Documentation ¶
Overview ¶
Package proto is a generated protocol buffer package.
It is generated from these files:
game.proto
It has these top-level messages:
Game
Index ¶
Constants ¶
This section is empty.
Variables ¶
View Source
var Game_FrameType_name = map[int32]string{
0: "Message",
1: "Kick",
2: "Ping",
}
View Source
var Game_FrameType_value = map[string]int32{
"Message": 0,
"Kick": 1,
"Ping": 2,
}
Functions ¶
func RegisterGameServiceServer ¶
func RegisterGameServiceServer(s *grpc.Server, srv GameServiceServer)
Types ¶
type GameServiceClient ¶
type GameServiceClient interface {
Stream(ctx context.Context, opts ...grpc.CallOption) (GameService_StreamClient, error)
}
func NewGameServiceClient ¶
func NewGameServiceClient(cc *grpc.ClientConn) GameServiceClient
type GameServiceServer ¶
type GameServiceServer interface {
Stream(GameService_StreamServer) error
}
type GameService_StreamClient ¶
type GameService_StreamClient interface { Send(*Game_Frame) error Recv() (*Game_Frame, error) grpc.ClientStream }
type GameService_StreamServer ¶
type GameService_StreamServer interface { Send(*Game_Frame) error Recv() (*Game_Frame, error) grpc.ServerStream }
type Game_Frame ¶
type Game_Frame struct { Type Game_FrameType `protobuf:"varint,1,opt,name=Type,enum=proto.Game_FrameType" json:"Type,omitempty"` Message []byte `protobuf:"bytes,2,opt,name=Message,proto3" json:"Message,omitempty"` }
func (*Game_Frame) ProtoMessage ¶
func (*Game_Frame) ProtoMessage()
func (*Game_Frame) Reset ¶
func (m *Game_Frame) Reset()
func (*Game_Frame) String ¶
func (m *Game_Frame) String() string
type Game_FrameType ¶
type Game_FrameType int32
const ( Game_Message Game_FrameType = 0 Game_Kick Game_FrameType = 1 Game_Ping Game_FrameType = 2 )
func (Game_FrameType) String ¶
func (x Game_FrameType) String() string
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