z, index: 8) }
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public func unpack() -> MyGame_Sample_Vec3 {
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return MyGame_Sample_Vec3(self)
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}
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public static func pack(_ builder: inout FlatBufferBuilder, obj: inout MyGame_Sample_Vec3?) -> Offset {
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guard var obj = obj else { return Offset() }
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return pack(&builder, obj: &obj)
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}
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public static func pack(_ builder: inout FlatBufferBuilder, obj: inout MyGame_Sample_Vec3) -> Offset {
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return builder.create(struct: obj)
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}
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}
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public struct MyGame_Sample_Monster: FlatBufferVerifiableTable, FlatbuffersVectorInitializable, ObjectAPIPacker {
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static func validateVersion() { FlatBuffersVersion_25_12_19() }
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public var __buffer: ByteBuffer! { return _accessor.bb }
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private var _accessor: Table
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private init(_ t: Table) { _accessor = t }
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public init(_ bb: ByteBuffer, o: Int32) { _accessor = Table(bb: bb, position: o) }
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private struct VT {
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static let pos: VOffset = 4
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static let mana: VOffset = 6
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static let hp: VOffset = 8
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static let name: VOffset = 10
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static let inventory: VOffset = 14
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static let color: VOffset = 16
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static let weapons: VOffset = 18
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static let equippedType: VOffset = 20
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static let equipped: VOffset = 22
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static let path: VOffset = 24
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}
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public var pos: MyGame_Sample_Vec3? { let o = _accessor.offset(VT.pos); return o == 0 ? nil : _accessor.readBuffer(of: MyGame_Sample_Vec3.self, at: o) }
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public var mutablePos: MyGame_Sample_Vec3_Mutable? { let o = _accessor.offset(VT.pos); return o == 0 ? nil : MyGame_Sample_Vec3_Mutable(_accessor.bb, o: o + _accessor.position) }
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public var mana: Int16 { let o = _accessor.offset(VT.mana); return o == 0 ? 150 : _accessor.readBuffer(of: Int16.self, at: o) }
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@discardableResult public func mutate(mana: Int16) -> Bool {let o = _accessor.offset(VT.mana); return _accessor.mutate(mana, index: o) }
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public var hp: Int16 { let o = _accessor.offset(VT.hp); return o == 0 ? 100 : _accessor.readBuffer(of: Int16.self, at: o) }
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@discardableResult public func mutate(hp: Int16) -> Bool {let o = _accessor.offset(VT.hp); return _accessor.mutate(hp, index: o) }
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public var name: String? { let o = _accessor.offset(VT.name); return o == 0 ? nil : _accessor.string(at: o) }
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public var nameSegmentArray: [UInt8]? { return _accessor.getVector(at: VT.name) }
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public var inventory: FlatbufferVector<UInt8> { return _accessor.vector(at: VT.inventory, byteSize: 1) }
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public func mutate(inventory: UInt8, at index: Int32) -> Bool { let o = _accessor.offset(VT.inventory); return _accessor.directMutate(inventory, index: _accessor.vector(at: o) + index * 1) }
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public func withUnsafePointerToInventory<T>(_ body: (UnsafeRawBufferPointer, Int) throws -> T) rethrows -> T? { return try _accessor.withUnsafePointerToSlice(at: VT.inventory, body: body) }
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public var color: MyGame_Sample_Color { let o = _accessor.offset(VT.color); return o == 0 ? .blue : MyGame_Sample_Color(rawValue: _accessor.readBuffer(of: Int8.self, at: o)) ?? .blue }
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@discardableResult public func mutate(color: MyGame_Sample_Color) -> Bool {let o = _accessor.offset(VT.color); return _accessor.mutate(color.rawValue, index: o) }
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public var weapons: FlatbufferVector<MyGame_Sample_Weapon> { return _accessor.vector(at: VT.weapons, byteSize: 4) }
