Documentation
¶
Index ¶
- type ChatMessage
- type Lobby
- type LobbyEvent
- type LobbyPlayer
- type LobbyPlayerJoin
- type LobbyPlayerLeave
- type LobbyPlayerUpdate
- type LobbyPlayerUpdateRoom
- type LobbyRoomCreate
- type LobbyRoomRemove
- type LobbyRoomUpdate
- type PlayerGameState
- type Room
- type RoomAction
- type RoomEntry
- type RoomEvent
- type RoomGameHoleEnd
- type RoomGameReady
- type RoomGameShotClubChange
- type RoomGameShotCometRelief
- type RoomGameShotCommit
- type RoomGameShotItemUse
- type RoomGameShotPower
- type RoomGameShotRotate
- type RoomGameShotSync
- type RoomGameTurn
- type RoomGameTurnEnd
- type RoomGameTypingIndicator
- type RoomGetInfo
- type RoomHeap
- type RoomLoadingProgress
- type RoomPlayer
- type RoomPlayerIdle
- type RoomPlayerJoin
- type RoomPlayerKick
- type RoomPlayerLeave
- type RoomPlayerReady
- type RoomSettingsChange
- type RoomStartGame
- type Storage
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type ChatMessage ¶
type Lobby ¶
type Lobby struct {
actor.Base[LobbyEvent]
// contains filtered or unexported fields
}
type LobbyEvent ¶
type LobbyEvent interface {
// contains filtered or unexported methods
}
type LobbyPlayer ¶
type LobbyPlayer struct {
Entry gamemodel.LobbyPlayer
Conn *gamepacket.ServerConn
Joined time.Time
}
type LobbyPlayerJoin ¶
type LobbyPlayerJoin struct {
Entry gamemodel.LobbyPlayer
Conn *gamepacket.ServerConn
// contains filtered or unexported fields
}
type LobbyPlayerLeave ¶
type LobbyPlayerLeave struct {
ConnID uint32
// contains filtered or unexported fields
}
type LobbyPlayerUpdate ¶
type LobbyPlayerUpdate struct {
Entry gamemodel.LobbyPlayer
// contains filtered or unexported fields
}
type LobbyPlayerUpdateRoom ¶
type LobbyRoomCreate ¶
type LobbyRoomRemove ¶
type LobbyRoomUpdate ¶
type PlayerGameState ¶
type PlayerGameState struct {
GameReady bool
ShotSync *gamemodel.ShotSyncData
TurnEnd bool
HoleEnd bool
}
type Room ¶
func (*Room) GetRoomInfo ¶
type RoomAction ¶
type RoomAction struct {
ConnID uint32
Action gamemodel.RoomAction
// contains filtered or unexported fields
}
type RoomGameHoleEnd ¶
type RoomGameHoleEnd struct {
ConnID uint32
// contains filtered or unexported fields
}
type RoomGameReady ¶
type RoomGameReady struct {
ConnID uint32
// contains filtered or unexported fields
}
type RoomGameShotClubChange ¶
type RoomGameShotCometRelief ¶
type RoomGameShotCommit ¶
type RoomGameShotItemUse ¶
type RoomGameShotPower ¶
type RoomGameShotRotate ¶
type RoomGameShotSync ¶
type RoomGameShotSync struct {
ConnID uint32
Data gamemodel.ShotSyncData
// contains filtered or unexported fields
}
type RoomGameTurn ¶
type RoomGameTurn struct {
ConnID uint32
// contains filtered or unexported fields
}
type RoomGameTurnEnd ¶
type RoomGameTurnEnd struct {
ConnID uint32
// contains filtered or unexported fields
}
type RoomGameTypingIndicator ¶
type RoomGetInfo ¶
type RoomGetInfo struct {
// contains filtered or unexported fields
}
type RoomHeap ¶
type RoomHeap []*RoomEntry
RoomHeap implements a heap.Interface for the room list. It provides a min heap such that the lowest-numbered inactive room will be at the lowest index.
type RoomLoadingProgress ¶
type RoomPlayer ¶
type RoomPlayer struct {
Entry *gamemodel.RoomPlayerEntry
Conn *gamepacket.ServerConn
PlayerData pangya.PlayerData
GameState *PlayerGameState
}
type RoomPlayerIdle ¶
type RoomPlayerJoin ¶
type RoomPlayerJoin struct {
Entry *gamemodel.RoomPlayerEntry
PlayerData pangya.PlayerData
Conn *gamepacket.ServerConn
// contains filtered or unexported fields
}
type RoomPlayerKick ¶
type RoomPlayerLeave ¶
type RoomPlayerLeave struct {
ConnID uint32
// contains filtered or unexported fields
}
type RoomPlayerReady ¶
type RoomSettingsChange ¶
type RoomSettingsChange struct {
ConnID uint32
Changes []gamemodel.RoomSettingsChange
// contains filtered or unexported fields
}
type RoomStartGame ¶
type RoomStartGame struct {
ConnID uint32
// contains filtered or unexported fields
}
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