Package Exports
- protobufjs
This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (protobufjs) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.
Readme
A protobuf implementation on top of ByteBuffer.js including a .proto parser, reflection, message class building and simple encoding and decoding in plain JavaScript. No compilation step required, works out of the box on .proto files. It's also used for the cross-platform multiplayer component in eSoccer, an HTML5 game developed at University of Applied Sciences Bonn.
Features
- CommonJS compatible
- RequireJS/AMD compatible
- Shim compatible (include the script, then use
var ProtoBuf = dcodeIO.ProtoBuf;
) - node.js compatible, also available via npm
- Closure Compiler compatible (fully annotated, externs)
- Fully documented using jsdoc3
- Well tested through nodeunit
- ByteBuffer.js is the only production dependency
- Small footprint (even smaller if you use a noparse build)
Builder
Probably the core component of ProtoBuf.js. Resolves all type references, performs all the necessary checks and returns ready to use classes. Can be created from a .proto file or from a JSON definition. The later does not even require the .proto parser to be included (see).
Install: npm install protobufjs
Using .proto files
Example: tests/complex.proto
var ProtoBuf = require("protobufjs");
var builder = ProtoBuf.protoFromFile("tests/complex.proto");
var Game = builder.build("Game");
var Car = Game.Cars.Car;
// Construct with arguments list in field order:
var car = new Car("Rusty", new Car.Vendor("Iron Inc.", new Car.Vendor.Address("US")), Car.Speed.SUPERFAST);
// OR: Construct with values from an object, implicit message creation (address) and enum values as strings:
var car = new Car({
"model": "Rusty",
"vendor": {
"name": "Iron Inc.",
"address": {
"country": "US"
}
},
"speed": "SUPERFAST" // also equivalent to "speed": 2
});
// OR: It's also possible to mix all of this!
// Afterwards, just encode your message:
var buffer = car.encode();
// And send it over the wire:
var socket = ...;
socket.send(buffer.toArrayBuffer());
// OR: Short...
socket.send(car.toArrayBuffer());
Putting multiple .proto files into a common namespace
Example: tests/example1.proto, tests/example2.proto
var builder = ProtoBuf.protoFromFile("tests/example1.proto");
ProtoBuf.protoFromFile("tests/example2.proto", builder);
var root = builder.build();
var test1 = new root.Test1(123);
var test2 = new root.Test2("123");
...
Using JSON without the .proto parser
Example: tests/complex.json
var ProtoBuf = require("protobufjs");
var builder = ProtoBuf.newBuilder(); // Alternatively:
builder.define("Game"); // var builder = ProtoBuf.newBuilder("Game");
builder.create([
{
"name": "Car",
"fields": [
{
"rule": "required",
"type": "string",
"name": "model",
"id": 1
},
...
],
"messages": [
{
"name": "Vendor",
"fields": ...,
},
...
],
"enums": [
{
"name": "Speed",
"values": [
{
"name": "FAST",
"id": 1
},
...
]
}
]
}
]);
var Game = builder.build("Game");
var Car = Game.Cars.Car;
... actually the same as above ...
When using JSON only, you can use ProtoBuf.noparse.js
/ ProtoBuf.noparse.min.js instead, which
do NOT include the ProtoBuf.DotProto
package for parsing and are therefore even smaller.
Encoder / Decoder
Built into all message classes. Just call YourMessage#encode([buffer])
respectively YourMessage.decode(buffer)
.
Encoding a message
...
var YourMessage = builder.build("YourMessage");
var myMessage = new YourMessage(...);
var byteBuffer = myMessage.encode();
var buffer = byteBuffer.toArrayBuffer();
// OR: Short...
var buffer = myMessage.toArrayBuffer();
var socket = ...; // E.g. a WebSocket
socket.send(buffer);
Decoding from an ArrayBuffer/ByteBuffer
...
var YourMessage = builder.build("YourMessage");
var buffer = ...; // E.g. a buffer received on a WebSocket
var myMessage = YourMessage.decode(buffer);
Command line utility
It's also possible to transform .proto files into their JSON counterparts or to transform entire namespaces into
ready-to-use message classes and enum objects by using the proto2js
command line utility.
Usage: proto2js protoFile [-class[=My.Package]|-commonjs[=My.Package]|-amd[=My.Package]] [-min] [> outFile]
Options:
-class[=My.Package] Creates the classes instead of just a JSON definition.
If you do not specify a package, the package
declaration from the .proto file is used instead.
-commonjs[=My.Package] Creates a CommonJS export instead of just a JSON def.
If you do not specify a package, the package
declaration from the .proto file is used instead.
-amd[=My.Package] Creates an AMD define instead of just a JSON def.
If you do not specify a package, the package
declaration from the .proto file is used instead.
-min Minifies the output.
