Documentation
¶
Index ¶
- func NewExecutableSchema(cfg Config) graphql.ExecutableSchema
- type ComplexityRoot
- type Config
- type DailyPlayerStats
- type DailyPlayerStatsRecordResolver
- type DailyTribeStats
- type DailyTribeStatsRecordResolver
- type DirectiveRoot
- type EnnoblementList
- type EnnoblementResolver
- type FoundPlayerList
- type FoundTribeList
- type PlayerHistory
- type PlayerHistoryRecordResolver
- type PlayerList
- type PlayerResolver
- type QueryResolver
- type ResolverRoot
- type ServerList
- type ServerResolver
- type ServerStats
- type TribeChangeRecordResolver
- type TribeChanges
- type TribeHistory
- type TribeHistoryRecordResolver
- type TribeList
- type VersionList
- type VillageList
- type VillageResolver
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func NewExecutableSchema ¶
func NewExecutableSchema(cfg Config) graphql.ExecutableSchema
NewExecutableSchema creates an ExecutableSchema from the ResolverRoot interface.
Types ¶
type ComplexityRoot ¶
type ComplexityRoot struct {
Building struct {
BuildTime func(childComplexity int) int
BuildTimeFactor func(childComplexity int) int
Iron func(childComplexity int) int
IronFactor func(childComplexity int) int
MaxLevel func(childComplexity int) int
MinLevel func(childComplexity int) int
Pop func(childComplexity int) int
PopFactor func(childComplexity int) int
Stone func(childComplexity int) int
StoneFactor func(childComplexity int) int
Wood func(childComplexity int) int
WoodFactor func(childComplexity int) int
}
BuildingConfig struct {
Barracks func(childComplexity int) int
Farm func(childComplexity int) int
Garage func(childComplexity int) int
Hide func(childComplexity int) int
Iron func(childComplexity int) int
Main func(childComplexity int) int
Market func(childComplexity int) int
Place func(childComplexity int) int
Smith func(childComplexity int) int
Snob func(childComplexity int) int
Stable func(childComplexity int) int
Statue func(childComplexity int) int
Stone func(childComplexity int) int
Storage func(childComplexity int) int
Wall func(childComplexity int) int
Watchtower func(childComplexity int) int
Wood func(childComplexity int) int
}
DailyPlayerStats struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
DailyPlayerStatsRecord struct {
CreateDate func(childComplexity int) int
ID func(childComplexity int) int
Player func(childComplexity int) int
Points func(childComplexity int) int
Rank func(childComplexity int) int
RankAtt func(childComplexity int) int
RankDef func(childComplexity int) int
RankSup func(childComplexity int) int
RankTotal func(childComplexity int) int
ScoreAtt func(childComplexity int) int
ScoreDef func(childComplexity int) int
ScoreSup func(childComplexity int) int
ScoreTotal func(childComplexity int) int
Villages func(childComplexity int) int
}
DailyTribeStats struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
DailyTribeStatsRecord struct {
AllPoints func(childComplexity int) int
CreateDate func(childComplexity int) int
Dominance func(childComplexity int) int
ID func(childComplexity int) int
Members func(childComplexity int) int
Points func(childComplexity int) int
Rank func(childComplexity int) int
RankAtt func(childComplexity int) int
RankDef func(childComplexity int) int
RankTotal func(childComplexity int) int
ScoreAtt func(childComplexity int) int
ScoreDef func(childComplexity int) int
ScoreTotal func(childComplexity int) int
Tribe func(childComplexity int) int
Villages func(childComplexity int) int
}
Ennoblement struct {
EnnobledAt func(childComplexity int) int
ID func(childComplexity int) int
NewOwner func(childComplexity int) int
NewOwnerTribe func(childComplexity int) int
OldOwner func(childComplexity int) int
OldOwnerTribe func(childComplexity int) int
Village func(childComplexity int) int
}
