-- need to update the Lua path to point to the local flatbuffers implementation package.path = string.format("../lua/?.lua;%s",package.path) package.path = string.format("./lua/?.lua;%s",package.path) -- require the library local flatbuffers = require("flatbuffers") local binaryArray = flatbuffers.binaryArray-- for hex dump utility -- require the files generated from the schema local weapon = require("MyGame.Sample.Weapon") local monster = require("MyGame.Sample.Monster") local vec3 = require("MyGame.Sample.Vec3") local color = require("MyGame.Sample.Color") local equipment = require("MyGame.Sample.Equipment") -- get access to the builder, providing an array of size 1024 local builder = flatbuffers.Builder(1024) local weaponOne = builder:CreateString("Sword") local weaponTwo = builder:CreateString("Axe") -- Create the first 'Weapon' weapon.Start(builder) weapon.AddName(builder, weaponOne) weapon.AddDamage(builder, 3) local sword = weapon.End(builder) -- Create the second 'Weapon' weapon.Start(builder) weapon.AddName(builder, weaponTwo) weapon.AddDamage(builder, 5) local axe = weapon.End(builder) -- Serialize a name for our mosnter, called 'orc' local name = builder:CreateString("Orc") -- Create a `vector` representing the inventory of the Orc. Each number -- could correspond to an item that can be claimed after he is slain. -- Note: Since we prepend the bytes, this loop iterates in reverse. monster.StartInventoryVector(builder, 10) for i=10,1,-1 do builder:PrependByte(i) end local inv = builder:EndVector(10) -- Create a FlatBuffer vector and prepend the weapons. -- Note: Since we prepend the data, prepend them in reverse order. monster.StartWeaponsVector(builder, 2) builder:PrependUOffsetTRelative(axe) builder:PrependUOffsetTRelative(sword) local weapons = builder:EndVector(2) -- Create our monster by using Start() andEnd() monster.Start(builder) monster.AddPos(builder, vec3.CreateVec3(builder, 1.0, 2.0, 3.0)) monster.AddHp(builder, 300) monster.AddName(builder, name) monster.AddInventory(builder, inv) monster.AddColor(builder, color.Red) monster.AddWeapons(builder, weapons) monster.AddEquippedType(builder, equipment.Weapon) monster.AddEquipped(builder, axe) local orc = monster.End(builder) -- Call 'Finish()' to instruct the builder that this monster is complete. builder:Finish(orc) -- Get the flatbuffer as a string containing the binary data local bufAsString = builder:Output() -- Convert the string representation into binary array Lua structure local buf = flatbuffers.binaryArray.New(bufAsString) -- Get an accessor to the root object insert the buffer local mon = monster.GetRootAsMonster(buf, 0) assert(mon:Mana() == 150) assert(mon:Hp() == 300) assert(mon:Name() == "Orc") assert(mon:Color() == color.Red) assert(mon:Pos():X() == 1.0) assert(mon:Pos():Y() == 2.0) assert(mon:Pos():Z() == 3.0) for i=1,mon:InventoryLength() do assert(mon:Inventory(i) == i) end local expected = { {w = 'Sword', d = 3}, {w = 'Axe', d = 5} } for i=1,mon:WeaponsLength() do assert(mon:Weapons(i):Name() == expected[i].w) assert(mon:Weapons(i):Damage() == expected[i].d) end assert(mon:EquippedType() == equipment.Weapon) local unionWeapon = weapon.New() unionWeapon:Init(mon:Equipped().bytes,mon:Equipped().pos) assert(unionWeapon:Name() == "Axe") assert(unionWeapon:Damage() == 5) print("The Lua FlatBuffer example was successfully created and verified!")