Is there a reason why you can't compile the message types into the
message editor? It seems like they're pretty intimately tied together
as it is.

--Pete

On Tue, Dec 1, 2009 at 10:27 AM, David McClurg <dave.mccl...@gmail.com> wrote:
> I'm trying to rebuild a message editor for a game engine using
> protocol buffers.  Currently we are using an XML template to describe
> the message type and XML to store the message.  I like the protocol
> buffer language ( .proto files ) as well as the memory and performance
> advantages over XML.
>
> The tricky part is the message editor.  The message editor tool needs
> to...
> 1) parse all .proto files for the game
> 2) present the user with a input form for a selected message type
> 3) build a protocol message
> 4) save the message to disk for the game to load.
>
> The property editor doesn't know about any message types at compile
> time.  The game knows about all message types at compile time.  For
> the message editor, message types need to be dynamically generated
> from .proto files.  For the game, messages are read from disk and used
> to construct game objects and populate the world.
>
> From other discussions, I've read this is possible but not obvious
> with protocol buffers.
>
> Could you please explain in specific terms how to parse a bunch
> of .proto files from disk into message types at runtime?  How do I
> parse .proto files on-the-fly?
>
> Thanks,
> David
>
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