rpc

package
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Published: unknown License: BSD-3-Clause Imports: 5 Imported by: 3

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Constants

This section is empty.

Variables

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var File_game_rpc_game_proto protoreflect.FileDescriptor

Functions

This section is empty.

Types

type GameStatusRequest

type GameStatusRequest struct {
	RoomId string            `protobuf:"bytes,1,opt,name=room_id,json=roomId,proto3" json:"room_id,omitempty"`
	Event  resources.Event   `protobuf:"varint,2,opt,name=event,proto3,enum=game.resources.Event" json:"event,omitempty"`
	Mode   resources.Mode    `protobuf:"varint,3,opt,name=mode,proto3,enum=game.resources.Mode" json:"mode,omitempty"`
	Player *resources.Player `protobuf:"bytes,4,opt,name=player,proto3" json:"player,omitempty"`
	// contains filtered or unexported fields
}

func (*GameStatusRequest) ClearPlayer

func (x *GameStatusRequest) ClearPlayer()

func (*GameStatusRequest) GetEvent

func (x *GameStatusRequest) GetEvent() resources.Event

func (*GameStatusRequest) GetMode

func (x *GameStatusRequest) GetMode() resources.Mode

func (*GameStatusRequest) GetPlayer

func (x *GameStatusRequest) GetPlayer() *resources.Player

func (*GameStatusRequest) GetRoomId

func (x *GameStatusRequest) GetRoomId() string

func (*GameStatusRequest) HasPlayer

func (x *GameStatusRequest) HasPlayer() bool

func (*GameStatusRequest) ProtoMessage

func (*GameStatusRequest) ProtoMessage()

func (*GameStatusRequest) ProtoReflect

func (x *GameStatusRequest) ProtoReflect() protoreflect.Message

func (*GameStatusRequest) Reset

func (x *GameStatusRequest) Reset()

func (*GameStatusRequest) SetEvent

func (x *GameStatusRequest) SetEvent(v resources.Event)

func (*GameStatusRequest) SetMode

func (x *GameStatusRequest) SetMode(v resources.Mode)

func (*GameStatusRequest) SetPlayer

func (x *GameStatusRequest) SetPlayer(v *resources.Player)

func (*GameStatusRequest) SetRoomId

func (x *GameStatusRequest) SetRoomId(v string)

func (*GameStatusRequest) String

func (x *GameStatusRequest) String() string

type GameStatusRequest_builder

type GameStatusRequest_builder struct {
	RoomId string
	Event  resources.Event
	Mode   resources.Mode
	Player *resources.Player
	// contains filtered or unexported fields
}

func (GameStatusRequest_builder) Build

type GameStatusResponse

type GameStatusResponse struct {
	RoomId  string              `protobuf:"bytes,1,opt,name=room_id,json=roomId,proto3" json:"room_id,omitempty"`
	Event   resources.Event     `protobuf:"varint,2,opt,name=event,proto3,enum=game.resources.Event" json:"event,omitempty"`
	Mode    resources.Mode      `protobuf:"varint,3,opt,name=mode,proto3,enum=game.resources.Mode" json:"mode,omitempty"`
	Players []*resources.Player `protobuf:"bytes,4,rep,name=players,proto3" json:"players,omitempty"`
	Time    int32               `protobuf:"varint,5,opt,name=time,proto3" json:"time,omitempty"`
	// contains filtered or unexported fields
}

func (*GameStatusResponse) GetEvent

func (x *GameStatusResponse) GetEvent() resources.Event

func (*GameStatusResponse) GetMode

func (x *GameStatusResponse) GetMode() resources.Mode

func (*GameStatusResponse) GetPlayers

func (x *GameStatusResponse) GetPlayers() []*resources.Player

func (*GameStatusResponse) GetRoomId

func (x *GameStatusResponse) GetRoomId() string

func (*GameStatusResponse) GetTime

func (x *GameStatusResponse) GetTime() int32

func (*GameStatusResponse) ProtoMessage

func (*GameStatusResponse) ProtoMessage()

func (*GameStatusResponse) ProtoReflect

func (x *GameStatusResponse) ProtoReflect() protoreflect.Message

func (*GameStatusResponse) Reset

func (x *GameStatusResponse) Reset()

func (*GameStatusResponse) SetEvent

func (x *GameStatusResponse) SetEvent(v resources.Event)

func (*GameStatusResponse) SetMode

func (x *GameStatusResponse) SetMode(v resources.Mode)

