public static Offset <Monster> BuildMonster(FlatBufferBuilder fbb) { var sword = Weapon.CreateWeapon(fbb, fbb.CreateString("Sword"), 3); var axe = Weapon.CreateWeapon(fbb, fbb.CreateString("Axe"), 5); Monster.StartInventoryVector(fbb, 5); var inventoryOffset = BuildVector(fbb, true);; var weapons = new Offset <Weapon>[2] { sword, axe }; var weaponsOffset = Monster.CreateWeaponsVector(fbb, weapons); Monster.StartPathVector(fbb, 2); //Vector of structs Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f); Vec3.CreateVec3(fbb, 4.0f, 5.0f, 6.0f); var path = fbb.EndVector(); var nameOffset = fbb.CreateString("Orc"); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f)); Monster.AddHp(fbb, 300); Monster.AddName(fbb, nameOffset); Monster.AddInventory(fbb, inventoryOffset); Monster.AddColor(fbb, Color.Red); Monster.AddWeapons(fbb, weaponsOffset); Monster.AddEquippedType(fbb, Equipment.Weapon); //Type of union stored Monster.AddEquipped(fbb, axe.Value); // Value of union Monster.AddPath(fbb, path); return(Monster.EndMonster(fbb)); }
private byte[] Save() { Debug.Log("Creating and saving a Monster to byte array"); // Create a `FlatBufferBuilder`, which will be used to create our // monsters' FlatBuffers. var builder = new FlatBufferBuilder(1024); var weaponOneName = builder.CreateString("Sword"); var weaponOneDamage = 3; var weaponTwoName = builder.CreateString("Axe"); var weaponTwoDamage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var sword = Weapon.CreateWeapon(builder, weaponOneName, (short)weaponOneDamage); var axe = Weapon.CreateWeapon(builder, weaponTwoName, (short)weaponTwoDamage); // Serialize a name for our monster, called "Orc". var 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 order. Monster.StartInventoryVector(builder, 10); for (int i = 9; i >= 0; i--) { builder.AddByte((byte)i); } var inv = builder.EndVector(); var weaps = new Offset <Weapon> [2]; weaps[0] = sword; weaps[1] = axe; // Pass the `weaps` array into the `CreateWeaponsVector()` method to create a FlatBuffer vector. var weapons = Monster.CreateWeaponsVector(builder, weaps); Monster.StartPathVector(builder, 2); Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Vec3.CreateVec3(builder, 4.0f, 5.0f, 6.0f); var path = builder.EndVector(); // Create our monster using `StartMonster()` and `EndMonster()`. Monster.StartMonster(builder); Monster.AddPos(builder, Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f)); Monster.AddHp(builder, 300); Monster.AddName(builder, name); Monster.AddInventory(builder, inv); Monster.AddColor(builder, MyGame.Sample.Color.Red); Monster.AddWeapons(builder, weapons); Monster.AddEquippedType(builder, Equipment.Weapon); Monster.AddEquipped(builder, axe.Value); // Axe Monster.AddPath(builder, path); var orc = Monster.EndMonster(builder); // Call `Finish()` to instruct the builder that this monster is complete. builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`. return(builder.SizedByteArray()); }
static void Main(string[] args) { FlatBufferBuilder builder = new FlatBufferBuilder(1); var weaponOneName = builder.CreateString("Sword"); var weaponOneDamage = 3; var weaponTwoName = builder.CreateString("Axe"); var weaponTwoDamage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var sword = Weapon.CreateWeapon(builder, weaponOneName, (short)weaponOneDamage); var axe = Weapon.CreateWeapon(builder, weaponTwoName, (short)weaponTwoDamage); var name = builder.CreateString("Orc"); Monster.StartInventoryVector(builder, 10); for (int i = 9; i >= 0; i--) { builder.AddByte((byte)i); } var inv = builder.EndVector(); var weaps = new Offset <Weapon> [2]; weaps[0] = sword; weaps[1] = axe; // Pass the `weaps` array into the `CreateWeaponsVector()` method to create a FlatBuffer vector. var weapons = Monster.CreateWeaponsVector(builder, weaps); var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)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.Value); // Axe var orc = Monster.EndMonster(builder); builder.Finish(orc.Value); var buf = builder.SizedByteArray(); // Initialize the client with the receive filter and request handler foo(buf); while (true) { ; } }
