Flutter序列化与反序列化插件flat_buffers的使用
Flutter序列化与反序列化插件flat_buffers的使用
简介
FlatBuffers for Dart 这个包用于读取和写入 FlatBuffers。大多数用户需要使用对应平台的 flatc - FlatBuffer 编译器二进制文件。您可以从 GitHub releases下载与您的dart包版本相匹配的flatc版本。
FlatBuffer编译器flatc
读取FlatBuffers IDL模式并生成Dart代码。生成的类可以用于读取或写入与其他语言和平台兼容的二进制数据/文件,具体示例可以在example.dart
中找到。
有关更多详细信息和文档,请访问官方网站阅读教程以及如何在Dart中使用FlatBuffers。
示例代码
下面是一个完整的示例demo,展示了如何使用FlatBuffers创建和读取二进制缓冲区:
/*
* Copyright 2018 Dan Field. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import 'package:flat_buffers/flat_buffers.dart' as fb;
import './monster_my_game.sample_generated.dart' as my_game;
// Example how to use FlatBuffers to create and read binary buffers.
void main() {
builderTest();
objectBuilderTest();
}
/// 使用Builder构建FlatBuffer
void builderTest() {
final builder = fb.Builder(initialSize: 1024);
final int? weaponOneName = builder.writeString("Sword");
final int weaponOneDamage = 3;
final int? weaponTwoName = builder.writeString("Axe");
final int weaponTwoDamage = 5;
// 构建Weapon对象
final swordBuilder = my_game.WeaponBuilder(builder)
..begin()
..addNameOffset(weaponOneName)
..addDamage(weaponOneDamage);
final int sword = swordBuilder.finish();
final axeBuilder = my_game.WeaponBuilder(builder)
..begin()
..addNameOffset(weaponTwoName)
..addDamage(weaponTwoDamage);
final int axe = axeBuilder.finish();
// 序列化怪物名称 "Orc"
final int? name = builder.writeString('Orc');
// 创建一个列表表示Orc的库存
final List<int> treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
final inventory = builder.writeListUint8(treasure);
final weapons = builder.writeList([sword, axe]);
// Struct builders are very easy to reuse.
final vec3Builder = my_game.Vec3Builder(builder);
vec3Builder.finish(4.0, 5.0, 6.0);
vec3Builder.finish(1.0, 2.0, 3.0);
// 设置生命值为300,魔法值为150
final int hp = 300;
final int mana = 150;
final monster = my_game.MonsterBuilder(builder)
..begin()
..addNameOffset(name)
..addInventoryOffset(inventory)
..addWeaponsOffset(weapons)
..addEquippedType(my_game.EquipmentTypeId.Weapon)
..addEquippedOffset(axe)
..addHp(hp)
..addMana(mana)
..addPos(vec3Builder.finish(1.0, 2.0, 3.0))
..addColor(my_game.Color.Red);
final int monsteroff = monster.finish();
builder.finish(monsteroff);
if (verify(builder.buffer)) {
print(
"The FlatBuffer was successfully created with a builder and verified!");
}
}
/// 使用ObjectBuilder构建FlatBuffer
void objectBuilderTest() {
// Create the builder here so we can use it for both weapons and equipped
// the actual data will only be written to the buffer once.
var axe = my_game.WeaponObjectBuilder(name: 'Axe', damage: 5);
var monsterBuilder = my_game.MonsterObjectBuilder(
pos: my_game.Vec3ObjectBuilder(x: 1.0, y: 2.0, z: 3.0),
mana: 150,
hp: 300,
name: 'Orc',
inventory: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9],
color: my_game.Color.Red,
weapons: [my_game.WeaponObjectBuilder(name: 'Sword', damage: 3), axe],
equippedType: my_game.EquipmentTypeId.Weapon,
equipped: axe,
);
var buffer = monsterBuilder.toBytes();
// We now have a FlatBuffer we can store on disk or send over a network.
// ** file/network code goes here :) **
// Instead, we're going to access it right away (as if we just received it).
if (verify(buffer)) {
print(
"The FlatBuffer was successfully created with an object builder and verified!");
}
}
/// 验证FlatBuffer数据
bool verify(List<int> buffer) {
// Get access to the root:
var monster = my_game.Monster(buffer);
// Get and test some scalar types from the FlatBuffer.
assert(monster.hp == 80);
assert(monster.mana == 150); // default
assert(monster.name == "MyMonster");
// Get and test a field of the FlatBuffer's `struct`.
var pos = monster.pos!;
assert(pos.z == 3.0);
// Get a test an element from the `inventory` FlatBuffer's `vector`.
var inv = monster.inventory!;
assert(inv.length == 10);
assert(inv[9] == 9);
// Get and test the `weapons` FlatBuffers's `vector`.