func (*GameStatusResponse) SetPlayers

func (x *GameStatusResponse) SetPlayers(v []*resources.Player)

func (*GameStatusResponse) SetRoomId

func (x *GameStatusResponse) SetRoomId(v string)

func (*GameStatusResponse) SetTime

func (x *GameStatusResponse) SetTime(v int32)

func (*GameStatusResponse) String

func (x *GameStatusResponse) String() string

type GameStatusResponse_builder

type GameStatusResponse_builder struct {
	RoomId  string
	Event   resources.Event
	Mode    resources.Mode
	Players []*resources.Player
	Time    int32
	// contains filtered or unexported fields
}

func (GameStatusResponse_builder) Build

type PhysicsInitRequest

type PhysicsInitRequest struct {
	SenderId string              `protobuf:"bytes,1,opt,name=sender_id,json=senderId,proto3" json:"sender_id,omitempty"`
	RoomId   string              `protobuf:"bytes,2,opt,name=room_id,json=roomId,proto3" json:"room_id,omitempty"`
	Objects  []*resources.Object `protobuf:"bytes,3,rep,name=objects,proto3" json:"objects,omitempty"`
	// contains filtered or unexported fields
}

func (*PhysicsInitRequest) GetObjects

func (x *PhysicsInitRequest) GetObjects() []*resources.Object

func (*PhysicsInitRequest) GetRoomId

func (x *PhysicsInitRequest) GetRoomId() string

func (*PhysicsInitRequest) GetSenderId

func (x *PhysicsInitRequest) GetSenderId() string

func (*PhysicsInitRequest) ProtoMessage

func (*PhysicsInitRequest) ProtoMessage()

func (*PhysicsInitRequest) ProtoReflect

func (x *PhysicsInitRequest) ProtoReflect() protoreflect.Message

func (*PhysicsInitRequest) Reset

func (x *PhysicsInitRequest) Reset()

func (*PhysicsInitRequest) SetObjects

func (x *PhysicsInitRequest) SetObjects(v []*resources.Object)

func (*PhysicsInitRequest) SetRoomId

func (x *PhysicsInitRequest) SetRoomId(v string)

func (*PhysicsInitRequest) SetSenderId

func (x *PhysicsInitRequest) SetSenderId(v string)

func (*PhysicsInitRequest) String

func (x *PhysicsInitRequest) String() string

type PhysicsInitRequest_builder

type PhysicsInitRequest_builder struct {
	SenderId string
	RoomId   string
	Objects  []*resources.Object
	// contains filtered or unexported fields
}

func (PhysicsInitRequest_builder) Build

type PhysicsInitResponse

type PhysicsInitResponse struct {
	SenderId string              `protobuf:"bytes,1,opt,name=sender_id,json=senderId,proto3" json:"sender_id,omitempty"`
	RoomId   string              `protobuf:"bytes,2,opt,name=room_id,json=roomId,proto3" json:"room_id,omitempty"`
	State    resources.GameState `protobuf:"varint,3,opt,name=state,proto3,enum=game.resources.GameState" json:"state,omitempty"`
	Objects  []*resources.Object `protobuf:"bytes,4,rep,name=objects,proto3" json:"objects,omitempty"`
	Hands    []*resources.Hand   `protobuf:"bytes,5,rep,name=hands,proto3" json:"hands,omitempty"`
	// contains filtered or unexported fields
}

func (*PhysicsInitResponse) GetHands

func (x *PhysicsInitResponse) GetHands() []*resources.Hand

func (*PhysicsInitResponse) GetObjects

func (x *PhysicsInitResponse) GetObjects() []*resources.Object

func (*PhysicsInitResponse) GetRoomId

func (x *PhysicsInitResponse) GetRoomId() string

func (*PhysicsInitResponse) GetSenderId

func (x *PhysicsInitResponse) GetSenderId() string

func (*PhysicsInitResponse) GetState

func (x *PhysicsInitResponse) GetState() resources.GameState

func (*PhysicsInitResponse) ProtoMessage

func (*PhysicsInitResponse) ProtoMessage()

func (*PhysicsInitResponse) ProtoReflect

func (x *PhysicsInitResponse) ProtoReflect() protoreflect.Message

func (*PhysicsInitResponse) Reset

func (x *PhysicsInitResponse) Reset()

func (*PhysicsInitResponse) SetHands

func (x *PhysicsInitResponse) SetHands(v []*resources.Hand)