EnnoblementList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
FoundPlayer struct {
BestRank func(childComplexity int) int
ID func(childComplexity int) int
MostPoints func(childComplexity int) int
MostVillages func(childComplexity int) int
Name func(childComplexity int) int
Server func(childComplexity int) int
TribeID func(childComplexity int) int
TribeTag func(childComplexity int) int
}
FoundPlayerList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
FoundTribe struct {
BestRank func(childComplexity int) int
ID func(childComplexity int) int
MostPoints func(childComplexity int) int
MostVillages func(childComplexity int) int
Name func(childComplexity int) int
Server func(childComplexity int) int
Tag func(childComplexity int) int
}
FoundTribeList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
Player struct {
BestRank func(childComplexity int) int
BestRankAt func(childComplexity int) int
DailyGrowth func(childComplexity int) int
DeletedAt func(childComplexity int) int
Exists func(childComplexity int) int
ID func(childComplexity int) int
JoinedAt func(childComplexity int) int
LastActivityAt func(childComplexity int) int
MostPoints func(childComplexity int) int
MostPointsAt func(childComplexity int) int
MostVillages func(childComplexity int) int
MostVillagesAt func(childComplexity int) int
Name func(childComplexity int) int
NameChanges func(childComplexity int) int
Points func(childComplexity int) int
Rank func(childComplexity int) int
RankAtt func(childComplexity int) int
RankDef func(childComplexity int) int
RankSup func(childComplexity int) int
RankTotal func(childComplexity int) int
ScoreAtt func(childComplexity int) int
ScoreDef func(childComplexity int) int
ScoreSup func(childComplexity int) int
ScoreTotal func(childComplexity int) int
Servers func(childComplexity int) int
TotalVillages func(childComplexity int) int
Tribe func(childComplexity int) int
}
PlayerHistory struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
PlayerHistoryRecord struct {
CreateDate func(childComplexity int) int
ID func(childComplexity int) int
Player func(childComplexity int) int
Points func(childComplexity int) int
Rank func(childComplexity int) int
RankAtt func(childComplexity int) int
RankDef func(childComplexity int) int
RankSup func(childComplexity int) int
RankTotal func(childComplexity int) int
ScoreAtt func(childComplexity int) int
ScoreDef func(childComplexity int) int
ScoreSup func(childComplexity int) int
ScoreTotal func(childComplexity int) int
TotalVillages func(childComplexity int) int
Tribe func(childComplexity int) int
}
PlayerList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
PlayerNameChange struct {
ChangeDate func(childComplexity int) int
NewName func(childComplexity int) int
OldName func(childComplexity int) int
}
Query struct {
DailyPlayerStats func(childComplexity int, server string, filter *twmodel.DailyPlayerStatsFilter, limit *int, offset *int, sort []string) int
DailyTribeStats func(childComplexity int, server string, filter *twmodel.DailyTribeStatsFilter, limit *int, offset *int, sort []string) int
Ennoblements func(childComplexity int, server string, filter *twmodel.EnnoblementFilter, limit *int, offset *int, sort []string) int
Player func(childComplexity int, server string, id int) int
PlayerHistory func(childComplexity int, server string, filter *twmodel.PlayerHistoryFilter, limit *int, offset *int, sort []string) int
Players func(childComplexity int, server string, filter *twmodel.PlayerFilter, limit *int, offset *int, sort []string) int
SearchPlayer func(childComplexity int, version string, name *string, id *int, limit *int, offset *int, sort []string) int
SearchTribe func(childComplexity int, version string, query string, limit *int, offset *int, sort []string) int
Server func(childComplexity int, key string) int