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public var equippedType: MyGame_Sample_Equipment { let o = _accessor.offset(VT.equippedType); return o == 0 ? .none_ : MyGame_Sample_Equipment(rawValue: _accessor.readBuffer(of: UInt8.self, at: o)) ?? .none_ }
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public func equipped<T: FlatbuffersInitializable>(type: T.Type) -> T? { let o = _accessor.offset(VT.equipped); return o == 0 ? nil : _accessor.union(o) }
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public var path: FlatbufferVector<MyGame_Sample_Vec3> { return _accessor.vector(at: VT.path, byteSize: 12) }
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public var mutablePath: FlatbufferVector<MyGame_Sample_Vec3_Mutable> { return _accessor.vector(at: VT.path, byteSize: 12) }
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public func withUnsafePointerToPath<T>(_ body: (UnsafeRawBufferPointer, Int) throws -> T) rethrows -> T? { return try _accessor.withUnsafePointerToSlice(at: VT.path, body: body) }
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public static func startMonster(_ fbb: inout FlatBufferBuilder) -> UOffset { fbb.startTable(with: 11) }
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public static func add(pos: MyGame_Sample_Vec3?, _ fbb: inout FlatBufferBuilder) { guard let pos = pos else { return }; fbb.create(struct: pos, position: VT.pos) }
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public static func add(mana: Int16, _ fbb: inout FlatBufferBuilder) { fbb.add(element: mana, def: 150, at: VT.mana) }
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public static func add(hp: Int16, _ fbb: inout FlatBufferBuilder) { fbb.add(element: hp, def: 100, at: VT.hp) }
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public static func add(name: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: name, at: VT.name) }
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public static func addVectorOf(inventory: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: inventory, at: VT.inventory) }
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public static func add(color: MyGame_Sample_Color, _ fbb: inout FlatBufferBuilder) { fbb.add(element: color.rawValue, def: 2, at: VT.color) }
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public static func addVectorOf(weapons: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: weapons, at: VT.weapons) }
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public static func add(equippedType: MyGame_Sample_Equipment, _ fbb: inout FlatBufferBuilder) { fbb.add(element: equippedType.rawValue, def: 0, at: VT.equippedType) }
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public static func add(equipped: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: equipped, at: VT.equipped) }
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public static func addVectorOf(path: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: path, at: VT.path) }
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public static func startVectorOfPath(_ size: Int, in builder: inout FlatBufferBuilder) {
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builder.startVector(size * MemoryLayout<MyGame_Sample_Vec3>.size, elementSize: MemoryLayout<MyGame_Sample_Vec3>.alignment)
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}
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public static func endMonster(_ fbb: inout FlatBufferBuilder, start: UOffset) -> Offset { let end = Offset(offset: fbb.endTable(at: start)); return end }
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public static func createMonster(
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_ fbb: inout FlatBufferBuilder,
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pos: MyGame_Sample_Vec3? = nil,
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mana: Int16 = 150,
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hp: Int16 = 100,
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nameOffset name: Offset = Offset(),
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inventoryVectorOffset inventory: Offset = Offset(),
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color: MyGame_Sample_Color = .blue,
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weaponsVectorOffset weapons: Offset = Offset(),
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equippedType: MyGame_Sample_Equipment = .none_,
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equippedOffset equipped: Offset = Offset(),
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pathVectorOffset path: Offset = Offset()
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) -> Offset {
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let __start = MyGame_Sample_Monster.startMonster(&fbb)
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MyGame_Sample_Monster.add(pos: pos, &fbb)
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MyGame_Sample_Monster.add(mana: mana, &fbb)
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MyGame_Sample_Monster.add(hp: hp, &fbb)
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MyGame_Sample_Monster.add(name: name, &fbb)
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MyGame_Sample_Monster.addVectorOf(inventory: inventory, &fbb)
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MyGame_Sample_Monster.add(color: color, &fbb)
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MyGame_Sample_Monster.addVectorOf(weapons: weapons, &fbb)
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MyGame_Sample_Monster.add(equippedType: equippedType, &fbb)
