Before diving into the FlatBuffers usage in C#, it should be noted that the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to general FlatBuffers usage in all of the supported languages (including C#). This page is designed to cover the nuances of FlatBuffers usage, specific to C#.
You should also have read the [Building](@ref
flatbuffers_guide_building) documentation to build flatc
and should be familiar with [Using the schema compiler](@ref
flatbuffers_guide_using_schema_compiler) and [Writing a schema](@ref
flatbuffers_guide_writing_schema).
The code for the FlatBuffers C# library can be found at
flatbuffers/net/FlatBuffers
. You can browse the library on
the [FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/net/
FlatBuffers).
The FlatBuffers.csproj
project contains multitargeting
for .NET Standard 2.1, .NET Standard 2.0, and .NET Framework 4.6 (Unity
2017). Support for .NET Framework 3.5 (Unity 5) is provided by the
FlatBuffers.net35.csproj
project. In most cases (including
Unity 2018 and newer), .NET Standard 2.0 is recommended.
You can build for a specific framework target when using the
cross-platform .NET Core
SDK by adding the -f
command line option:
dotnet build -f netstandard2.0 "FlatBuffers.csproj"
The FlatBuffers.csproj
project also provides support for
defining various conditional compilation symbols (see "Conditional
compilation symbols" section below) using the -p
command
line option:
dotnet build -f netstandard2.1 -p:ENABLE_SPAN_T=true -p:UNSAFE_BYTEBUFFER=true "FlatBuffers.csproj"
The code to test the libraries can be found at
flatbuffers/tests
.
The test code for C# is located in the [FlatBuffers.Test](https://github.com/
google/flatbuffers/tree/master/tests/FlatBuffers.Test) subfolder. To run
the tests, open FlatBuffers.Test.csproj
in Visual Studio, and compile/run
the project.
Optionally, you can run this using Mono instead. Once you have
installed Mono, you can run the tests from the command line by running
the following commands from inside the FlatBuffers.Test
folder:
mcs *.cs ../MyGame/Example/*.cs ../../net/FlatBuffers/*.cs
mono Assert.exe
Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth example of how to use FlatBuffers in C#.
FlatBuffers supports reading and writing binary FlatBuffers in C#.
To use FlatBuffers in your own code, first generate C# classes from
your schema with the --csharp
option to flatc
.
Then you can include both FlatBuffers and the generated code to read or
write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in
C#: First, import the library and generated code. Then, you read a
FlatBuffer binary file into a byte[]
. You then turn the
byte[]
into a ByteBuffer
, which you pass to
the GetRootAsMyRootType
function:
using MyGame.Example;
using Google.FlatBuffers;
// This snippet ignores exceptions for brevity.
byte[] data = File.ReadAllBytes("monsterdata_test.mon");
ByteBuffer bb = new ByteBuffer(data);
Monster monster = Monster.GetRootAsMonster(bb);
Now you can access the data from the
Monster monster
:
short hp = monster.Hp;
Vec3 pos = monster.Pos;
C# code naming follows standard C# style with PascalCasing
identifiers, e.g. GetRootAsMyRootType
. Also, values (except
vectors and unions) are available as properties instead of parameterless
accessor methods. The performance-enhancing methods to which you can
pass an already created object are prefixed with Get
,
e.g.:
// property
var pos = monster.Pos;
// method filling a preconstructed object
var preconstructedPos = new Vec3();
monster.GetPos(preconstructedPos);
FlatBuffers doesn't support dictionaries natively, but there is
support to emulate their behavior with vectors and binary search, which
means you can have fast lookups directly from a FlatBuffer without
having to unpack your data into a Dictionary
or
similar.
To use it:
key
attribute on this field, e.g.
name:string (key)
. You may only have one key field, and it
must be of string or scalar type.Monster.createTestarrayoftablesVector
, call
CreateSortedVectorOfMonster
in C# which will first sort all
offsets such that the tables they refer to are sorted by the key field,
then serialize it.ByKey
accessor to access elements of the vector, e.g.:
monster.TestarrayoftablesByKey("Frodo")
in C#, which
returns an object of the corresponding table type, or null
if not found. ByKey
performs a binary search, so should
have a similar speed to Dictionary
, though may be faster
because of better caching. ByKey
only works if the vector
has been sorted, it will likely not find elements if it hasn't been
sorted.There currently is no support for parsing text (Schema's and JSON) directly from C#, though you could use the C++ parser through native call interfaces available to each language. Please see the C++ documentation for more on text parsing.
FlatBuffers is all about memory efficiency, which is why its base API is written around using as little as possible of it. This does make the API clumsier (requiring pre-order construction of all data, and making mutation harder).
For times when efficiency is less important a more convenient object
based API can be used (through --gen-object-api
) that is
able to unpack & pack a FlatBuffer into objects and standard
System.Collections.Generic
containers, allowing for
convenient construction, access and mutation.
To use:
// Deserialize from buffer into object.
MonsterT monsterobj = GetMonster(flatbuffer).UnPack();
// Update object directly like a C# class instance.
Console.WriteLine(monsterobj.Name);
monsterobj.Name = "Bob"; // Change the name.
// Serialize into new flatbuffer.
FlatBufferBuilder fbb = new FlatBufferBuilder(1);
fbb.Finish(Monster.Pack(fbb, monsterobj).Value);
An additional feature of the object API is the ability to allow you
to serialize & deserialize a JSON text. To use Json Serialization,
add --cs-gen-json-serializer
option to flatc
and add Newtonsoft.Json
nuget package to csproj. This
requires explicitly setting the --gen-object-api
option as
well.
// Deserialize MonsterT from json
string jsonText = File.ReadAllText(@"Resources/monsterdata_test.json");
MonsterT mon = MonsterT.DeserializeFromJson(jsonText);
// Serialize MonsterT to json
string jsonText2 = mon.SerializeToJson();
hash
attribute currently not supported.There are three conditional compilation symbols that have an impact
on performance/features of the C# ByteBuffer
implementation.
UNSAFE_BYTEBUFFER
This will use unsafe code to manipulate the underlying byte array. This can yield a reasonable performance increase.
BYTEBUFFER_NO_BOUNDS_CHECK
This will disable the bounds check asserts to the byte array. This can yield a small performance gain in normal code.
ENABLE_SPAN_T
This will enable reading and writing blocks of memory with a
Span<T>
instead of just T[]
. You can
also enable writing directly to shared memory or other types of memory
by providing a custom implementation of
ByteBufferAllocator
. ENABLE_SPAN_T
also
requires UNSAFE_BYTEBUFFER
to be defined, or .NET Standard
2.1.
Using UNSAFE_BYTEBUFFER
and
BYTEBUFFER_NO_BOUNDS_CHECK
together can yield a performance
gain of ~15% for some operations, however doing so is potentially
dangerous. Do so at your own risk!