Documentation
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Index ¶
- Variables
- type GameStatusRequest
- func (x *GameStatusRequest) ClearPlayer()
- func (x *GameStatusRequest) GetEvent() resources.Event
- func (x *GameStatusRequest) GetMode() resources.Mode
- func (x *GameStatusRequest) GetPlayer() *resources.Player
- func (x *GameStatusRequest) GetRoomId() string
- func (x *GameStatusRequest) HasPlayer() bool
- func (*GameStatusRequest) ProtoMessage()
- func (x *GameStatusRequest) ProtoReflect() protoreflect.Message
- func (x *GameStatusRequest) Reset()
- func (x *GameStatusRequest) SetEvent(v resources.Event)
- func (x *GameStatusRequest) SetMode(v resources.Mode)
- func (x *GameStatusRequest) SetPlayer(v *resources.Player)
- func (x *GameStatusRequest) SetRoomId(v string)
- func (x *GameStatusRequest) String() string
- type GameStatusRequest_builder
- type GameStatusResponse
- func (x *GameStatusResponse) GetEvent() resources.Event
- func (x *GameStatusResponse) GetMode() resources.Mode
- func (x *GameStatusResponse) GetPlayers() []*resources.Player
- func (x *GameStatusResponse) GetRoomId() string
- func (x *GameStatusResponse) GetTime() int32
- func (*GameStatusResponse) ProtoMessage()
- func (x *GameStatusResponse) ProtoReflect() protoreflect.Message
- func (x *GameStatusResponse) Reset()
- func (x *GameStatusResponse) SetEvent(v resources.Event)
- func (x *GameStatusResponse) SetMode(v resources.Mode)
- func (x *GameStatusResponse) SetPlayers(v []*resources.Player)
- func (x *GameStatusResponse) SetRoomId(v string)
- func (x *GameStatusResponse) SetTime(v int32)
- func (x *GameStatusResponse) String() string
- type GameStatusResponse_builder
- type PhysicsInitRequest
- func (x *PhysicsInitRequest) GetObjects() []*resources.Object
- func (x *PhysicsInitRequest) GetRoomId() string
- func (x *PhysicsInitRequest) GetSenderId() string
- func (*PhysicsInitRequest) ProtoMessage()
- func (x *PhysicsInitRequest) ProtoReflect() protoreflect.Message
- func (x *PhysicsInitRequest) Reset()
- func (x *PhysicsInitRequest) SetObjects(v []*resources.Object)
- func (x *PhysicsInitRequest) SetRoomId(v string)
- func (x *PhysicsInitRequest) SetSenderId(v string)
- func (x *PhysicsInitRequest) String() string
- type PhysicsInitRequest_builder
- type PhysicsInitResponse
- func (x *PhysicsInitResponse) GetHands() []*resources.Hand
- func (x *PhysicsInitResponse) GetObjects() []*resources.Object
- func (x *PhysicsInitResponse) GetRoomId() string
- func (x *PhysicsInitResponse) GetSenderId() string
- func (x *PhysicsInitResponse) GetState() resources.GameState
- func (*PhysicsInitResponse) ProtoMessage()
- func (x *PhysicsInitResponse) ProtoReflect() protoreflect.Message
- func (x *PhysicsInitResponse) Reset()
- func (x *PhysicsInitResponse) SetHands(v []*resources.Hand)
- func (x *PhysicsInitResponse) SetObjects(v []*resources.Object)
- func (x *PhysicsInitResponse) SetRoomId(v string)
- func (x *PhysicsInitResponse) SetSenderId(v string)
- func (x *PhysicsInitResponse) SetState(v resources.GameState)
- func (x *PhysicsInitResponse) String() string
- type PhysicsInitResponse_builder
- type PhysicsRequest
- func (x *PhysicsRequest) GetObjects() []*resources.Object
- func (x *PhysicsRequest) GetRoomId() string
- func (x *PhysicsRequest) GetSenderId() string
- func (*PhysicsRequest) ProtoMessage()
- func (x *PhysicsRequest) ProtoReflect() protoreflect.Message
- func (x *PhysicsRequest) Reset()
- func (x *PhysicsRequest) SetObjects(v []*resources.Object)
- func (x *PhysicsRequest) SetRoomId(v string)
- func (x *PhysicsRequest) SetSenderId(v string)
- func (x *PhysicsRequest) String() string
- type PhysicsRequest_builder
- type PhysicsResponse
- func (x *PhysicsResponse) GetObjects() []*resources.Object
- func (x *PhysicsResponse) GetRoomId() string
- func (x *PhysicsResponse) GetSenderId() string
- func (*PhysicsResponse) ProtoMessage()
- func (x *PhysicsResponse) ProtoReflect() protoreflect.Message
- func (x *PhysicsResponse) Reset()
- func (x *PhysicsResponse) SetObjects(v []*resources.Object)
- func (x *PhysicsResponse) SetRoomId(v string)
- func (x *PhysicsResponse) SetSenderId(v string)
- func (x *PhysicsResponse) String() string
- type PhysicsResponse_builder
Constants ¶
This section is empty.
Variables ¶
View Source
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 ¶
func (b0 GameStatusRequest_builder) Build() *GameStatusRequest
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 ¶
func (b0 GameStatusResponse_builder) Build() *GameStatusResponse
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 ¶
func (b0 PhysicsInitRequest_builder) Build() *PhysicsInitRequest
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 ¶
func (b0 PhysicsInitResponse_builder) Build() *PhysicsInitResponse
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 ¶
func (b0 PhysicsRequest_builder) Build() *PhysicsRequest
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 ¶
func (b0 PhysicsResponse_builder) Build() *PhysicsResponse
Source Files
¶
- game.pb.go
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