Documentation
¶
Overview ¶
Package alpha is a reverse proxy.
It translates gRPC into RESTful JSON APIs.
Index ¶
- Variables
- func RegisterSDKHandler(ctx context.Context, mux *runtime.ServeMux, conn *grpc.ClientConn) error
- func RegisterSDKHandlerClient(ctx context.Context, mux *runtime.ServeMux, client SDKClient) error
- func RegisterSDKHandlerFromEndpoint(ctx context.Context, mux *runtime.ServeMux, endpoint string, ...) (err error)
- func RegisterSDKHandlerServer(ctx context.Context, mux *runtime.ServeMux, server SDKServer) error
- func RegisterSDKServer(s grpc.ServiceRegistrar, srv SDKServer)
- type Bool
- type Count
- type Empty
- type PlayerID
- type PlayerIDList
- type SDKClient
- type SDKServer
- type UnimplementedSDKServer
- func (UnimplementedSDKServer) GetConnectedPlayers(context.Context, *Empty) (*PlayerIDList, error)
- func (UnimplementedSDKServer) GetPlayerCapacity(context.Context, *Empty) (*Count, error)
- func (UnimplementedSDKServer) GetPlayerCount(context.Context, *Empty) (*Count, error)
- func (UnimplementedSDKServer) IsPlayerConnected(context.Context, *PlayerID) (*Bool, error)
- func (UnimplementedSDKServer) PlayerConnect(context.Context, *PlayerID) (*Bool, error)
- func (UnimplementedSDKServer) PlayerDisconnect(context.Context, *PlayerID) (*Bool, error)
- func (UnimplementedSDKServer) SetPlayerCapacity(context.Context, *Count) (*Empty, error)
- type UnsafeSDKServer
Constants ¶
This section is empty.
Variables ¶
var File_alpha_proto protoreflect.FileDescriptor
var SDK_ServiceDesc = grpc.ServiceDesc{ ServiceName: "agones.dev.sdk.alpha.SDK", HandlerType: (*SDKServer)(nil), Methods: []grpc.MethodDesc{ { MethodName: "PlayerConnect", Handler: _SDK_PlayerConnect_Handler, }, { MethodName: "PlayerDisconnect", Handler: _SDK_PlayerDisconnect_Handler, }, { MethodName: "SetPlayerCapacity", Handler: _SDK_SetPlayerCapacity_Handler, }, { MethodName: "GetPlayerCapacity", Handler: _SDK_GetPlayerCapacity_Handler, }, { MethodName: "GetPlayerCount", Handler: _SDK_GetPlayerCount_Handler, }, { MethodName: "IsPlayerConnected", Handler: _SDK_IsPlayerConnected_Handler, }, { MethodName: "GetConnectedPlayers", Handler: _SDK_GetConnectedPlayers_Handler, }, }, Streams: []grpc.StreamDesc{}, Metadata: "alpha.proto", }
SDK_ServiceDesc is the grpc.ServiceDesc for SDK service. It's only intended for direct use with grpc.RegisterService, and not to be introspected or modified (even as a copy)
Functions ¶
func RegisterSDKHandler ¶
RegisterSDKHandler registers the http handlers for service SDK to "mux". The handlers forward requests to the grpc endpoint over "conn".
func RegisterSDKHandlerClient ¶
RegisterSDKHandlerClient registers the http handlers for service SDK to "mux". The handlers forward requests to the grpc endpoint over the given implementation of "SDKClient". Note: the gRPC framework executes interceptors within the gRPC handler. If the passed in "SDKClient" doesn't go through the normal gRPC flow (creating a gRPC client etc.) then it will be up to the passed in "SDKClient" to call the correct interceptors. This client ignores the HTTP middlewares.
func RegisterSDKHandlerFromEndpoint ¶
func RegisterSDKHandlerFromEndpoint(ctx context.Context, mux *runtime.ServeMux, endpoint string, opts []grpc.DialOption) (err error)
RegisterSDKHandlerFromEndpoint is same as RegisterSDKHandler but automatically dials to "endpoint" and closes the connection when "ctx" gets done.
func RegisterSDKHandlerServer ¶
RegisterSDKHandlerServer registers the http handlers for service SDK to "mux". UnaryRPC :call SDKServer directly. StreamingRPC :currently unsupported pending https://github.com/grpc/grpc-go/issues/906. Note that using this registration option will cause many gRPC library features to stop working. Consider using RegisterSDKHandlerFromEndpoint instead. GRPC interceptors will not work for this type of registration. To use interceptors, you must use the "runtime.WithMiddlewares" option in the "runtime.NewServeMux" call.