public void TestParallelAccess() { // Tests that reading from a flatbuffer over multiple threads is thread-safe in regard to double and float // values, since they previously were non-thread safe const float floatValue = 3.141592F; const double doubleValue = 1.618033988; var fbb = new FlatBufferBuilder(1); var str = fbb.CreateString("ParallelTest"); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, floatValue, doubleValue, Color.Green, (short)5, (sbyte)6)); Monster.AddName(fbb, str); Monster.FinishMonsterBuffer(fbb, Monster.EndMonster(fbb)); var mon = Monster.GetRootAsMonster(fbb.DataBuffer); var pos = mon.Pos.Value; Assert.AreEqual(pos.Test1, doubleValue); Assert.AreEqual(pos.Z, floatValue); const int thread_count = 10; const int reps = 1000000; // Need to use raw Threads since Tasks are not supported in .NET 3.5 Thread[] threads = new Thread[thread_count]; for (int i = 0; i < thread_count; i++) { threads[i] = new Thread(() => KeepComparing(mon, reps, floatValue, doubleValue)); } for (int i = 0; i < thread_count; i++) { threads[i].Start(); } for (int i = 0; i < thread_count; i++) { threads[i].Join(); } // Make sure the threads actually did the comparisons. Assert.AreEqual(thread_count * reps, _comparisons); // Make sure we never read the values incorrectly. Assert.AreEqual(0, _failures); }
static FlatBufferBuilder MakeMonster() { var builder = new FlatBufferBuilder(1); // Create some weapons for our Monster ('Sword' and 'Axe'). var weapon1Name = builder.CreateString("Sword"); var weapon1Damage = 3; var weapon2Name = builder.CreateString("Axe"); var weapon2Damage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var weaps = new Offset <Weapon> [2]; weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); // Serialize the FlatBuffer data. var name = builder.CreateString("Orc"); var treasure = new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; var inv = Monster.CreateInventoryVector(builder, treasure); var weapons = Monster.CreateWeaponsVector(builder, weaps); var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)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, weaps[1].Value); var orc = Monster.EndMonster(builder); builder.Finish(orc.Value); return(builder); }
private void CanCreateNewFlatBufferFromScratch(bool sizePrefix) { // Second, let's create a FlatBuffer from scratch in C#, and test it also. // We use an initial size of 1 to exercise the reallocation algorithm, // normally a size larger than the typical FlatBuffer you generate would be // better for performance. var fbb = new FlatBufferBuilder(1); StringOffset[] names = { fbb.CreateString("Frodo"), fbb.CreateString("Barney"), fbb.CreateString("Wilma") }; Offset <Monster>[] off = new Offset <Monster> [3]; Monster.StartMonster(fbb); Monster.AddName(fbb, names[0]); off[0] = Monster.EndMonster(fbb); Monster.StartMonster(fbb); Monster.AddName(fbb, names[1]); off[1] = Monster.EndMonster(fbb); Monster.StartMonster(fbb); Monster.AddName(fbb, names[2]); off[2] = Monster.EndMonster(fbb); var sortMons = Monster.CreateSortedVectorOfMonster(fbb, off); // We set up the same values as monsterdata.json: var str = fbb.CreateString("MyMonster"); var test1 = fbb.CreateString("test1"); var test2 = fbb.CreateString("test2"); Monster.StartInventoryVector(fbb, 5); for (int i = 4; i >= 0; i--) { fbb.AddByte((byte)i); } var inv = fbb.EndVector(); var fred = fbb.CreateString("Fred"); Monster.StartMonster(fbb); Monster.AddName(fbb, fred); var mon2 = Monster.EndMonster(fbb); Monster.StartTest4Vector(fbb, 2); MyGame.Example.Test.CreateTest(fbb, (short)10, (sbyte)20); MyGame.Example.Test.CreateTest(fbb, (short)30, (sbyte)40); var test4 = fbb.EndVector(); Monster.StartTestarrayofstringVector(fbb, 2); fbb.AddOffset(test2.Value); fbb.AddOffset(test1.Value); var testArrayOfString = fbb.EndVector(); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f, 