ServerStats func(childComplexity int, server string, filter *twmodel.ServerStatsFilter, limit *int, offset *int, sort []string) int
Servers func(childComplexity int, filter *twmodel.ServerFilter, limit *int, offset *int, sort []string) int
Tribe func(childComplexity int, server string, id int) int
TribeChanges func(childComplexity int, server string, filter *twmodel.TribeChangeFilter, limit *int, offset *int, sort []string) int
TribeHistory func(childComplexity int, server string, filter *twmodel.TribeHistoryFilter, limit *int, offset *int, sort []string) int
Tribes func(childComplexity int, server string, filter *twmodel.TribeFilter, limit *int, offset *int, sort []string) int
Version func(childComplexity int, code twmodel.VersionCode) int
Versions func(childComplexity int, filter *twmodel.VersionFilter, limit *int, offset *int, sort []string) int
Village func(childComplexity int, server string, id int) int
Villages func(childComplexity int, server string, filter *twmodel.VillageFilter, limit *int, offset *int, sort []string) int
}
Server struct {
BuildingConfig func(childComplexity int) int
Config func(childComplexity int) int
DataUpdatedAt func(childComplexity int) int
HistoryUpdatedAt func(childComplexity int) int
Key func(childComplexity int) int
NumberOfPlayers func(childComplexity int) int
NumberOfTribes func(childComplexity int) int
NumberOfVillages func(childComplexity int) int
StatsUpdatedAt func(childComplexity int) int
Status func(childComplexity int) int
UnitConfig func(childComplexity int) int
Version func(childComplexity int) int
}
ServerConfig struct {
Ally func(childComplexity int) int
Build func(childComplexity int) int
Buildings func(childComplexity int) int
Commands func(childComplexity int) int
Coord func(childComplexity int) int
Game func(childComplexity int) int
Misc func(childComplexity int) int
Moral func(childComplexity int) int
Newbie func(childComplexity int) int
Night func(childComplexity int) int
Sitter func(childComplexity int) int
Sleep func(childComplexity int) int
Snob func(childComplexity int) int
Speed func(childComplexity int) int
UnitSpeed func(childComplexity int) int
Win func(childComplexity int) int
}
ServerConfigAlly struct {
AllytimeSupport func(childComplexity int) int
FixedAllies func(childComplexity int) int
Levels func(childComplexity int) int
Limit func(childComplexity int) int
NoHarm func(childComplexity int) int
NoJoin func(childComplexity int) int
NoLeave func(childComplexity int) int
NoOtherSupport func(childComplexity int) int
PointsMemberCount func(childComplexity int) int
WarsAutoacceptDays func(childComplexity int) int
WarsMemberRequirement func(childComplexity int) int
WarsPointsRequirement func(childComplexity int) int
XpRequirements func(childComplexity int) int
}
ServerConfigBuild struct {
Destroy func(childComplexity int) int
}
ServerConfigBuildings struct {
CustomBarracks func(childComplexity int) int
CustomChurch func(childComplexity int) int
CustomFarm func(childComplexity int) int
CustomGarage func(childComplexity int) int
CustomHide func(childComplexity int) int
CustomIron func(childComplexity int) int
CustomMain func(childComplexity int) int
CustomMarket func(childComplexity int) int
CustomPlace func(childComplexity int) int
CustomSmith func(childComplexity int) int
CustomSnob func(childComplexity int) int
CustomStable func(childComplexity int) int
CustomStatue func(childComplexity int) int
CustomStone func(childComplexity int) int
CustomStorage func(childComplexity int) int
CustomWall func(childComplexity int) int
CustomWatchtower func(childComplexity int) int
CustomWood func(childComplexity int) int
}
ServerConfigCommands struct {
CommandCancelTime func(childComplexity int) int
MillisArrival func(childComplexity int) int
}
ServerConfigCoord struct {