func RegisterSDKServer ¶
func RegisterSDKServer(s grpc.ServiceRegistrar, srv SDKServer)
Types ¶
type Bool ¶ added in v1.6.0
type Bool struct { Bool bool `protobuf:"varint,1,opt,name=bool,proto3" json:"bool,omitempty"` // contains filtered or unexported fields }
Store a boolean result
func (*Bool) Descriptor
deprecated
added in
v1.6.0
func (*Bool) ProtoMessage ¶ added in v1.6.0
func (*Bool) ProtoMessage()
func (*Bool) ProtoReflect ¶ added in v1.29.0
func (x *Bool) ProtoReflect() protoreflect.Message
type Count ¶
type Count struct { Count int64 `protobuf:"varint,1,opt,name=count,proto3" json:"count,omitempty"` // contains filtered or unexported fields }
Store a count variable.
func (*Count) Descriptor
deprecated
func (*Count) ProtoMessage ¶
func (*Count) ProtoMessage()
func (*Count) ProtoReflect ¶ added in v1.29.0
func (x *Count) ProtoReflect() protoreflect.Message
type Empty ¶
type Empty struct {
// contains filtered or unexported fields
}
I am Empty
func (*Empty) Descriptor
deprecated
func (*Empty) ProtoMessage ¶
func (*Empty) ProtoMessage()
func (*Empty) ProtoReflect ¶ added in v1.29.0
func (x *Empty) ProtoReflect() protoreflect.Message
type PlayerID ¶ added in v1.6.0
type PlayerID struct { PlayerID string `protobuf:"bytes,1,opt,name=playerID,proto3" json:"playerID,omitempty"` // contains filtered or unexported fields }
The unique identifier for a given player.
func (*PlayerID) Descriptor
deprecated
added in
v1.6.0
func (*PlayerID) GetPlayerID ¶ added in v1.6.0
func (*PlayerID) ProtoMessage ¶ added in v1.6.0
func (*PlayerID) ProtoMessage()
func (*PlayerID) ProtoReflect ¶ added in v1.29.0
func (x *PlayerID) ProtoReflect() protoreflect.Message
type PlayerIDList ¶ added in v1.6.0
type PlayerIDList struct { List []string `protobuf:"bytes,1,rep,name=list,proto3" json:"list,omitempty"` // contains filtered or unexported fields }
List of Player IDs
func (*PlayerIDList) Descriptor
deprecated
added in
v1.6.0
func (*PlayerIDList) Descriptor() ([]byte, []int)
Deprecated: Use PlayerIDList.ProtoReflect.Descriptor instead.
func (*PlayerIDList) GetList ¶ added in v1.6.0
func (x *PlayerIDList) GetList() []string
func (*PlayerIDList) ProtoMessage ¶ added in v1.6.0
func (*PlayerIDList) ProtoMessage()
func (*PlayerIDList) ProtoReflect ¶ added in v1.29.0
func (x *PlayerIDList) ProtoReflect() protoreflect.Message
func (*PlayerIDList) Reset ¶ added in v1.6.0
func (x *PlayerIDList) Reset()
func (*PlayerIDList) String ¶ added in v1.6.0
func (x *PlayerIDList) String() string
type SDKClient ¶
type SDKClient interface { // PlayerConnect increases the SDK’s stored player count by one, and appends this playerID to GameServer.Status.Players.IDs. // // GameServer.Status.Players.Count and GameServer.Status.Players.IDs are then set to update the player count and id list a second from now, // unless there is already an update pending, in which case the update joins that batch operation. // // PlayerConnect returns true and adds the playerID to the list of playerIDs if this playerID was not already in the // list of connected playerIDs. // // If the playerID exists within the list of connected playerIDs, PlayerConnect will return false, and the list of // connected playerIDs will be left unchanged. // // An error will be returned if the playerID was not already in the list of connected playerIDs but the player capacity for // the server has been reached. The playerID will not be added to the list of playerIDs. // // Warning: Do not use this method if you are manually managing GameServer.Status.Players.IDs and GameServer.Status.Players.Count // through the Kubernetes API, as indeterminate results will occur. PlayerConnect(ctx context.Context, in *PlayerID, opts ...grpc.CallOption) (*Bool, error) // Decreases the SDK’s stored player count by one, and removes the playerID from GameServer.Status.Players.IDs. // // GameServer.Status.Players.Count and GameServer.Status.Players.IDs are then set to update the player count and id list a second from now, // unless there is already an update pending, in which case the update joins that batch operation. // // PlayerDisconnect will return true and remove the supplied playerID from the list of connected playerIDs if the // playerID value exists within the list. // // If the playerID was not in the list of connected playerIDs, the call will return false, and the connected playerID list // will be left unchanged. // // Warning: Do not use this method if you are manually managing GameServer.status.players.IDs and GameServer.status.players.Count // through the Kubernetes API, as indeterminate results will occur. PlayerDisconnect(ctx context.Context, in *PlayerID, opts ...grpc.CallOption) (*Bool, error) // Update the GameServer.Status.Players.Capacity value with a new capacity. SetPlayerCapacity(ctx context.Context, in *Count, opts ...grpc.CallOption) (*Empty, error) // Retrieves the current player capacity. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.Capacity is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to view this value. GetPlayerCapacity(ctx context.Context, in *Empty, opts ...grpc.CallOption) (*Count, error) // Retrieves the current player count. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.Count is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to view this value. GetPlayerCount(ctx context.Context, in *Empty, opts ...grpc.CallOption) (*Count, error) // Returns if the playerID is currently connected to the GameServer. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.IDs is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to determine connected status. IsPlayerConnected(ctx context.Context, in *PlayerID, opts ...grpc.CallOption) (*Bool, error) // Returns the list of the currently connected player ids. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.IDs is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to view this value. GetConnectedPlayers(ctx context.Context, in *Empty, opts ...grpc.CallOption) (*PlayerIDList, error) }
SDKClient is the client API for SDK service.
