本文整理汇总了Golang中github.com/canopener/PongPlusPlus-Server/server/connection.Conn.InGame方法的典型用法代码示例。如果您正苦于以下问题:Golang Conn.InGame方法的具体用法?Golang Conn.InGame怎么用?Golang Conn.InGame使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/canopener/PongPlusPlus-Server/server/connection.Conn
的用法示例。
在下文中一共展示了Conn.InGame方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: CreateGame
// CreateGame handles the case where a player sends a CreateGame message
func CreateGame(conn *connection.Conn, allGames map[string]*games.Game, message messages.CreateGameMessage) {
serverlog.General("Received CreateGame message from", conn.Identification())
if !conn.Registered {
serverlog.General("Unregistered", conn.Identification(), "called createGame")
denied := messages.NewCreateGameDeniedMessage(message.GameName, "You are not registered")
conn.Write(denied.Bytes())
return
}
if conn.InGame {
serverlog.General(conn.Identification(), "tried to create a new game but is already in game:", allGames[conn.GameID].Name)
denied := messages.NewCreateGameDeniedMessage(message.GameName, "You are already in a game")
conn.Write(denied.Bytes())
return
}
serverlog.General("Creating game:", message.GameName, "by", conn.Identification())
game := games.NewGame(conn, message.GameName)
serverlog.General(conn.Identification(), "setting InGame to true and Game to the game:", game.Name)
conn.InGame = true
conn.GameID = game.ID
serverlog.General("Attatching", game.Identification(), "to games list")
allGames[game.ID] = game
approved := messages.NewCreateGameApprovedMessage(game.ID, game.Name)
conn.Write(approved.Bytes())
}
示例2: JoinGame
// JoinGame handles the case where a player sends a JoinGame message
func JoinGame(conn *connection.Conn, allGames map[string]*games.Game, message messages.JoinGameMessage) {
serverlog.General("Received JoinGame message from conn:", conn.Alias)
if !conn.Registered {
serverlog.General("Unregistered", conn.Identification, "called JoinGame")
denied := messages.NewJoinGameDeniedMessage("You have not registered an Alias")
conn.Write(denied.Bytes())
return
}
if conn.InGame {
serverlog.General(conn.Identification(), "attempted to join a game but is already in game:", allGames[conn.GameID].Name)
denied := messages.NewJoinGameDeniedMessage("You re already in a game")
conn.Write(denied.Bytes())
return
}
if _, ok := allGames[message.GameID]; !ok {
serverlog.General(conn.Identification(), "attempted to join a non existing game:", message.GameID)
denied := messages.NewJoinGameDeniedMessage("No games with that ID")
conn.Write(denied.Bytes())
return
}
game := allGames[message.GameID]
serverlog.General(conn.Identification(), "Successfully joined", game.Identification())
conn.InGame = true
conn.GameID = game.ID
game.Start(conn)
go listenFinished(game, allGames)
}
示例3: LeaveGame
// LeaveGame handles the case where a player sends a LeaveGame message
func LeaveGame(conn *connection.Conn, allGames map[string]*games.Game, message messages.LeaveGameMessage) {
serverlog.General("Received LeaveGame message from", conn.Identification())
if !conn.Registered {
serverlog.General("Unregistered", conn.Identification(), "called LeaveGame")
return
}
if !conn.InGame {
serverlog.General(conn.Identification(), "attempted to leave a game but isn't in a game:", allGames[conn.GameID].Name)
return
}
if allGames[conn.GameID].Ready {
// will be dealt with by game object
return
}
conn.InGame = false
delete(allGames, conn.GameID)
}