3.0, Color.Green, (short)5, (sbyte)6)); Monster.AddHp(fbb, (short)80); Monster.AddName(fbb, str); Monster.AddInventory(fbb, inv); Monster.AddTestType(fbb, Any.Monster); Monster.AddTest(fbb, mon2.Value); Monster.AddTest4(fbb, test4); Monster.AddTestarrayofstring(fbb, testArrayOfString); Monster.AddTestbool(fbb, true); Monster.AddTestarrayoftables(fbb, sortMons); var mon = Monster.EndMonster(fbb); if (sizePrefix) { Monster.FinishSizePrefixedMonsterBuffer(fbb, mon); } else { Monster.FinishMonsterBuffer(fbb, mon); } // Dump to output directory so we can inspect later, if needed #if ENABLE_SPAN_T var data = fbb.DataBuffer.ToSizedArray(); string filename = @"Resources/monsterdata_cstest" + (sizePrefix ? "_sp" : "") + ".mon"; File.WriteAllBytes(filename, data); #else using (var ms = fbb.DataBuffer.ToMemoryStream(fbb.DataBuffer.Position, fbb.Offset)) { var data = ms.ToArray(); string filename = @"Resources/monsterdata_cstest" + (sizePrefix ? "_sp" : "") + ".mon"; File.WriteAllBytes(filename, data); } #endif // Remove the size prefix if necessary for further testing ByteBuffer dataBuffer = fbb.DataBuffer; if (sizePrefix) { Assert.AreEqual(ByteBufferUtil.GetSizePrefix(dataBuffer) + FlatBufferConstants.SizePrefixLength, dataBuffer.Length - dataBuffer.Position); dataBuffer = ByteBufferUtil.RemoveSizePrefix(dataBuffer); } // Now assert the buffer TestBuffer(dataBuffer); //Attempt to mutate Monster fields and check whether the buffer has been mutated properly // revert to original values after testing Monster monster = Monster.GetRootAsMonster(dataBuffer); // mana is optional and does not exist in the buffer so the mutation should fail // the mana field should retain its default value Assert.AreEqual(monster.MutateMana((short)10), false); Assert.AreEqual(monster.Mana, (short)150); // Accessing a vector of sorted by the key tables Assert.AreEqual(monster.Testarrayoftables(0).Value.Name, "Barney"); Assert.AreEqual(monster.Testarrayoftables(1).Value.Name, "Frodo"); Assert.AreEqual(monster.Testarrayoftables(2).Value.Name, "Wilma"); // Example of searching for a table by the key Assert.IsTrue(monster.TestarrayoftablesByKey("Frodo") != null); Assert.IsTrue(monster.TestarrayoftablesByKey("Barney") != null); Assert.IsTrue(monster.TestarrayoftablesByKey("Wilma") != null); // testType is an existing field Assert.AreEqual(monster.TestType, Any.Monster); //mutate the inventory vector Assert.AreEqual(monster.MutateInventory(0, 1), true); Assert.AreEqual(monster.MutateInventory(1, 2), true); Assert.AreEqual(monster.MutateInventory(2, 3), true); Assert.AreEqual(monster.MutateInventory(3, 4), true); Assert.AreEqual(monster.MutateInventory(4, 5), true); for (int i = 0; i < monster.InventoryLength; i++) { Assert.AreEqual(monster.Inventory(i), i + 1); } //reverse mutation Assert.AreEqual(monster.MutateInventory(0, 0), true); Assert.AreEqual(monster.MutateInventory(1, 1), true); Assert.AreEqual(monster.MutateInventory(2, 2), true); Assert.AreEqual(monster.MutateInventory(3, 3), true); Assert.AreEqual(monster.MutateInventory(4, 4), true); // get a struct field and edit one of its fields Vec3 pos = (Vec3)monster.Pos; Assert.AreEqual(pos.X, 1.0f); pos.MutateX(55.0f); Assert.AreEqual(pos.X, 55.0f); pos.MutateX(1.0f); Assert.AreEqual(pos.X, 1.0f); TestBuffer(dataBuffer); TestObjectAPI(Monster.GetRootAsMonster(dataBuffer)); }
public void CanCreateNewFlatBufferFromScratch() { // Second, let's create a FlatBuffer from scratch in C#, and test it also. // We use an initial size of 1 to exercise the reallocation algorithm, // normally a size larger than the typical FlatBuffer you generate would be // better for performance. var fbb = new FlatBufferBuilder(1); // We set up the same values as monsterdata.json: var str = fbb.CreateString("MyMonster"); var test1 = fbb.CreateString("test1"); var test2 = fbb.CreateString("test2"); Monster.StartInventoryVector(fbb, 5); for (int i = 4; i >= 0; i--) { fbb.AddByte((byte)i); } var inv = fbb.EndVector(); var