Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type ConnectRoundTrip ¶
type ConnectRoundTrip struct { ActorAlreadyConnected <-chan game.RespActorAlreadyConnected Connected <-chan RespConnected Error <-chan error // contains filtered or unexported fields }
type CreateRoundTrip ¶
type CreateRoundTrip struct { Success <-chan RespLoggedIn ActorExists <-chan game.RespActorExists Error <-chan error // contains filtered or unexported fields }
Represents a create request -> response roundtrip. The caller should select from all the channels to recv the response.
type InitialState ¶
type InitialState struct { // The entity that represents the actor in the world. Entity game.ActorEntityState // The initial state of the world. WorldState rpg2d.WorldState }
type InputConn ¶
type InputConn interface { SendMoveRequest(game.MoveRequest) SendUseRequest(game.UseRequest) SendChatRequest(game.ChatRequest) }
type LoggedInConn ¶
type LoggedInConn interface { // Signals the server to connect the actor // into simulation. This extra step after // a successful login enables the client to // prepare the renderer, load all the assets, // before the actor is actually placed into the // world and becomes vulnerable. ConnectActor(name string) ConnectRoundTrip }
type LoginConn ¶
type LoginConn interface { // Non-blocking login actor request AttemptLogin(name, password string) LoginRoundTrip // Non-blocking create actor request CreateActor(name, password string) CreateRoundTrip }
func NewLoginConn ¶
Create a new connection that can login or create an actor.
type LoginRoundTrip ¶
type LoginRoundTrip struct { Success <-chan RespLoggedIn ActorAlreadyConnected <-chan game.RespActorAlreadyConnected ActorDoesntExist <-chan game.RespActorDoesntExist AuthFailed <-chan game.RespAuthFailed Error <-chan error // contains filtered or unexported fields }
Represents a login request -> response roundtrip. The caller should select from all the channels to recv the response.
type RespConnected ¶
type RespConnected struct { UpdateConn InputConn InitialState InitialState }
type RespLoggedIn ¶
type RespLoggedIn struct { Name string LoggedInConn }
type UpdateConn ¶
type UpdateConn interface {
NextUpdate() (rpg2d.WorldStateDiff, error)
}
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