So, to create a JSON definition from the tests/complex.proto file, run:
proto2js tests/complex.proto > tests/complex.json
Or to create classes/a CommonJS export/an AMD define for the entire Game
namespace, run:
proto2js tests/complex.proto -class=Game > tests/complex.js
proto2js tests/complex.proto -commonjs=Game > tests/complex.js
# ^ The resulting code will implicitly call require("protobufjs");
proto2js tests/complex.proto -amd=Game.Cars > tests/complex.js
# ^ The resulting code will implicitly use ["ProtoBuf"] as its
# declared dependencies and "Game/Cars" as the module name
Parser
Only available in the full build (i.e. not in "noparse" builds). Compliant with the protobuf parser to the following extend:
Required, optional, repeated and packed repeated fields:
message Test { required int32 a = 1; optional int32 b = 2 [default=100]; repeated int32 c = 3; repeated int32 c = 4 [packed=true]; }
Data types: int32, uint32, sint32, fixed32, sfixed32, int64, uint64, sint64, fixed64, sfixed64, bool, enum, string, bytes, messages, embedded messages, float, double
message Test { required int32 a = 1; // Varint encoded required uint32 b = 2; // Varint encoded required sint32 c = 3; // Varint zigzag encoded required bool d = 4; // Varint encoded enum Priority { LOW = 1; MEDIUM = 2; HIGH = 3; } optional Priority e = 5 [default=MEDIUM]; // Varint encoded required string f = 6; // Varint length delimited required bytes g = 7; // Varint length delimited required Embedded h = 8; // Varint length delimited message Embedded { repeated int32 a = 1; // Multiple tags repeated int32 b = 2 [packed=true]; // One tag, length delimited required sfixed32 c = 3; // Fixed 4 bytes int32 required fixed32 d = 4; // Fixed 4 bytes uint32 required float e = 5; // Fixed 4 bytes required double f = 6; // Fixed 8 bytes // Through ByteBuffer.js loaded with Long.js: optional int64 g = 7; // Varint encoded optional uint64 h = 8; // Varint encoded optional sint64 i = 9; // Varint zigzag encoded required sfixed64 j = 10; // Fixed 8 bytes int64 required fixed64 k = 11; // Fixed 8 bytes uint64 } }
Packages
package My.Game; message Test { ... } message Test2 { required My.Game.Test test = 1; }
Qualified and fully qualified name resolving:
package My.Game; message Test { ... enum Priority { LOW = 1; MEDIUM = 2; HIGH = 3; } } message Test2 { required .My.Game.Test.Priority priority_fqn = 1 [default=LOW]; required Test.Priority priority_qn = 2 [default=MEDIUM]; }
Options on all levels:
option toplevel_1 = 10; option toplevel_2 = "Hello!"; message Test { option inmessage = "World!"; optional int32 somenumber = 1 [default=123]; // Actually the only one used }
Imports:
package My; // Not used by the following imports import public "example1.proto"; // The "public" keyword is ignored import "example2.proto"; message Test2 { required Test1 test1 = 0; // Unique name required .Test2 test2 = 1; // Duplicate name resolved absolutely }
See also: example1.proto, example2.proto
var builder = ProtoBuf.protoFromFile("tests/imports.proto"); var root = builder.build(); // root now contains: // - .Test1 // - .Test2 // - .My.Test2 using .Test1 for field 'test1' and .Test2 for field 'test2'
NOTE: Importing .proto files is available in the full build (not in the noparse build) only. Importing the .json counterpart of a .proto file (e.g. generated by proto2js) is supported regardless of the build you are using. Imports are also always fetched synchronously, so it's a good idea to package everything into a single file when using it in the browser.
Not (yet) supported
- Extensions (what for?) and services (you roll your own, don't you?). If you need anything of this, please open an issue and explain your exact requirements. It's just that I have no idea how to benefit from that and therefore I am not sure how to design it.
Calling the parser on your own
var ProtoBuf = require("protobufjs"),
fs = require("fs"),
util = require("util");
var parser = new ProtoBuf.DotProto.Parser(fs.readFileSync("tests/complex.proto"));
var ast = parser.parse();
console.log(util.inspect(ast, false, null, true));
CommonJS, AMD and browser (shim)
node.js / CommonJS
npm install protobufjs
var ProtoBuf = require("protobufjs");
...
RequireJS / AMD
Requires ByteBuffer.js. Optionally depends on Long.js for long (int64) support. If you do not require long support, you can skip the Long.js config. Require.js example:
require.config({
...
"paths": {
"Long": "/path/to/Long.js",
"ByteBuffer": "/path/to/ByteBuffer.js",
"ProtoBuf": "/path/to/ProtoBuf.js"
},
...
});
require(["ProtoBuf"], function(ProtoBuf) {
...
});
Or as a module dependency:
define("MyModule", ["ProtoBuf"], function(ProtoBuf) {
...
});
Browser (shim)
Requires ByteBuffer.js. Optionally depends on Long.js for long (int64) support. If you do not require long support, you can skip the Long.js include.
<script src="//raw.github.com/dcodeIO/Long.js/master/Long.min.js"></script>
<script src="//raw.github.com/dcodeIO/ByteBuffer.js/master/ByteBuffer.min.js"></script>
<script src="//raw.github.com/dcodeIO/ProtoBuf.js/master/ProtoBuf.min.js"></script>
var ProtoBuf = dcodeIO.ProtoBuf;
...
On long (int64) support
Full 64bit support is available since 0.10.0 and requires ByteBuffer.js >=1.2.3 with Long.js >=1.1.2.
On endianess before 0.11
Till 0.10, ProtoBuf.js mistakenly used big endian byte order when en-/decoding non-varint values as reported by bertdouglas. This has been corrected in 0.11.0. However, versions before 0.11 are now to consider incompatible with later versions when using non-varint values, so please upgrade to the latest version to ensure compatibility with the official protobuf specification.
Downloads
Documentation
Tests (& Examples) 
License
Apache License, Version 2.0 - http://www.apache.org/licenses/LICENSE-2.0.html