fred = fbb.CreateString("Fred"); Monster.StartMonster(fbb); Monster.AddName(fbb, fred); var mon2 = Monster.EndMonster(fbb); Monster.StartTest4Vector(fbb, 2); MyGame.Example.Test.CreateTest(fbb, (short)10, (sbyte)20); MyGame.Example.Test.CreateTest(fbb, (short)30, (sbyte)40); var test4 = fbb.EndVector(); Monster.StartTestarrayofstringVector(fbb, 2); fbb.AddOffset(test2); fbb.AddOffset(test1); var testArrayOfString = fbb.EndVector(); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f, 3.0, Color.Green, (short)5, (sbyte)6)); Monster.AddHp(fbb, (short)80); Monster.AddName(fbb, str); Monster.AddInventory(fbb, inv); Monster.AddTestType(fbb, Any.Monster); Monster.AddTest(fbb, mon2); Monster.AddTest4(fbb, test4); Monster.AddTestarrayofstring(fbb, testArrayOfString); Monster.AddTestbool(fbb, false); var mon = Monster.EndMonster(fbb); fbb.Finish(mon); // Dump to output directory so we can inspect later, if needed using (var ms = new MemoryStream(fbb.DataBuffer.Data, fbb.DataBuffer.Position, fbb.Offset)) { var data = ms.ToArray(); File.WriteAllBytes(@"Resources/monsterdata_cstest.mon", data); } // Now assert the buffer TestBuffer(fbb.DataBuffer); }
public void CanCreateNewFlatBufferFromScratch() { // Second, let's create a FlatBuffer from scratch in C#, and test it also. // We use an initial size of 1 to exercise the reallocation algorithm, // normally a size larger than the typical FlatBuffer you generate would be // better for performance. var fbb = new FlatBufferBuilder(1); // We set up the same values as monsterdata.json: var str = fbb.CreateString("MyMonster"); var test1 = fbb.CreateString("test1"); var test2 = fbb.CreateString("test2"); Monster.StartInventoryVector(fbb, 5); for (int i = 4; i >= 0; i--) { fbb.AddByte((byte)i); } var inv = fbb.EndVector(); var fred = fbb.CreateString("Fred"); Monster.StartMonster(fbb); Monster.AddName(fbb, fred); var mon2 = Monster.EndMonster(fbb); Monster.StartTest4Vector(fbb, 2); MyGame.Example.Test.CreateTest(fbb, (short)10, (sbyte)20); MyGame.Example.Test.CreateTest(fbb, (short)30, (sbyte)40); var test4 = fbb.EndVector(); Monster.StartTestarrayofstringVector(fbb, 2); fbb.AddOffset(test2.Value); fbb.AddOffset(test1.Value); var testArrayOfString = fbb.EndVector(); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f, 3.0, Color.Green, (short)5, (sbyte)6)); Monster.AddHp(fbb, (short)80); Monster.AddName(fbb, str); Monster.AddInventory(fbb, inv); Monster.AddTestType(fbb, Any.Monster); Monster.AddTest(fbb, mon2.Value); Monster.AddTest4(fbb, test4); Monster.AddTestarrayofstring(fbb, testArrayOfString); Monster.AddTestbool(fbb, false); var mon = Monster.EndMonster(fbb); Monster.FinishMonsterBuffer(fbb, mon); // Dump to output directory so we can inspect later, if needed using (var ms = new MemoryStream(fbb.DataBuffer.Data, fbb.DataBuffer.Position, fbb.Offset)) { var data = ms.ToArray(); File.WriteAllBytes(@"Resources/monsterdata_cstest.mon", data); } // Now assert the buffer TestBuffer(fbb.DataBuffer); //Attempt to mutate Monster fields and check whether the buffer has been mutated properly // revert to original values after testing Monster monster = Monster.GetRootAsMonster(fbb.DataBuffer); // mana is optional and does not exist in the buffer so the mutation should fail // the mana field should retain its default value Assert.AreEqual(monster.MutateMana((short)10), false); Assert.AreEqual(monster.Mana, (short)150); // testType is an existing field and mutating it should succeed Assert.AreEqual(monster.TestType, Any.Monster); Assert.AreEqual(monster.MutateTestType(Any.NONE), true); Assert.AreEqual(monster.TestType, Any.NONE); Assert.AreEqual(monster.MutateTestType(Any.Monster), true); Assert.AreEqual(monster.TestType, Any.Monster); //mutate the inventory vector Assert.AreEqual(monster.MutateInventory(0, 1), true); Assert.AreEqual(monster.MutateInventory(1, 2), true); Assert.AreEqual(monster.MutateInventory(2, 3), true); Assert.AreEqual(monster.MutateInventory(3, 4), true); Assert.AreEqual(monster.MutateInventory(4, 