Documentation ¶
Index ¶
- type GameRequest
- type Theater
- func (tm *Theater) Connect(event network.EventClientCommand)
- func (tm *Theater) CreateGame(event network.EventClientCommand)
- func (tm *Theater) ECHO(event network.SocketUDPEvent)
- func (tm *Theater) EGEG(event *network.EventClientCommand, gameServer *network.Client, gr GameRequest)
- func (tm *Theater) EnterConnectionLAN(event network.EventClientCommand)
- func (tm *Theater) EnterGame(event network.EventClientCommand)
- func (tm *Theater) EnterGameHostResponse(event network.EventClientCommand)
- func (tm *Theater) EnterGameRequest(event *network.EventClientCommand, gameServer *network.Client, gr GameRequest)
- func (tm *Theater) GameData(event network.EventClientCommand)
- func (tm *Theater) GetLobbyList(event network.EventClientCommand)
- func (tm *Theater) ListenAndServe(ctx context.Context)
- func (tm *Theater) LobbyData(event network.EventClientCommand)
- func (tm *Theater) Login(event network.EventClientCommand)
- func (tm *Theater) PING(client *network.Client)
- func (tm *Theater) PlayerEntered(event network.EventClientCommand)
- func (tm *Theater) PlayerExited(event network.EventClientCommand)
- func (tm *Theater) Run(ctx context.Context)
- func (tm *Theater) UpdateBracket(event network.EventClientCommand)
- func (tm *Theater) UpdateGameData(event network.EventClientCommand)
- func (tm *Theater) UpdatePlayerData(event network.EventClientCommand)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type GameRequest ¶
type Theater ¶
type Theater struct {
// contains filtered or unexported fields
}
Theater Handles incoming and outgoing theater communication
func (*Theater) Connect ¶
func (tm *Theater) Connect(event network.EventClientCommand)
func (*Theater) CreateGame ¶
func (tm *Theater) CreateGame(event network.EventClientCommand)
func (*Theater) ECHO ¶
func (tm *Theater) ECHO(event network.SocketUDPEvent)
func (*Theater) EGEG ¶
func (tm *Theater) EGEG(event *network.EventClientCommand, gameServer *network.Client, gr GameRequest)
EGEG is sent Client to receive last confirmation before joining game
func (*Theater) EnterConnectionLAN ¶
func (tm *Theater) EnterConnectionLAN(event network.EventClientCommand)
func (*Theater) EnterGame ¶
func (tm *Theater) EnterGame(event network.EventClientCommand)
a EGAM - CLIENT called when a client wants to join a gameserver
func (*Theater) EnterGameHostResponse ¶
func (tm *Theater) EnterGameHostResponse(event network.EventClientCommand)
EGRS - SERVER sent up, tell us if client is 'allowed' to join
func (*Theater) EnterGameRequest ¶
func (tm *Theater) EnterGameRequest(event *network.EventClientCommand, gameServer *network.Client, gr GameRequest)
EnterGameRequest (EGRQ) is sent to Server to inform about the player who wants join server
func (*Theater) GameData ¶
func (tm *Theater) GameData(event network.EventClientCommand)
GDAT - CLIENT called to get data about the server
func (*Theater) GetLobbyList ¶
func (tm *Theater) GetLobbyList(event network.EventClientCommand)
func (*Theater) ListenAndServe ¶
func (*Theater) LobbyData ¶
func (tm *Theater) LobbyData(event network.EventClientCommand)
func (*Theater) Login ¶
func (tm *Theater) Login(event network.EventClientCommand)
func (*Theater) PlayerEntered ¶
func (tm *Theater) PlayerEntered(event network.EventClientCommand)
PlayerEntered player joined game
func (*Theater) PlayerExited ¶
func (tm *Theater) PlayerExited(event network.EventClientCommand)
func (*Theater) UpdateBracket ¶
func (tm *Theater) UpdateBracket(event network.EventClientCommand)
func (*Theater) UpdateGameData ¶
func (tm *Theater) UpdateGameData(event network.EventClientCommand)
func (*Theater) UpdatePlayerData ¶
func (tm *Theater) UpdatePlayerData(event network.EventClientCommand)
Click to show internal directories.
Click to hide internal directories.