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MyGame_Sample_Monster.add(equipped: equipped, &fbb)
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MyGame_Sample_Monster.addVectorOf(path: path, &fbb)
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return MyGame_Sample_Monster.endMonster(&fbb, start: __start)
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}
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public func unpack() -> MyGame_Sample_MonsterT {
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return MyGame_Sample_MonsterT(self)
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}
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public static func pack(_ builder: inout FlatBufferBuilder, obj: inout MyGame_Sample_MonsterT?) -> Offset {
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guard var obj = obj else { return Offset() }
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return pack(&builder, obj: &obj)
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}
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public static func pack(_ builder: inout FlatBufferBuilder, obj: inout MyGame_Sample_MonsterT) -> Offset {
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let __name: Offset
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if let s = obj.name {
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__name = builder.create(string: s)
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} else {
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__name = Offset()
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}
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let __inventory = builder.createVector(obj.inventory)
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var __weapons__: [Offset] = []
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for var i in obj.weapons {
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__weapons__.append(MyGame_Sample_Weapon.pack(&builder, obj: &i))
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}
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let __weapons = builder.createVector(ofOffsets: __weapons__)
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let __equipped = obj.equipped?.pack(builder: &builder) ?? Offset()
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MyGame_Sample_Monster.startVectorOfPath(obj.path.count, in: &builder)
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for val in obj.path {
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builder.create(struct: val)
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}
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let __path = builder.endVector(len: obj.path.count)
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let __root = MyGame_Sample_Monster.startMonster(&builder)
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MyGame_Sample_Monster.add(pos: obj.pos, &builder)
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MyGame_Sample_Monster.add(mana: obj.mana, &builder)
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MyGame_Sample_Monster.add(hp: obj.hp, &builder)
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MyGame_Sample_Monster.add(name: __name, &builder)
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MyGame_Sample_Monster.addVectorOf(inventory: __inventory, &builder)
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MyGame_Sample_Monster.add(color: obj.color, &builder)
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MyGame_Sample_Monster.addVectorOf(weapons: __weapons, &builder)
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if let o = obj.equipped?.type {
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MyGame_Sample_Monster.add(equippedType: o, &builder)
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MyGame_Sample_Monster.add(equipped: __equipped, &builder)
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}
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MyGame_Sample_Monster.addVectorOf(path: __path, &builder)
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return MyGame_Sample_Monster.endMonster(&builder, start: __root)
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}
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public static func verify<T>(_ verifier: inout Verifier, at position: Int, of type: T.Type) throws where T: Verifiable {
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var _v = try verifier.visitTable(at: position)
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try _v.visit(field: VT.pos, fieldName: "pos", required: false, type: MyGame_Sample_Vec3.self)
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try _v.visit(field: VT.mana, fieldName: "mana", required: false, type: Int16.self)
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try _v.visit(field: VT.hp, fieldName: "hp", required: false, type: Int16.self)
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try _v.visit(field: VT.name, fieldName: "name", required: false, type: ForwardOffset<String>.self)
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try _v.visit(field: VT.inventory, fieldName: "inventory", required: false, type: ForwardOffset<Vector<UInt8, UInt8>>.self)
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try _v.visit(field: VT.color, fieldName: "color", required: false, type: MyGame_Sample_Color.self)
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try _v.visit(field: VT.weapons, fieldName: "weapons", required: false, type: ForwardOffset<Vector<ForwardOffset<MyGame_Sample_Weapon>, MyGame_Sample_Weapon>>.self)
