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#!/usr/bin/python3 |
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# Flatbuffer code borrowed for flatbuffer example code. |
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import sys |
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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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import inspect |
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import json |
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import re |
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# |
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# Useful for converting aribtrarily formatted keys to form_with_underscores |
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# Examples: |
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# * gm.OffsetScaledLogVariance -> gm_offset_scaled_log_variance |
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first_cap_re = re.compile('(.)(\.)?([A-Z][a-z]+)') |
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all_cap_re = re.compile('([a-z0-9])([A-Z])') |
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def camelcase_to_underscores(name): |
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s1 = first_cap_re.sub(r'\1_\3', name) |
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return all_cap_re.sub(r'\1_\2', s1).lower() |
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# |
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# Funny names get remembered, but probably bad idea. |
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def cerealize(obj): |
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if isinstance(obj, bytes): |
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return obj.decode() |
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elif isinstance(obj, (int, float, str, bool)): |
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return obj |
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d={} |
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# prune Flatbuffer methods that start with these prefixes |
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prune=('GetRootAs', 'Init') |
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members = [(name, value) for name, value in inspect.getmembers(obj) if inspect.ismethod(value) and not name.startswith(prune)] |
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for name, value in members: |
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args = inspect.getfullargspec(value).args |
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if len(args) == 2 and f"{name}Length" in dir(obj): |
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# Delete the length element from the list while iterating over it (dangerous?) |
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members[:] = [x for x in members if x[0] != f"{name}Length" and x[0] != f"{name}AsNumpy"] |
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length = getattr(obj, f"{name}Length")() |
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#print(f"vector {name} with length: {length}", file=sys.stderr) |
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out = [cerealize(value(i)) for i in range(length)] |
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elif len(args) > 1: |
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print(f"SKIP: {name} arg count too many method skipping...", file=sys.stderr) |
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# Consider adding whatever triggered this to the prune list |
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continue |
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elif f"{name}Type" in dir(obj): |
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# Delete the length element from the list while iterating over it (dangerous?) |
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members[:] = [x for x in members if x[0] != f"{name}Type"] |
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print(f"FIXME: {name} is a table", file=sys.stderr) |
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#d[name] = getattr(obj, f"{name}Type")(value()) |
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out = None #'FIXME' |
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elif isinstance(value(), bytes): |
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out = value().decode() |
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elif isinstance(value(), (int, float, str, bool)): |
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out = value() |
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else: |
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out = cerealize(value()) |
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name_out = camelcase_to_underscores(name) |
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d[name_out] = out |
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return d |
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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(list(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() == b'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 range(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 = [b'Sword', b'Axe'] |
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expected_weapon_damages = [3, 5] |
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for i in range(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() == b"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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d=cerealize(monster) |
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#print(d) |
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print(json.dumps(d)) |
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if __name__ == '__main__': |
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main() |