Documentation ¶
Overview ¶
Package executor contains the logic for the core game loop.
Index ¶
- type Executor
- func (e *Executor) AddClient() (id.ClientID, error)
- func (e *Executor) ClientChannel(cid id.ClientID) (<-chan *apipb.StreamDataResponse, error)
- func (e *Executor) ClientExists(cid id.ClientID) bool
- func (e *Executor) Run() error
- func (e *Executor) Schedule(actions []action.Action) error
- func (e *Executor) StartClientStream(cid id.ClientID) error
- func (e *Executor) Status() *gdpb.ServerStatus
- func (e *Executor) Stop() error
- func (e *Executor) StopClientStreamError(cid id.ClientID) error
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Executor ¶
type Executor struct {
// contains filtered or unexported fields
}
Executor encapsulates logic for executing the core game loop.
func (*Executor) ClientChannel ¶
ClientChannel returns a read-only game state channel. This is consumed by the gRPC server and forwarded to the end-user.
func (*Executor) ClientExists ¶
ClientExists tests for if the specified Client UUID is currently being tracked by the Executor.
func (*Executor) StartClientStream ¶
StartClientStream instructs the Executor to mark the associated client ready for game state updates.
func (*Executor) Status ¶
func (e *Executor) Status() *gdpb.ServerStatus
Status returns the current Executor status.
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