cg

package
v0.4.0 Latest Latest
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Published: May 17, 2022 License: MIT Imports: 13 Imported by: 1

Documentation

Overview

Package cg implements common client logic for connecting with a CodeGame server and handling events.

CodeGame v0.4

Index

Constants

This section is empty.

Variables

View Source
var (
	ErrInvalidMessageType = errors.New("invalid message type")
	ErrEncodeFailed       = errors.New("failed to encode json object")
	ErrDecodeFailed       = errors.New("failed to decode event")
	ErrClosed             = errors.New("connection closed")
)

Functions

func IsStandardEvent

func IsStandardEvent(eventName EventName) bool

IsStandardEvent returns true if eventName is a standard event.

Types

type CallbackId

type CallbackId uuid.UUID

type Event

type Event struct {
	Name EventName       `json:"name"`
	Data json.RawMessage `json:"data"`
}

func (*Event) UnmarshalData

func (e *Event) UnmarshalData(targetObjPtr any) error

UnmarshalData decodes the event data into the struct pointed to by targetObjPtr.

type EventConnectData

type EventConnectData struct {
	// The ID of game to connect to.
	GameId string `json:"game_id"`
	// The ID of the player to connect to.
	PlayerId string `json:"player_id"`
	// The secret of the player to connect to.
	Secret string `json:"secret"`
}

type EventConnectedData

type EventConnectedData struct {
}

type EventErrorData

type EventErrorData struct {
	// The reason the error occured.
	Reason string `json:"reason"`
}

type EventInfoData added in v0.3.0

type EventInfoData struct {
	// The IDs of all players currently in the game mapped to their respective usernames.
	Players map[string]string `json:"players"`
}

type EventJoinData added in v0.3.0

type EventJoinData struct {
	// The ID of the game to join.
	GameId string `json:"game_id"`
	// The name of your new user.
	Username string `json:"username"`
}

type EventJoinedData added in v0.3.0

type EventJoinedData struct {
	// The player secret.
	Secret string `json:"secret"`
}

type EventLeaveData added in v0.3.0

type EventLeaveData struct {
}

type EventLeftData added in v0.3.0

type EventLeftData struct {
}

type EventName

type EventName string
const EventConnect EventName = "cg_connect"

The `cg_connect` event is used to associate a client with an existing player. This event is used after making changes to ones program and reconnecting to the game or when adding another client like a viewer in the webbrowser.

const EventConnected EventName = "cg_connected"

The `cg_connected` event is sent to the socket that has connected.

const EventError EventName = "cg_error"

The error event is sent to the client that triggered the error. The error event should only be used for technical errors such as event deserialisation errors. If something in the game doesn’t work intentionally or a very specific error that requires handeling by the client occurs, a custom event should be used.

const EventInfo EventName = "cg_info"

The `cg_info` event is sent to every player that joins or connects to a game and catches them up on things that may have happened before they were connected.

const EventJoin EventName = "cg_join"

Join an existing game by ID.

const EventJoined EventName = "cg_joined"

The `cg_joined` event is used to send a secret to the player that just joined so that they can reconnect and add other clients. It also confirms that the game has been joined successfully.

const EventLeave EventName = "cg_leave"

The `cg_leave` event is used to leave a game which is the preferred way to exit a game in comparison to just disconnecting and never reconnecting. It is not required to send this event due to how hard it is to detect if the user has disconnected for good or is just re-writing their program.

const EventLeft EventName = "cg_left"

The `cg_left` event is sent to everyone in the game when someone leaves it.

const EventNewPlayer EventName = "cg_new_player"

The `new_player` event is sent to everyone in the game when someone joins it.

type EventNewPlayerData added in v0.3.0

type EventNewPlayerData struct {
	// The username of the newly joined player.
	Username string `json:"username"`
}

type EventWrapper added in v0.4.0

type EventWrapper struct {
	Origin string `json:"origin"`
	Event  Event  `json:"event"`
}

A wrapper struct around and event and its origin.

type OnEventCallback

type OnEventCallback func(origin string, event Event)

type Socket

type Socket struct {
	// contains filtered or unexported fields
}

Socket represents the connection with a CodeGame server and handles events.

func NewSocket

func NewSocket(domain string) (*Socket, error)

NewSocket opens a new websocket connection with the CodeGame server listening at domain (e.g. my-game.io) and returns a new Connection struct.

func (*Socket) Close

func (s *Socket) Close() error

Close closes the underlying websocket connection.

func (*Socket) Connect

func (s *Socket) Connect(username string) error

Connect sends a connect_game event to the server and returns once it receives a connected_game event.

func (*Socket) Create

func (s *Socket) Create(public bool) (string, error)

Create creates a new game on the server and returns the id of the created game.

func (*Socket) GetUser

func (s *Socket) GetUser(playerId string) string

Returns the username associated with playerId.

func (*Socket) Join

func (s *Socket) Join(gameId, username string) error

Join sends a join_game event to the server and returns a Session object once it receives a joined_game and a player_secret event.

func (*Socket) Leave

func (s *Socket) Leave() error

Leave sends a leave_game event to the server and clears all non-standard event listeners. It also deletes the current session.

func (*Socket) NextEvent added in v0.4.0

func (s *Socket) NextEvent() (EventWrapper, bool, error)

NextEvent returns the next event in the queue or ok = false if there is none. Registered event listeners will be triggered.

func (*Socket) On

func (s *Socket) On(event EventName, callback OnEventCallback) CallbackId

On registers a callback that is triggered when event is received.

func (*Socket) OnOnce

func (s *Socket) OnOnce(event EventName, callback OnEventCallback) CallbackId

OnOnce registers a callback that is triggered only the first time event is received.

func (*Socket) RemoveCallback

func (s *Socket) RemoveCallback(id CallbackId)

RemoveCallback deletes the callback with the specified id.

func (*Socket) RunEventLoop added in v0.4.0

func (s *Socket) RunEventLoop() error

RunEventLoop starts listening for events and triggers registered event listeners. Returns on close or error.

func (*Socket) Send added in v0.4.0

func (s *Socket) Send(eventName EventName, eventData any) error

Send sends a new event to the server.

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