var expectedWeaponNames = ["Sword", "Axe"];
var expectedWeaponDamages = [3, 5];
var weps = monster.weapons!;
for (int i = 0; i < weps.length; i++) {
assert(weps[i].name == expectedWeaponNames[i]);
assert(weps[i].damage == expectedWeaponDamages[i]);
}
// Get and test the `Equipment` union (`equipped` field).
assert(monster.equippedType!.value == my_game.EquipmentTypeId.Weapon.value);
assert(monster.equippedType == my_game.EquipmentTypeId.Weapon);
assert(monster.equipped is my_game.Weapon);
var equipped = monster.equipped as my_game.Weapon;
assert(equipped.name == "Axe");
assert(equipped.damage == 5);
print(monster);
return true;
}
关键点解析
- 初始化Builder:通过
fb.Builder
创建一个初始大小为1024字节的Builder实例。 - 构建Weapon对象:使用
WeaponBuilder
来构建武器对象,并添加到Builder中。 - 序列化怪物名称:将怪物的名称(如“Orc”)写入Builder中。
- 构建库存列表:创建一个整数列表表示怪物的库存,并将其写入Builder中。
- 设置生命值和魔法值:定义怪物的生命值和魔法值,并将其添加到Builder中。
- 构建Monster对象:使用
MonsterBuilder
来构建完整的怪物对象,并完成序列化。 - 验证FlatBuffer:通过
verify
函数检查生成的FlatBuffer是否正确无误。
这个示例展示了如何使用FlatBuffers进行序列化和反序列化操作,适用于Flutter应用程序中的高效数据传输和存储。
更多关于Flutter序列化与反序列化插件flat_buffers的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html
更多关于Flutter序列化与反序列化插件flat_buffers的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html
在Flutter项目中,使用flat_buffers
进行序列化和反序列化是一个高效的方法,尤其适用于需要高性能和低延迟的应用场景。以下是一个简单的示例,展示了如何在Flutter中使用flat_buffers
进行序列化和反序列化。
1. 添加依赖
首先,你需要在pubspec.yaml
文件中添加flat_buffers
的依赖(注意:目前Flutter官方仓库可能没有直接提供flat_buffers
的插件,你可能需要使用一个兼容Dart的flat_buffers库,或者通过平台通道调用原生代码)。为了演示,我们假设存在一个兼容的Dart库。
dependencies:
flutter:
sdk: flutter
flat_buffers: ^x.y.z # 替换为实际版本号
2. 定义Schema
创建一个FlatBuffers的schema文件(例如monster.fbs
),用于定义数据结构。
// monster.fbs
namespace MyGame.Sample;
table Monster {
name:string;
inventory:[int];
color:Color = Blue;
}
enum Color {
Red = 1
Green = 2
Blue = 3
}
root_type Monster;
3. 生成Dart代码
使用FlatBuffers编译器(flatc
)生成Dart代码。
flatc --dart monster.fbs
这将生成一个包含序列化和反序列化逻辑的Dart文件(例如monster_generated.dart
)。
4. 使用生成的代码进行序列化和反序列化
在你的Flutter项目中,使用生成的代码进行序列化和反序列化。
import 'package:flat_buffers/flat_buffers.dart';
import 'package:your_project/monster_generated.dart'; // 替换为实际路径
void main() {
// 构建一个Monster对象
var builder = new FlatBufferBuilder(1024);
var name = builder.createString("Orc");
var inventory = [3, 7];
MyGameSampleMonster.createMonster(builder, name, inventory, MyGameSampleColor.Blue);
var orc = builder.endObject();
builder.finish(orc);
// 获取序列化后的缓冲区
Uint8List buffer = builder.dataBuffer();
// 反序列化
var monster = MyGameSampleMonster.getRootAsMonster(buffer);
print("Monster name: ${monster.name()}");
print("Monster inventory: ${monster.inventoryLength()}");
for (int i = 0; i < monster.inventoryLength(); i++) {
print("Inventory[$i]: ${monster.inventory(i)}");
}
print("Monster color: ${monster.color()}");
}
注意事项
- FlatBuffers Schema: 确保你的schema文件(如
monster.fbs
)正确无误,并且使用flatc
生成了Dart代码。 - 依赖管理: 确保你的
pubspec.yaml
文件中正确添加了flat_buffers
依赖,并运行flutter pub get
。 - 错误处理: 在实际应用中,添加适当的错误处理逻辑,以确保在序列化和反序列化过程中处理潜在的异常。
这个示例展示了如何在Flutter中使用flat_buffers
进行基本的序列化和反序列化操作。根据你的实际需求,你可能需要调整schema文件和代码逻辑。