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try _v.visit(unionKey: VT.equippedType, unionField: VT.equipped, unionKeyName: "equippedType", fieldName: "equipped", required: false, completion: { (verifier, key: MyGame_Sample_Equipment, pos) in
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switch key {
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case .none_:
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break // NOTE - SWIFT doesnt support none
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case .weapon:
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try ForwardOffset<MyGame_Sample_Weapon>.verify(&verifier, at: pos, of: MyGame_Sample_Weapon.self)
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}
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})
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try _v.visit(field: VT.path, fieldName: "path", required: false, type: ForwardOffset<Vector<MyGame_Sample_Vec3, MyGame_Sample_Vec3>>.self)
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_v.finish()
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}
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}
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extension MyGame_Sample_Monster: Encodable {
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enum CodingKeys: String, CodingKey {
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case pos = "pos"
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case mana = "mana"
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case hp = "hp"
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case name = "name"
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case inventory = "inventory"
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case color = "color"
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case weapons = "weapons"
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case equippedType = "equipped_type"
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case equipped = "equipped"
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case path = "path"
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}
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public func encode(to encoder: Encoder) throws {
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var container = encoder.container(keyedBy: CodingKeys.self)
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try container.encodeIfPresent(pos, forKey: .pos)
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if mana != 150 {
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try container.encodeIfPresent(mana, forKey: .mana)
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}
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if hp != 100 {
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try container.encodeIfPresent(hp, forKey: .hp)
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}
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try container.encodeIfPresent(name, forKey: .name)
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try container.encodeIfPresent(inventory, forKey: .inventory)
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if color != .blue {
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try container.encodeIfPresent(color, forKey: .color)
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}
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try container.encodeIfPresent(weapons, forKey: .weapons)
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if equippedType != .none_ {
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try container.encodeIfPresent(equippedType, forKey: .equippedType)
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}
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switch equippedType {
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case .weapon:
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let _v = equipped(type: MyGame_Sample_Weapon.self)
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try container.encodeIfPresent(_v, forKey: .equipped)
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default: break;
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}
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try container.encodeIfPresent(path, forKey: .path)
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}
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}
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public class MyGame_Sample_MonsterT: NativeObject {
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public var pos: MyGame_Sample_Vec3?
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public var mana: Int16
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public var hp: Int16
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public var name: String?
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public var inventory: [UInt8]
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public var color: MyGame_Sample_Color
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public var weapons: [MyGame_Sample_WeaponT?]
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public var equipped: MyGame_Sample_EquipmentUnion?
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public var path: [MyGame_Sample_Vec3]
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public init(_ _t: borrowing MyGame_Sample_Monster) {
