本文整理汇总了Golang中hearts/img/uistate.UIState.GameID方法的典型用法代码示例。如果您正苦于以下问题:Golang UIState.GameID方法的具体用法?Golang UIState.GameID怎么用?Golang UIState.GameID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hearts/img/uistate.UIState
的用法示例。
在下文中一共展示了UIState.GameID方法的2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: CreateLogSyncgroup
// Creates a new gamelog syncgroup
func CreateLogSyncgroup(u *uistate.UIState) (string, string) {
fmt.Println("Creating Log Syncgroup")
u.IsOwner = true
// Generate random gameID information to advertise this game
gameID := rand.Intn(1000000)
u.GameID = gameID
gameMap := make(map[string]interface{})
gameMap["type"] = "Hearts"
gameMap["playerNumber"] = 0
gameMap["gameID"] = gameID
gameMap["ownerID"] = util.UserID
value, err := json.Marshal(gameMap)
if err != nil {
fmt.Println("WE HAVE A HUGE PROBLEM:", err)
}
// Create gamelog syncgroup
logSGName := fmt.Sprintf("%s/croupier/%s/%%%%sync/gaming-%d", util.MountPoint, util.SBName, gameID)
allAccess := access.AccessList{In: []security.BlessingPattern{"..."}}
permissions := access.Permissions{
"Admin": allAccess,
"Write": allAccess,
"Read": allAccess,
"Resolve": allAccess,
"Debug": allAccess,
}
logPref := wire.TableRow{util.LogName, fmt.Sprintf("%d", u.GameID)}
logPrefs := []wire.TableRow{logPref}
tables := []string{util.MountPoint + "/croupier"}
logSpec := wire.SyncgroupSpec{
Description: "croupier syncgroup",
Perms: permissions,
Prefixes: logPrefs,
MountTables: tables,
IsPrivate: false,
}
myInfoCreator := wire.SyncgroupMemberInfo{8, true}
app := u.Service.App(util.AppName)
db := app.Database(util.DbName, nil)
logSG := db.Syncgroup(logSGName)
err = logSG.Create(u.Ctx, logSpec, myInfoCreator)
if err != nil {
fmt.Println("SYNCGROUP CREATE ERROR: ", err)
fmt.Println("JOINING INSTEAD...")
_, err2 := logSG.Join(u.Ctx, myInfoCreator)
if err2 != nil {
fmt.Println("SYNCGROUP JOIN ERROR: ", err2)
return string(value), ""
} else {
return string(value), logSGName
}
} else {
fmt.Println("Syncgroup created")
if logSGName != u.LogSG {
ResetGame(logSGName, true, u)
}
return string(value), logSGName
}
}
示例2: ResetGame
func ResetGame(logName string, creator bool, u *uistate.UIState) {
u.M.Lock()
defer u.M.Unlock()
go sendTrueIfExists(u.GameChan)
u.PlayerData = make(map[int]int)
u.CurPlayerIndex = -1
u.LogSG = logName
writeLogAddr(logName, creator)
u.CurTable.NewGame()
tmp := strings.Split(logName, "-")
gameID, _ := strconv.Atoi(tmp[len(tmp)-1])
u.GameID = gameID
u.GameChan = make(chan bool)
go UpdateGame(u.GameChan, u)
}