Documentation
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Overview ¶
Package sendtables contains code related to decoding sendtables. Mostly used internally but can be interesting for direct access to server-classes and entities.
Index ¶
- type Entity
- type EntityCreatedHandler
- type EntityHandler
- type EntityOp
- type Property
- type PropertyEntry
- type PropertyUpdateHandler
- type PropertyValue
- func (v PropertyValue) Array() []any
- func (v PropertyValue) BoolVal() bool
- func (v PropertyValue) Float() float32
- func (v PropertyValue) Handle() uint64
- func (v PropertyValue) Int() int
- func (v PropertyValue) Int64() int64
- func (v PropertyValue) R3Vec() r3.Vector
- func (v PropertyValue) R3VecOrNil() *r3.Vector
- func (v PropertyValue) Str() string
- func (v PropertyValue) String() string
- func (v PropertyValue) UInt32() uint32
- func (v PropertyValue) UInt64() uint64
- type PropertyValueType
- type ServerClass
- type ServerClasses
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Entity ¶
type Entity interface {
// ServerClass returns the entity's server-class.
ServerClass() ServerClass
// ID returns the entity's ID.
ID() int
// SerialNum returns the entity's serial number.
SerialNum() int
// Properties returns all properties of the entity.
Properties() (out []Property)
// Property finds a property on the entity by name.
//
// Returns nil if the property wasn't found.
Property(name string) Property
// BindProperty combines Property() & Property.Bind() into one.
// Essentially binds a property's value to a pointer.
// See the docs of the two individual functions for more info.
BindProperty(name string, variable any, valueType PropertyValueType)
// PropertyValue finds a property on the entity by name and returns its value.
//
// Returns false as second value if the property was not found.
PropertyValue(name string) (PropertyValue, bool)
// PropertyValueMust finds a property on the entity by name and returns its value.
//
// Panics with nil pointer dereference error if the property was not found.
PropertyValueMust(name string) PropertyValue
// Position returns the entity's position in world coordinates.
Position() r3.Vector
// OnPositionUpdate registers a handler for the entity's position update.
// The handler is called with the new position every time a position-relevant property is updated.
//
// See also Position()
OnPositionUpdate(h func(pos r3.Vector))
// OnDestroy registers a function to be called on the entity's destruction.
OnDestroy(delegate func())
// Destroy triggers all via OnDestroy() registered functions.
//
// Intended for internal use only.
Destroy()
// OnCreateFinished registers a function to be called once the entity is fully created -
// i.e. once all property updates have been sent out.
OnCreateFinished(delegate func())
}
Entity is an auto-generated interface for entity, intended to be used when mockability is needed. entity stores a entity in the game (e.g. players etc.) with its properties.
type EntityCreatedHandler ¶
type EntityCreatedHandler func(Entity)
EntityCreatedHandler is the interface for handlers that are interested in EntityCreatedEvents.
type EntityHandler ¶
EntityHandler is a function that receives Entity updates
type EntityOp ¶
type EntityOp int
EntityOp is a bitmask representing the type of operation performed on an Entity
const ( EntityOpNone EntityOp = 0x00 EntityOpCreated EntityOp = 0x01 EntityOpUpdated EntityOp = 0x02 EntityOpDeleted EntityOp = 0x04 EntityOpEntered EntityOp = 0x08 EntityOpLeft EntityOp = 0x10 EntityOpCreatedEntered EntityOp = EntityOpCreated | EntityOpEntered EntityOpUpdatedEntered EntityOp = EntityOpUpdated | EntityOpEntered EntityOpDeletedLeft EntityOp = EntityOpDeleted | EntityOpLeft )
type Property ¶
type Property interface {
// Name returns the property's name.
Name() string
// Value returns the current value of the property.
Value() PropertyValue
// OnUpdate registers a handler for updates of the property's value.
//
// The handler will be called with the current value upon registration.
OnUpdate(handler PropertyUpdateHandler)
/*
Bind binds a property's value to a pointer.
Example:
var i int
property.Bind(&i, ValTypeInt)
This will bind the property's value to i so every time it's updated i is updated as well.
The valueType indicates which field of the PropertyValue to use for the binding.
*/
Bind(variable any, valueType PropertyValueType)
}
Property is an auto-generated interface for property, intended to be used when mockability is needed. property wraps a flattenedPropEntry and allows registering handlers that can be triggered on a update of the property.
type PropertyEntry ¶
type PropertyUpdateHandler ¶
type PropertyUpdateHandler func(PropertyValue)
PropertyUpdateHandler is the interface for handlers that are interested in property changes.
type PropertyValue ¶
type PropertyValue struct {
Any any
}
PropertyValue stores parsed & decoded send-table values. For instance player health, location etc.
func (PropertyValue) Array ¶
func (v PropertyValue) Array() []any
func (PropertyValue) BoolVal ¶
func (v PropertyValue) BoolVal() bool
BoolVal returns true if IntVal > 0.
func (PropertyValue) Float ¶
func (v PropertyValue) Float() float32
func (PropertyValue) Handle ¶
func (v PropertyValue) Handle() uint64
func (PropertyValue) Int ¶
func (v PropertyValue) Int() int
func (PropertyValue) Int64 ¶
func (v PropertyValue) Int64() int64
func (PropertyValue) R3Vec ¶
func (v PropertyValue) R3Vec() r3.Vector
func (PropertyValue) R3VecOrNil ¶
func (v PropertyValue) R3VecOrNil() *r3.Vector
func (PropertyValue) Str ¶
func (v PropertyValue) Str() string
func (PropertyValue) String ¶
func (v PropertyValue) String() string
func (PropertyValue) UInt32 ¶
func (v PropertyValue) UInt32() uint32
func (PropertyValue) UInt64 ¶
func (v PropertyValue) UInt64() uint64
type PropertyValueType ¶
type PropertyValueType int
PropertyValueType specifies the type of PropertyValue
const ( ValTypeInt PropertyValueType = iota ValTypeFloat32 ValTypeFloat64 // Like ValTypeFloat32 but with additional cast to float64 ValTypeString ValTypeVector ValTypeArray ValTypeBoolInt // Int that is treated as bool (1 -> true, != 1 -> false) )
Possible types of property values. See Property.Bind()
type ServerClass ¶
type ServerClass interface {
// ID returns the server-class's ID.
ID() int
// Name returns the server-class's name.
Name() string
// PropertyEntries returns the names of all property-entries on this server-class.
PropertyEntries() []string
// OnEntityCreated registers a function to be called when a new entity is created from this serverClass.
OnEntityCreated(handler EntityCreatedHandler)
String() string
}
ServerClass is an auto-generated interface for property, intended to be used when mockability is needed. serverClass stores meta information about Entity types (e.g. palyers, teams etc.).
type ServerClasses ¶
type ServerClasses interface {
All() []ServerClass
FindByName(name string) ServerClass
}
ServerClasses is a searchable list of ServerClasses.
Source Files
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Directories
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| Path | Synopsis |
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Package fake provides basic mocks for Entity and Property.
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Package fake provides basic mocks for Entity and Property. |