Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Game ¶
type Game struct { // ID is the id of the game ID string // Name is the name of the game given by the initiator Name string // Initiator is the connection of the player who started the game Initiator *connection.Conn // Player2 is the connection of player 2 Player2 *connection.Conn // InitTime is the time the game object was initiated InitTime time.Time // Ready is true if both players are in the game Ready bool // USD is the connection to the Unix domain socket UDS net.Conn // UDSPath is the filesystem path to the unix domain socket UDSPath string // FinChan is the channel that will send a message when the game can be deleted FinChan chan bool // contains filtered or unexported fields }
Game is a structure which handles a game
func NewGame ¶
func NewGame(initiator *connection.Conn, name string) *Game
NewGame returns a pointer to a game instance given two connections
func (*Game) Bytes ¶
Bytes returns an API friendly binary representation of the game object which can be sent to clients.
func (*Game) Identification ¶
Identification returns a human readable way of differenciating between games
type GameListMessage ¶
GameListMessage is a structure representing a Game List message
func NewGameListMessage ¶
func NewGameListMessage(allgames map[string]*Game) GameListMessage
NewGameListMessage returns an instance of GameListMessage based on params
func (*GameListMessage) Bytes ¶
func (ms *GameListMessage) Bytes() []byte
Bytes returns a slice of bytes representing a GameListMessage which can be sent through a connection
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