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
ProtoBuf.js - protobuf for JavaScript 
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.
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());
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.
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]] [-min] [> outFile]
Options:
-class[=My.Package] Creates the class instead of just a JSON definition.
If you do not specifiy a package, the package
declaration from the .proto file is used instead.
-min Minifies the generated 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 for the entire Game
namespace, run:
proto2js tests/complex.proto -class=Game > tests/complex.js
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, bool, enum, string, bytes, messages, embedded messages, fixed32, sfixed32, 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 fixed32 c = 3; // Fixed 4 bytes required sfixed32 d = 4; // Fixed 4 bytes zigzag encoded required float e = 5; // Fixed 4 bytes required double f = 6; // Fixed 8 bytes } }
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 }
Not (yet) supported
- Extensions (what for?), imports (put everything into one builder instead) and services (you roll your own, don't you?).
However, if you need anything of the above, please drop me a note how you'd like to see it implemented. 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));
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);
Downloads
Documentation
Tests (& Examples)
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 ADVANCED_OPTIMIZATIONS compatible (fully annotated)
- Fully documented using jsdoc3
- Well tested through nodeunit
- ByteBuffer.js is the only production dependency
- Small footprint (even smaller if you use JSON definitions instead of .proto files, because no parser is required)
License
Apache License, Version 2.0 - http://www.apache.org/licenses/LICENSE-2.0.html