Sent from the client when they want to know the game name for a given string game alias.
One of the possible events that a client can send to its server.
Triggers after serialized game logic finished and the game state changed in some way. The partial game delta is sent, in delta merge format.
Sent to clients when something happens that is so bad, they must be forcefully disconnected. For the "fatal" event.
Sent from the client when they "finished" an order.
Sent to clients when something they send gameplay wise is invalid. For the "invalid" event.
Send from the server to a client once they are in a game lobby, but before a game starts.
The same as a normal delta event, but the data is the entire delta, instead of just the game state. Intended for spectators who want the entire gamelog instead just game data.
Sent from the game server to a single client once a game alias has been "named" to it's game name (id).
Sent to clients when they need to run an order (function). For the "order" event.
Sent from the server to clients when the game is over.
This is always the final event in a normal game.
Sent from a client to the Lobby about what that client wants to play.
All optional keys can be null or undefined for an "unset" value.
Returned to a client once some game logic has ben "ran" for it. The data is the return value of that run event sent.
Sent from the client when they want the game server to "run" logic.
A possible event sent from the server to client(s).
Sent to clients when the game has started. For the "start" event. Always sent after "lobbied".
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Utility functions for cadre.