func (*PhysicsInitResponse) SetObjects

func (x *PhysicsInitResponse) SetObjects(v []*resources.Object)

func (*PhysicsInitResponse) SetRoomId

func (x *PhysicsInitResponse) SetRoomId(v string)

func (*PhysicsInitResponse) SetSenderId

func (x *PhysicsInitResponse) SetSenderId(v string)

func (*PhysicsInitResponse) SetState

func (x *PhysicsInitResponse) SetState(v resources.GameState)

func (*PhysicsInitResponse) String

func (x *PhysicsInitResponse) String() string

type PhysicsInitResponse_builder

type PhysicsInitResponse_builder struct {
	SenderId string
	RoomId   string
	State    resources.GameState
	Objects  []*resources.Object
	Hands    []*resources.Hand
	// contains filtered or unexported fields
}

func (PhysicsInitResponse_builder) Build

type PhysicsRequest

type PhysicsRequest struct {
	SenderId string `protobuf:"bytes,1,opt,name=sender_id,json=senderId,proto3" json:"sender_id,omitempty"`
	RoomId   string `protobuf:"bytes,2,opt,name=room_id,json=roomId,proto3" json:"room_id,omitempty"`
	// game.resources.Hand hands = 3;
	Objects []*resources.Object `protobuf:"bytes,3,rep,name=objects,proto3" json:"objects,omitempty"`
	// contains filtered or unexported fields
}

func (*PhysicsRequest) GetObjects

func (x *PhysicsRequest) GetObjects() []*resources.Object

func (*PhysicsRequest) GetRoomId

func (x *PhysicsRequest) GetRoomId() string

func (*PhysicsRequest) GetSenderId

func (x *PhysicsRequest) GetSenderId() string

func (*PhysicsRequest) ProtoMessage

func (*PhysicsRequest) ProtoMessage()

func (*PhysicsRequest) ProtoReflect

func (x *PhysicsRequest) ProtoReflect() protoreflect.Message

func (*PhysicsRequest) Reset

func (x *PhysicsRequest) Reset()

func (*PhysicsRequest) SetObjects

func (x *PhysicsRequest) SetObjects(v []*resources.Object)

func (*PhysicsRequest) SetRoomId

func (x *PhysicsRequest) SetRoomId(v string)

func (*PhysicsRequest) SetSenderId

func (x *PhysicsRequest) SetSenderId(v string)

func (*PhysicsRequest) String

func (x *PhysicsRequest) String() string

type PhysicsRequest_builder

type PhysicsRequest_builder struct {
	SenderId string
	RoomId   string
	// game.resources.Hand hands = 3;
	Objects []*resources.Object
	// contains filtered or unexported fields
}

func (PhysicsRequest_builder) Build

type PhysicsResponse

type PhysicsResponse struct {
	SenderId string              `protobuf:"bytes,1,opt,name=sender_id,json=senderId,proto3" json:"sender_id,omitempty"`
	RoomId   string              `protobuf:"bytes,2,opt,name=room_id,json=roomId,proto3" json:"room_id,omitempty"`
	Objects  []*resources.Object `protobuf:"bytes,3,rep,name=objects,proto3" json:"objects,omitempty"`
	// contains filtered or unexported fields
}

func (*PhysicsResponse) GetObjects

func (x *PhysicsResponse) GetObjects() []*resources.Object

func (*PhysicsResponse) GetRoomId

func (x *PhysicsResponse) GetRoomId() string

func (*PhysicsResponse) GetSenderId

func (x *PhysicsResponse) GetSenderId() string

func (*PhysicsResponse) ProtoMessage

func (*PhysicsResponse) ProtoMessage()

func (*PhysicsResponse) ProtoReflect

func (x *PhysicsResponse) ProtoReflect() protoreflect.Message

func (*PhysicsResponse) Reset

func (x *PhysicsResponse) Reset()

func (*PhysicsResponse) SetObjects

func (x *PhysicsResponse) SetObjects(v []*resources.Object)

func (*PhysicsResponse) SetRoomId

func (x *PhysicsResponse) SetRoomId(v string)

func (*PhysicsResponse) SetSenderId

func (x *PhysicsResponse) SetSenderId(v string)

func (*PhysicsResponse) String

func (x *PhysicsResponse) String() string

type PhysicsResponse_builder

type PhysicsResponse_builder struct {
	SenderId string
	RoomId   string
	Objects  []*resources.Object
	// contains filtered or unexported fields
}

func (PhysicsResponse_builder) Build

Source Files

  • game.pb.go

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