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137 lines
5.3 KiB
137 lines
5.3 KiB
#!/usr/bin/python |
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# Copyright 2015 Google Inc. All rights reserved. |
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# |
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# Licensed under the Apache License, Version 2.0 (the "License"); |
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# you may not use this file except in compliance with the License. |
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# You may obtain a copy of the License at |
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# |
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# http://www.apache.org/licenses/LICENSE-2.0 |
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# |
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# Unless required by applicable law or agreed to in writing, software |
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# distributed under the License is distributed on an "AS IS" BASIS, |
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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# See the License for the specific language governing permissions and |
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# limitations under the License. |
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# To run this file, use `python_sample.sh`. |
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# Append paths to the `flatbuffers` and `MyGame` modules. This is necessary |
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# to facilitate executing this script in the `samples` folder, and to root |
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# folder (where it gets placed when using `cmake`). |
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import os |
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import sys |
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sys.path.append(os.path.join(os.path.dirname(__file__), '../python')) |
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import flatbuffers |
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import MyGame.Sample.Color |
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import MyGame.Sample.Equipment |
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import MyGame.Sample.Monster |
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import MyGame.Sample.Vec3 |
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import MyGame.Sample.Weapon |
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# Example of how to use FlatBuffers to create and read binary buffers. |
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def main(): |
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builder = flatbuffers.Builder(0) |
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# Create some weapons for our Monster ('Sword' and 'Axe'). |
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weapon_one = builder.CreateString('Sword') |
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weapon_two = builder.CreateString('Axe') |
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MyGame.Sample.Weapon.WeaponStart(builder) |
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MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one) |
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MyGame.Sample.Weapon.WeaponAddDamage(builder, 3) |
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sword = MyGame.Sample.Weapon.WeaponEnd(builder) |
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MyGame.Sample.Weapon.WeaponStart(builder) |
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MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two) |
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MyGame.Sample.Weapon.WeaponAddDamage(builder, 5) |
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axe = MyGame.Sample.Weapon.WeaponEnd(builder) |
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# Serialize the FlatBuffer data. |
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name = builder.CreateString('Orc') |
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MyGame.Sample.Monster.MonsterStartInventoryVector(builder, 10) |
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# Note: Since we prepend the bytes, this loop iterates in reverse order. |
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for i in reversed(range(0, 10)): |
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builder.PrependByte(i) |
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inv = builder.EndVector(10) |
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MyGame.Sample.Monster.MonsterStartWeaponsVector(builder, 2) |
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# Note: Since we prepend the data, prepend the weapons in reverse order. |
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builder.PrependUOffsetTRelative(axe) |
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builder.PrependUOffsetTRelative(sword) |
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weapons = builder.EndVector(2) |
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pos = MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0) |
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MyGame.Sample.Monster.MonsterStart(builder) |
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MyGame.Sample.Monster.MonsterAddPos(builder, pos) |
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MyGame.Sample.Monster.MonsterAddHp(builder, 300) |
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MyGame.Sample.Monster.MonsterAddName(builder, name) |
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MyGame.Sample.Monster.MonsterAddInventory(builder, inv) |
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MyGame.Sample.Monster.MonsterAddColor(builder, |
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MyGame.Sample.Color.Color().Red) |
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MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons) |
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MyGame.Sample.Monster.MonsterAddEquippedType( |
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builder, MyGame.Sample.Equipment.Equipment().Weapon) |
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MyGame.Sample.Monster.MonsterAddEquipped(builder, axe) |
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orc = MyGame.Sample.Monster.MonsterEnd(builder) |
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builder.Finish(orc) |
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# We now have a FlatBuffer that we could store on disk or send over a network. |
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# ...Saving to file or sending over a network code goes here... |
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# Instead, we are going to access this buffer right away (as if we just |
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# received it). |
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buf = builder.Output() |
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# Note: We use `0` for the offset here, since we got the data using the |
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# `builder.Output()` method. This simulates the data you would store/receive |
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# in your FlatBuffer. If you wanted to read from the `builder.Bytes` directly, |
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# you would need to pass in the offset of `builder.Head()`, as the builder |
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# actually constructs the buffer backwards. |
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monster = MyGame.Sample.Monster.Monster.GetRootAsMonster(buf, 0) |
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# Note: We did not set the `Mana` field explicitly, so we get a default value. |
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assert monster.Mana() == 150 |
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assert monster.Hp() == 300 |
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assert monster.Name() == 'Orc' |
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assert monster.Color() == MyGame.Sample.Color.Color().Red |
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assert monster.Pos().X() == 1.0 |
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assert monster.Pos().Y() == 2.0 |
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assert monster.Pos().Z() == 3.0 |
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# Get and test the `inventory` FlatBuffer `vector`. |
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for i in xrange(monster.InventoryLength()): |
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assert monster.Inventory(i) == i |
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# Get and test the `weapons` FlatBuffer `vector` of `table`s. |
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expected_weapon_names = ['Sword', 'Axe'] |
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expected_weapon_damages = [3, 5] |
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for i in xrange(monster.WeaponsLength()): |
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assert monster.Weapons(i).Name() == expected_weapon_names[i] |
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assert monster.Weapons(i).Damage() == expected_weapon_damages[i] |
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# Get and test the `equipped` FlatBuffer `union`. |
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assert monster.EquippedType() == MyGame.Sample.Equipment.Equipment().Weapon |
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# An example of how you can appropriately convert the table depending on the |
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# FlatBuffer `union` type. You could add `elif` and `else` clauses to handle |
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# the other FlatBuffer `union` types for this field. |
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if monster.EquippedType() == MyGame.Sample.Equipment.Equipment().Weapon: |
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# `monster.Equipped()` returns a `flatbuffers.Table`, which can be used |
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# to initialize a `MyGame.Sample.Weapon.Weapon()`, in this case. |
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union_weapon = MyGame.Sample.Weapon.Weapon() |
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union_weapon.Init(monster.Equipped().Bytes, monster.Equipped().Pos) |
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assert union_weapon.Name() == "Axe" |
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assert union_weapon.Damage() == 5 |
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print 'The FlatBuffer was successfully created and verified!' |
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if __name__ == '__main__': |
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main()
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