For semantics around ctx use and closing/ending streaming RPCs, please refer to https://pkgo.dev/google.golang.org/grpc/?tab=doc#ClientConn.NewStream.
func NewSDKClient ¶
func NewSDKClient(cc grpc.ClientConnInterface) SDKClient
type SDKServer ¶
type SDKServer interface { // PlayerConnect increases the SDK’s stored player count by one, and appends this playerID to GameServer.Status.Players.IDs. // // GameServer.Status.Players.Count and GameServer.Status.Players.IDs are then set to update the player count and id list a second from now, // unless there is already an update pending, in which case the update joins that batch operation. // // PlayerConnect returns true and adds the playerID to the list of playerIDs if this playerID was not already in the // list of connected playerIDs. // // If the playerID exists within the list of connected playerIDs, PlayerConnect will return false, and the list of // connected playerIDs will be left unchanged. // // An error will be returned if the playerID was not already in the list of connected playerIDs but the player capacity for // the server has been reached. The playerID will not be added to the list of playerIDs. // // Warning: Do not use this method if you are manually managing GameServer.Status.Players.IDs and GameServer.Status.Players.Count // through the Kubernetes API, as indeterminate results will occur. PlayerConnect(context.Context, *PlayerID) (*Bool, error) // Decreases the SDK’s stored player count by one, and removes the playerID from GameServer.Status.Players.IDs. // // GameServer.Status.Players.Count and GameServer.Status.Players.IDs are then set to update the player count and id list a second from now, // unless there is already an update pending, in which case the update joins that batch operation. // // PlayerDisconnect will return true and remove the supplied playerID from the list of connected playerIDs if the // playerID value exists within the list. // // If the playerID was not in the list of connected playerIDs, the call will return false, and the connected playerID list // will be left unchanged. // // Warning: Do not use this method if you are manually managing GameServer.status.players.IDs and GameServer.status.players.Count // through the Kubernetes API, as indeterminate results will occur. PlayerDisconnect(context.Context, *PlayerID) (*Bool, error) // Update the GameServer.Status.Players.Capacity value with a new capacity. SetPlayerCapacity(context.Context, *Count) (*Empty, error) // Retrieves the current player capacity. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.Capacity is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to view this value. GetPlayerCapacity(context.Context, *Empty) (*Count, error) // Retrieves the current player count. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.Count is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to view this value. GetPlayerCount(context.Context, *Empty) (*Count, error) // Returns if the playerID is currently connected to the GameServer. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.IDs is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to determine connected status. IsPlayerConnected(context.Context, *PlayerID) (*Bool, error) // Returns the list of the currently connected player ids. This is always accurate from what has been set through this SDK, // even if the value has yet to be updated on the GameServer status resource. // // If GameServer.Status.Players.IDs is set manually through the Kubernetes API, use SDK.GameServer() or SDK.WatchGameServer() instead to view this value. GetConnectedPlayers(context.Context, *Empty) (*PlayerIDList, error) }
SDKServer is the server API for SDK service. All implementations should embed UnimplementedSDKServer for forward compatibility
type UnimplementedSDKServer ¶ added in v1.29.0
type UnimplementedSDKServer struct { }
UnimplementedSDKServer should be embedded to have forward compatible implementations.
func (UnimplementedSDKServer) GetConnectedPlayers ¶ added in v1.29.0
func (UnimplementedSDKServer) GetConnectedPlayers(context.Context, *Empty) (*PlayerIDList, error)
func (UnimplementedSDKServer) GetPlayerCapacity ¶ added in v1.29.0
func (UnimplementedSDKServer) GetPlayerCount ¶ added in v1.29.0
func (UnimplementedSDKServer) IsPlayerConnected ¶ added in v1.29.0
func (UnimplementedSDKServer) PlayerConnect ¶ added in v1.29.0
func (UnimplementedSDKServer) PlayerDisconnect ¶ added in v1.29.0
func (UnimplementedSDKServer) SetPlayerCapacity ¶ added in v1.29.0
type UnsafeSDKServer ¶ added in v1.29.0
type UnsafeSDKServer interface {
// contains filtered or unexported methods
}
UnsafeSDKServer may be embedded to opt out of forward compatibility for this service. Use of this interface is not recommended, as added methods to SDKServer will result in compilation errors.