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 Room
- type RoomAction
- type RoomEntry
- type RoomEvent
- type RoomGameHoleEnd
- type RoomGameHoleInfo
- 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 RoomPlayerUpdateData
- 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 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 Stats pangya.PlayerStats // contains filtered or unexported fields }
type RoomGameHoleInfo ¶ added in v0.0.3
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 UpdateFunc func() GameReady bool ShotSync *gamemodel.ShotSyncData TurnEnd bool HoleEnd bool GameEnd bool StartShot bool Pang uint64 BonusPang uint64 LastTotal int8 Stroke int8 Score int32 TurnOrder int Distance float64 }
type RoomPlayerIdle ¶
type RoomPlayerJoin ¶
type RoomPlayerJoin struct { Entry *gamemodel.RoomPlayerEntry PlayerData pangya.PlayerData Conn *gamepacket.ServerConn UpdateFunc func() // contains filtered or unexported fields }
type RoomPlayerKick ¶
type RoomPlayerLeave ¶
type RoomPlayerLeave struct { ConnID uint32 // contains filtered or unexported fields }
type RoomPlayerReady ¶
type RoomPlayerUpdateData ¶ added in v0.0.3
type RoomPlayerUpdateData struct { ConnID uint32 Entry *gamemodel.RoomPlayerEntry PlayerData pangya.PlayerData // contains filtered or unexported fields }
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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