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pos = _t.pos
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mana = _t.mana
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hp = _t.hp
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name = _t.name
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inventory = []
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inventory.append(contentsOf: _t.inventory)
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color = _t.color
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weapons = []
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for val in _t.weapons{
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weapons.append(val.unpack())
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}
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switch _t.equippedType {
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case .weapon:
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let _v = _t.equipped(type: MyGame_Sample_Weapon.self)
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equipped = MyGame_Sample_EquipmentUnion(_v?.unpack(), type: .weapon)
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default: break
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}
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path = []
|
|
path.append(contentsOf: _t.path)
|
|
}
|
|
|
|
public init() {
|
|
pos = MyGame_Sample_Vec3()
|
|
mana = 150
|
|
hp = 100
|
|
inventory = []
|
|
color = .blue
|
|
weapons = []
|
|
path = []
|
|
}
|
|
|
|
public func serialize() -> ByteBuffer { return serialize(type: MyGame_Sample_Monster.self) }
|
|
|
|
}
|
|
public struct MyGame_Sample_Weapon: FlatBufferVerifiableTable, FlatbuffersVectorInitializable, ObjectAPIPacker {
|
|
|
|
static func validateVersion() { FlatBuffersVersion_25_12_19() }
|
|
public var __buffer: ByteBuffer! { return _accessor.bb }
|
|
private var _accessor: Table
|
|
|
|
private init(_ t: Table) { _accessor = t }
|
|
public init(_ bb: ByteBuffer, o: Int32) { _accessor = Table(bb: bb, position: o) }
|
|
|
|
private struct VT {
|
|
static let name: VOffset = 4
|
|
static let damage: VOffset = 6
|
|
}
|
|
|
|
public var name: String? { let o = _accessor.offset(VT.name); return o == 0 ? nil : _accessor.string(at: o) }
|
|
public var nameSegmentArray: [UInt8]? { return _accessor.getVector(at: VT.name) }
|
|
public var damage: Int16 { let o = _accessor.offset(VT.damage); return o == 0 ? 0 : _accessor.readBuffer(of: Int16.self, at: o) }
|
|
@discardableResult public func mutate(damage: Int16) -> Bool {let o = _accessor.offset(VT.damage); return _accessor.mutate(damage, index: o) }
|
|
public static func startWeapon(_ fbb: inout FlatBufferBuilder) -> UOffset { fbb.startTable(with: 2) }
|
|
public static func add(name: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: name, at: VT.name) }
|
|
public static func add(damage: Int16, _ fbb: inout FlatBufferBuilder) { fbb.add(element: damage, def: 0, at: VT.damage) }
|
|
public static func endWeapon(_ fbb: inout FlatBufferBuilder, start: UOffset) -> Offset { let end = Offset(offset: fbb.endTable(at: start)); return end }
|
|
public static func createWeapon(
|
|
_ fbb: inout FlatBufferBuilder,
|
|
nameOffset name: Offset = Offset(),
|
|
damage: Int16 = 0
|
|
) -> Offset {
|
|
let __start = MyGame_Sample_Weapon.startWeapon(&fbb)
|
|
MyGame_Sample_Weapon.add(name: name, &fbb)
|
|
MyGame_Sample_Weapon.add(damage: damage, &fbb)
|
|
return MyGame_Sample_Weapon.endWeapon(&fbb, start: __start)
|
|
}
|
|
|
|
public func unpack() -> MyGame_Sample_WeaponT {
|
|
return MyGame_Sample_WeaponT(self)
|
|
}
|
|
public static func pack(_ builder: inout FlatBufferBuilder, obj: inout MyGame_Sample_WeaponT?) -> Offset {
|
|
guard var obj = obj else { return Offset() }
|
|
return pack(&builder, obj: &obj)
|
|
}
|
|
|
|
public static func pack(_ builder: inout FlatBufferBuilder, obj: inout MyGame_Sample_WeaponT) -> Offset {
|
|
let __name: Offset
|
|
if let s = obj.name {
|
|
__name = builder.create(string: s)
|
|
} else {
|
|
__name = Offset()
|
|
}
|
|
|
|
let __root = MyGame_Sample_Weapon.startWeapon(&builder)
|
|
MyGame_Sample_Weapon.add(name: __name, &builder)
|
|
MyGame_Sample_Weapon.add(damage: obj.damage, &builder)
|
|
return MyGame_Sample_Weapon.endWeapon(&builder, start: __root)
|
|
}
|
|
|
|
public static func verify<T>(_ verifier: inout Verifier, at position: Int, of type: T.Type) throws where T: Verifiable {
|
|
var _v = try verifier.visitTable(at: position)
|
|
try _v.visit(field: VT.name, fieldName: "name", required: false, type: ForwardOffset<String>.self)
|
|
try _v.visit(field: VT.damage, fieldName: "damage", required: false, type: Int16.self)
|
|
_v.finish()
|
|
}
|
|
}
|
|
|
|
extension MyGame_Sample_Weapon: Encodable {
|
|
enum CodingKeys: String, CodingKey {
|
|
case name = "name"
|
|
case damage = "damage"
|
|
}
|
|
|
|
public func encode(to encoder: Encoder) throws {
|
|
var container = encoder.container(keyedBy: CodingKeys.self)
|
|
try container.encodeIfPresent(name, forKey: .name)
|
|
if damage != 0 {
|
|
try container.encodeIfPresent(damage, forKey: .damage)
|
|
}
|
|
}
|
|
}
|
|
|
|
public class MyGame_Sample_WeaponT: NativeObject {
|
|
|
|
public var name: String?
|
|
public var damage: Int16
|
|
|
|
public init(_ _t: borrowing MyGame_Sample_Weapon) {
|
|
name = _t.name
|
|
damage = _t.damage
|
|
}
|
|
|
|
public init() {
|
|
damage = 0
|
|
}
|
|
|
|
public func serialize() -> ByteBuffer { return serialize(type: MyGame_Sample_Weapon.self) }
|
|
|
|
}
|