5), true); for (int i = 0; i < monster.InventoryLength; i++) { Assert.AreEqual(monster.GetInventory(i), i + 1); } //reverse mutation Assert.AreEqual(monster.MutateInventory(0, 0), true); Assert.AreEqual(monster.MutateInventory(1, 1), true); Assert.AreEqual(monster.MutateInventory(2, 2), true); Assert.AreEqual(monster.MutateInventory(3, 3), true); Assert.AreEqual(monster.MutateInventory(4, 4), true); // get a struct field and edit one of its fields Vec3 pos = monster.Pos; Assert.AreEqual(pos.X, 1.0f); pos.MutateX(55.0f); Assert.AreEqual(pos.X, 55.0f); pos.MutateX(1.0f); Assert.AreEqual(pos.X, 1.0f); TestBuffer(fbb.DataBuffer); }
// Example how to use FlatBuffers to create and read binary buffers. static void Main() { var builder = new FlatBufferBuilder(1); // Create some weapons for our Monster ('Sword' and 'Axe'). var weapon1Name = builder.CreateString("Sword"); var weapon1Damage = 3; var weapon2Name = builder.CreateString("Axe"); var weapon2Damage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var weaps = new Offset <Weapon> [2]; weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); // Serialize the FlatBuffer data. var name = builder.CreateString("Orc"); var treasure = new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; var inv = Monster.CreateInventoryVector(builder, treasure); var weapons = Monster.CreateWeaponsVector(builder, weaps); var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)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, weaps[1].Value); var orc = Monster.EndMonster(builder); builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`. // We now have a FlatBuffer that we could store on disk or send over a network. // ...Code to store to disk or send over a network goes here... // Instead, we are going to access it right away, as if we just received it. var buf = builder.DataBuffer; // Get access to the root: var monster = Monster.GetRootAsMonster(buf); // For C#, unlike other languages, most values (except for vectors and unions) are available as // properties instead of accessor methods. // Note: We did not set the `Mana` field explicitly, so we get back the default value. Assert(monster.Mana == 150, "monster.Mana", Convert.ToString(monster.Mana), Convert.ToString(150)); Assert(monster.Hp == 300, "monster.Hp", Convert.ToString(monster.Hp), Convert.ToString(30)); Assert(monster.Name.Equals("Orc", StringComparison.Ordinal), "monster.Name", monster.Name, "Orc"); Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color), Convert.ToString(Color.Red)); var vec = monster.Pos.Value; Assert(vec.X == 1.0f, "vec.X", Convert.ToString(vec.X), Convert.ToString(1.0f)); Assert(vec.Y == 2.0f, "vec.Y", Convert.ToString(vec.Y), Convert.ToString(2.0f)); Assert(vec.Z == 3.0f, "vec.Z", Convert.ToString(vec.Z), Convert.ToString(3.0f)); // Get and test the `Inventory` FlatBuffer `vector`. for (int i = 0; i < monster.InventoryLength; i++) { Assert(monster.Inventory(i) == i, "monster.Inventory", Convert.ToString(monster.Inventory(i)), Convert.ToString(i)); } // Get and test the `Weapons` FlatBuffer `vector` of `table`s. var expectedWeaponNames = new string[] { "Sword", "Axe" }; var expectedWeaponDamages = new short[] { 3, 5 }; for (int i = 0; i < monster.WeaponsLength; i++) { Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal), "monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]); Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons", Convert.ToString(monster.Weapons(i).Value.Damage), Convert.ToString(expectedWeaponDamages[i])); } // Get and test the `Equipped` FlatBuffer `union`. Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType", Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon)); var equipped = monster.Equipped <Weapon>().Value; Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name, "Axe"); Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage), Convert.ToString(5)); Console.WriteLine("The FlatBuffer was successfully created and verified!"); }