BonusNew func(childComplexity int) int
BonusVillages func(childComplexity int) int
EmptyVillages func(childComplexity int) int
Func func(childComplexity int) int
Inner func(childComplexity int) int
MapSize func(childComplexity int) int
NobleRestart func(childComplexity int) int
SelectStart func(childComplexity int) int
StartVillages func(childComplexity int) int
VillageMoveWait func(childComplexity int) int
}
ServerConfigGame struct {
Archer func(childComplexity int) int
BarbarianMaxPoints func(childComplexity int) int
BarbarianRise func(childComplexity int) int
BarbarianShrink func(childComplexity int) int
BaseProduction func(childComplexity int) int
BuildtimeFormula func(childComplexity int) int
Church func(childComplexity int) int
Event func(childComplexity int) int
FakeLimit func(childComplexity int) int
FarmLimit func(childComplexity int) int
Hauls func(childComplexity int) int
HaulsBase func(childComplexity int) int
HaulsMax func(childComplexity int) int
Knight func(childComplexity int) int
KnightNewItems func(childComplexity int) int
Stronghold func(childComplexity int) int
SuppressEvents func(childComplexity int) int
Tech func(childComplexity int) int
Watchtower func(childComplexity int) int
}
ServerConfigMisc struct {
KillRanking func(childComplexity int) int
TradeCancelTime func(childComplexity int) int
Tutorial func(childComplexity int) int
}
ServerConfigNewbie struct {
Days func(childComplexity int) int
Ratio func(childComplexity int) int
RatioDays func(childComplexity int) int
RemoveNewbieVillages func(childComplexity int) int
}
ServerConfigNight struct {
Active func(childComplexity int) int
DefFactor func(childComplexity int) int
EndHour func(childComplexity int) int
StartHour func(childComplexity int) int
}
ServerConfigSitter struct {
Allow func(childComplexity int) int
}
ServerConfigSleep struct {
Active func(childComplexity int) int
Delay func(childComplexity int) int
Max func(childComplexity int) int
MaxAwake func(childComplexity int) int
Min func(childComplexity int) int
MinAwake func(childComplexity int) int
WarnTime func(childComplexity int) int
}
ServerConfigSnob struct {
CheapRebuild func(childComplexity int) int
CoinIron func(childComplexity int) int
CoinStone func(childComplexity int) int
CoinWood func(childComplexity int) int
Factor func(childComplexity int) int
Gold func(childComplexity int) int
MaxDist func(childComplexity int) int
NoBarbConquer func(childComplexity int) int
Rise func(childComplexity int) int
}
ServerConfigWin struct {
Check func(childComplexity int) int
}
ServerList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
ServerStats struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
ServerStatsRecord struct {
ActivePlayers func(childComplexity int) int
ActiveTribes func(childComplexity int) int
BarbarianVillages func(childComplexity int) int
BonusVillages func(childComplexity int) int
CreateDate func(childComplexity int) int
ID func(childComplexity int) int
InactivePlayers func(childComplexity int) int
InactiveTribes func(childComplexity int) int
PlayerVillages func(childComplexity int) int
Players func(childComplexity int) int
Tribes func(childComplexity int) int
Villages func(childComplexity int) int
}
Tribe struct {
AllPoints func(childComplexity int) int
BestRank func(childComplexity int) int
BestRankAt func(childComplexity int) int
CreatedAt func(childComplexity int) int
DeletedAt func(childComplexity int) int
Dominance func(childComplexity int) int
Exists func(childComplexity int) int
ID func(childComplexity int) int
MostPoints func(childComplexity int) int
MostPointsAt func(childComplexity int) int
MostVillages func(childComplexity int) int
MostVillagesAt func(childComplexity int) int
Name func(childComplexity int) int
Points func(childComplexity int) int
