backend

package
v0.1.0-alpha Latest Latest
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Published: Nov 13, 2018 License: Apache-2.0 Imports: 5 Imported by: 0

Documentation

Overview

Package backend is a generated protocol buffer package.

It is generated from these files:

backend.proto

It has these top-level messages:

Profile
MatchObject
Result
Roster
ConnectionInfo
Assignments

package backend should be a copy of the compiled gRPC protobuf file used by the backend API.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func RegisterAPIServer

func RegisterAPIServer(s *grpc.Server, srv APIServer)

Types

type APIClient

type APIClient interface {
	// Calls to ask the matchmaker to run a matchmaking function.
	//
	// Run MMF once.  Return a matchobject that fits this profile.
	CreateMatch(ctx context.Context, in *Profile, opts ...grpc.CallOption) (*MatchObject, error)
	// Continually run MMF and stream matchobjects that fit this profile until
	// client closes the connection.
	ListMatches(ctx context.Context, in *Profile, opts ...grpc.CallOption) (API_ListMatchesClient, error)
	// Delete a matchobject from state storage manually. (Matchobjects in state
	// storage will also automatically expire after a while)
	DeleteMatch(ctx context.Context, in *MatchObject, opts ...grpc.CallOption) (*Result, error)
	// Call that manage communication of  DGS connection info to players.
	//
	// Write the DGS connection info for the list of players in the
	// Assignments.roster to state storage, so that info can be read by the game
	// client(s).
	CreateAssignments(ctx context.Context, in *Assignments, opts ...grpc.CallOption) (*Result, error)
	// Remove DGS connection info for the list of players in the Roster from
	// state storage.
	DeleteAssignments(ctx context.Context, in *Roster, opts ...grpc.CallOption) (*Result, error)
}

func NewAPIClient

func NewAPIClient(cc *grpc.ClientConn) APIClient

type APIServer

type APIServer interface {
	// Calls to ask the matchmaker to run a matchmaking function.
	//
	// Run MMF once.  Return a matchobject that fits this profile.
	CreateMatch(context.Context, *Profile) (*MatchObject, error)
	// Continually run MMF and stream matchobjects that fit this profile until
	// client closes the connection.
	ListMatches(*Profile, API_ListMatchesServer) error
	// Delete a matchobject from state storage manually. (Matchobjects in state
	// storage will also automatically expire after a while)
	DeleteMatch(context.Context, *MatchObject) (*Result, error)
	// Call that manage communication of  DGS connection info to players.
	//
	// Write the DGS connection info for the list of players in the
	// Assignments.roster to state storage, so that info can be read by the game
	// client(s).
	CreateAssignments(context.Context, *Assignments) (*Result, error)
	// Remove DGS connection info for the list of players in the Roster from
	// state storage.
	DeleteAssignments(context.Context, *Roster) (*Result, error)
}

type API_ListMatchesClient

type API_ListMatchesClient interface {
	Recv() (*MatchObject, error)
	grpc.ClientStream
}

type API_ListMatchesServer

type API_ListMatchesServer interface {
	Send(*MatchObject) error
	grpc.ServerStream
}

type Assignments

type Assignments struct {
	Roster         *Roster         `protobuf:"bytes,1,opt,name=roster" json:"roster,omitempty"`
	ConnectionInfo *ConnectionInfo `protobuf:"bytes,2,opt,name=connection_info,json=connectionInfo" json:"connection_info,omitempty"`
}

func (*Assignments) Descriptor

func (*Assignments) Descriptor() ([]byte, []int)

func (*Assignments) GetConnectionInfo

func (m *Assignments) GetConnectionInfo() *ConnectionInfo

func (*Assignments) GetRoster

func (m *Assignments) GetRoster() *Roster

func (*Assignments) ProtoMessage

func (*Assignments) ProtoMessage()

func (*Assignments) Reset

func (m *Assignments) Reset()

func (*Assignments) String

func (m *Assignments) String() string

type ConnectionInfo

type ConnectionInfo struct {
	ConnectionString string `protobuf:"bytes,1,opt,name=connection_string,json=connectionString" json:"connection_string,omitempty"`
}

Simple message used to pass the connection string for the DGS to the player.

func (*ConnectionInfo) Descriptor

func (*ConnectionInfo) Descriptor() ([]byte, []int)

func (*ConnectionInfo) GetConnectionString

func (m *ConnectionInfo) GetConnectionString() string

func (*ConnectionInfo) ProtoMessage

func (*ConnectionInfo) ProtoMessage()

func (*ConnectionInfo) Reset

func (m *ConnectionInfo) Reset()

func (*ConnectionInfo) String

func (m *ConnectionInfo) String() string

type MatchObject

type MatchObject struct {
	Id         string `protobuf:"bytes,1,opt,name=id" json:"id,omitempty"`
	Properties string `protobuf:"bytes,2,opt,name=properties" json:"properties,omitempty"`
}

Data structure for all the properties of a match.

func (*MatchObject) Descriptor

func (*MatchObject) Descriptor() ([]byte, []int)

func (*MatchObject) GetId

func (m *MatchObject) GetId() string

func (*MatchObject) GetProperties

func (m *MatchObject) GetProperties() string

func (*MatchObject) ProtoMessage

func (*MatchObject) ProtoMessage()

func (*MatchObject) Reset

func (m *MatchObject) Reset()

func (*MatchObject) String

func (m *MatchObject) String() string

type Profile

type Profile struct {
	Id         string `protobuf:"bytes,1,opt,name=id" json:"id,omitempty"`
	Properties string `protobuf:"bytes,2,opt,name=properties" json:"properties,omitempty"`
}

Data structure for a profile to pass to the matchmaking function.

func (*Profile) Descriptor

func (*Profile) Descriptor() ([]byte, []int)

func (*Profile) GetId

func (m *Profile) GetId() string

func (*Profile) GetProperties

func (m *Profile) GetProperties() string

func (*Profile) ProtoMessage

func (*Profile) ProtoMessage()

func (*Profile) Reset

func (m *Profile) Reset()

func (*Profile) String

func (m *Profile) String() string

type Result

type Result struct {
	Success bool   `protobuf:"varint,1,opt,name=success" json:"success,omitempty"`
	Error   string `protobuf:"bytes,2,opt,name=error" json:"error,omitempty"`
}

Simple message to return success/failure and error status.

func (*Result) Descriptor

func (*Result) Descriptor() ([]byte, []int)

func (*Result) GetError

func (m *Result) GetError() string

func (*Result) GetSuccess

func (m *Result) GetSuccess() bool

func (*Result) ProtoMessage

func (*Result) ProtoMessage()

func (*Result) Reset

func (m *Result) Reset()

func (*Result) String

func (m *Result) String() string

type Roster

type Roster struct {
	PlayerIds string `protobuf:"bytes,1,opt,name=player_ids,json=playerIds" json:"player_ids,omitempty"`
}

Data structure to hold a list of players in a match.

func (*Roster) Descriptor

func (*Roster) Descriptor() ([]byte, []int)

func (*Roster) GetPlayerIds

func (m *Roster) GetPlayerIds() string

func (*Roster) ProtoMessage

func (*Roster) ProtoMessage()

func (*Roster) Reset

func (m *Roster) Reset()

func (*Roster) String

func (m *Roster) String() string

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