Rank func(childComplexity int) int
RankAtt func(childComplexity int) int
RankDef func(childComplexity int) int
RankTotal func(childComplexity int) int
ScoreAtt func(childComplexity int) int
ScoreDef func(childComplexity int) int
ScoreTotal func(childComplexity int) int
Tag func(childComplexity int) int
TotalMembers func(childComplexity int) int
TotalVillages func(childComplexity int) int
}
TribeChangeRecord struct {
CreatedAt func(childComplexity int) int
ID func(childComplexity int) int
NewTribe func(childComplexity int) int
OldTribe func(childComplexity int) int
Player func(childComplexity int) int
}
TribeChanges struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
TribeHistory struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
TribeHistoryRecord struct {
AllPoints func(childComplexity int) int
CreateDate func(childComplexity int) int
Dominance func(childComplexity int) int
ID func(childComplexity int) int
Points func(childComplexity int) int
Rank func(childComplexity int) int
RankAtt func(childComplexity int) int
RankDef func(childComplexity int) int
RankTotal func(childComplexity int) int
ScoreAtt func(childComplexity int) int
ScoreDef func(childComplexity int) int
ScoreTotal func(childComplexity int) int
TotalMembers func(childComplexity int) int
TotalVillages func(childComplexity int) int
Tribe func(childComplexity int) int
}
TribeList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
Unit struct {
Attack func(childComplexity int) int
BuildTime func(childComplexity int) int
Carry func(childComplexity int) int
Defense func(childComplexity int) int
DefenseArcher func(childComplexity int) int
DefenseCavalry func(childComplexity int) int
Pop func(childComplexity int) int
Speed func(childComplexity int) int
}
UnitConfig struct {
Archer func(childComplexity int) int
Axe func(childComplexity int) int
Catapult func(childComplexity int) int
Heavy func(childComplexity int) int
Knight func(childComplexity int) int
Light func(childComplexity int) int
Marcher func(childComplexity int) int
Militia func(childComplexity int) int
Ram func(childComplexity int) int
Snob func(childComplexity int) int
Spear func(childComplexity int) int
Spy func(childComplexity int) int
Sword func(childComplexity int) int
}
Version struct {
Code func(childComplexity int) int
Host func(childComplexity int) int
Name func(childComplexity int) int
Timezone func(childComplexity int) int
}
VersionList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
Village struct {
Bonus func(childComplexity int) int
ID func(childComplexity int) int
Name func(childComplexity int) int
Player func(childComplexity int) int
Points func(childComplexity int) int
X func(childComplexity int) int
Y func(childComplexity int) int
}
VillageList struct {
Items func(childComplexity int) int
Total func(childComplexity int) int
}
}
type Config ¶
type Config struct {
Resolvers ResolverRoot
Directives DirectiveRoot
Complexity ComplexityRoot
}
type DailyPlayerStats ¶
type DailyPlayerStats struct {
Total int `json:"total"`
Items []*twmodel.DailyPlayerStats `json:"items"`
}
type DailyTribeStats ¶
type DailyTribeStats struct {
Total int `json:"total"`
Items []*twmodel.DailyTribeStats `json:"items"`
}
type DirectiveRoot ¶
type DirectiveRoot struct {
}
type EnnoblementList ¶
type EnnoblementList struct {
Items []*twmodel.Ennoblement `json:"items"`
Total int `json:"total"`
}
type EnnoblementResolver ¶
type EnnoblementResolver interface {
Village(ctx context.Context, obj *twmodel.Ennoblement) (*twmodel.Village, error)
NewOwner(ctx context.Context, obj *twmodel.Ennoblement) (*twmodel.Player, error)
NewOwnerTribe(ctx context.Context, obj *twmodel.Ennoblement) (*twmodel.Tribe, error)
OldOwner(ctx context.Context, obj *twmodel.Ennoblement) (*twmodel.Player, error)
OldOwnerTribe(ctx context.Context, obj *twmodel.Ennoblement) (*twmodel.Tribe, error)
}
type FoundPlayerList ¶
type FoundPlayerList struct {
Items []*twmodel.FoundPlayer `json:"items"`
Total int `json:"total"`
}
type FoundTribeList ¶
type FoundTribeList struct {
Items []*twmodel.FoundTribe `json:"items"`
Total int `json:"total"`
}
type PlayerHistory ¶
type PlayerHistory struct {
Total int `json:"total"`
Items []*twmodel.PlayerHistory `json:"items"`
}
type PlayerList ¶
type PlayerResolver ¶
type QueryResolver ¶
type QueryResolver interface {
DailyPlayerStats(ctx context.Context, server string, filter *twmodel.DailyPlayerStatsFilter, limit *int, offset *int, sort []string) (*DailyPlayerStats, error)
DailyTribeStats(ctx context.Context, server string, filter *twmodel.DailyTribeStatsFilter, limit *int, offset *int, sort []string) (*DailyTribeStats, error)
Ennoblements(ctx context.Context, server string, filter *twmodel.EnnoblementFilter, limit *int, offset *int, sort []string) (*EnnoblementList, error)
Players(ctx context.Context, server string, filter *twmodel.PlayerFilter, limit *int, offset *int, sort []string) (*PlayerList, error)
Player(ctx context.Context, server string, id int) (*twmodel.Player, error)
SearchPlayer(ctx context.Context, version string, name *string, id *int, limit *int, offset *int, sort []string) (*FoundPlayerList, error)
PlayerHistory(ctx context.Context, server string, filter *twmodel.PlayerHistoryFilter, limit *int, offset *int, sort []string) (*PlayerHistory, error)
Servers(ctx context.Context, filter *twmodel.ServerFilter, limit *int, offset *int, sort []string) (*ServerList, error)
Server(ctx context.Context, key string) (*twmodel.Server, error)
ServerStats(ctx context.Context, server string, filter *twmodel.ServerStatsFilter, limit *int, offset *int, sort []string) (*ServerStats, error)
Tribes(ctx context.Context, server string, filter *twmodel.TribeFilter, limit *int, offset *int, sort []string) (*TribeList, error)
Tribe(ctx context.Context, server string, id int) (*twmodel.Tribe, error)
SearchTribe(ctx context.Context, version string, query string, limit *int, offset *int, sort []string) (*FoundTribeList, error)
TribeChanges(ctx context.Context, server string, filter *twmodel.TribeChangeFilter, limit *int, offset *int, sort []string) (*TribeChanges, error)
TribeHistory(ctx context.Context, server string, filter *twmodel.TribeHistoryFilter, limit *int, offset *int, sort []string) (*TribeHistory, error)
Versions(ctx context.Context, filter *twmodel.VersionFilter, limit *int, offset *int, sort []string) (*VersionList, error)
Version(ctx context.Context, code twmodel.VersionCode) (*twmodel.Version, error)
Villages(ctx context.Context, server string, filter *twmodel.VillageFilter, limit *int, offset *int, sort []string) (*VillageList, error)
Village(ctx context.Context, server string, id int) (*twmodel.Village, error)
}
type ResolverRoot ¶
type ResolverRoot interface {
DailyPlayerStatsRecord() DailyPlayerStatsRecordResolver
DailyTribeStatsRecord() DailyTribeStatsRecordResolver
Ennoblement() EnnoblementResolver
Player() PlayerResolver
PlayerHistoryRecord() PlayerHistoryRecordResolver
Query() QueryResolver
Server() ServerResolver
TribeChangeRecord() TribeChangeRecordResolver
TribeHistoryRecord() TribeHistoryRecordResolver
Village() VillageResolver
}
type ServerList ¶
type ServerResolver ¶
type ServerStats ¶
type ServerStats struct {
Items []*twmodel.ServerStats `json:"items"`
Total int `json:"total"`
}
type TribeChanges ¶
type TribeChanges struct {
Total int `json:"total"`
Items []*twmodel.TribeChange `json:"items"`
}
type TribeHistory ¶
type TribeHistory struct {
Total int `json:"total"`
Items []*twmodel.TribeHistory `json:"items"`
}
type VersionList ¶
type VillageList ¶
Click to show internal directories.
Click to hide internal directories.