package
0.3.0
Repository: https://github.com/woogles-io/liwords.git
Documentation: pkg.go.dev

# Constants

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Aborted games are aborted by mutual agreement.
CANCELLED means the game never started.
6 consecutive zeroes ends the game.
FORCE_FORFEIT is a way to force an opponent to take a loss if they left a game early without resigning.
NONE: the game has not yet ended!.
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WENT_OUT: game ended regularly, with one person having zero tiles on their rack.
TIME: one person timed out (and lost).
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Issue a challenge.
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Only for international rules (or after 6 zeroes).
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Lose a turn for challenging a word incorrectly (only for double challenge).
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And these are responses: A user can accept an abort, or the client will auto-accept when time expires:.
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add X seconds at a time (30?) to opponent's clock.
A user would not accept an adjudication.
An adjudication is denied when the receiver responds positively to a nudge.
These are "original events".
Are we going to implement this someday?.
Adjudication is just seen as a "nudge" on the front end.
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Some meta events have a timer associated with them.
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An ANNOTATED game does not feature Woogles players, but is instead created by a broadcaster/annotator to represent a real-life game.
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A NATIVE game is the default OMGWords game (or its variants) created on the woogles site, between two players or between a player and a bot.
MessageType_ACTIVE_GAME_ENTRY
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Add more events here.
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MessageType_PRESENCE_ENTRY
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deprecate soon.
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used for TournamentDataResponse (metadata).
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ELIMINATED: player is eliminated in a bracket tournament.
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NO_RESULT: the game is not over.
VOID: player never played this round and should neither be assigned a win nor a loss.
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# Variables

Enum value maps for ChallengeRule.
Enum value maps for ChallengeRule.
Enum value maps for ChildStatus.
Enum value maps for ChildStatus.
Enum value maps for ClientGameplayEvent_EventType.
Enum value maps for ClientGameplayEvent_EventType.
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Enum value maps for FirstMethod.
Enum value maps for FirstMethod.
Enum value maps for GameEndReason.
Enum value maps for GameEndReason.
Enum value maps for GameEvent_Direction.
Enum value maps for GameEvent_Direction.
Enum value maps for GameEvent_Type.
Enum value maps for GameEvent_Type.
Enum value maps for GameMetaEvent_EventType.
Enum value maps for GameMetaEvent_EventType.
Enum value maps for GameMode.
Enum value maps for GameMode.
Enum value maps for GameType.
Enum value maps for GameType.
Enum value maps for MessageType.
Enum value maps for MessageType.
Enum value maps for PairingMethod.
Enum value maps for PairingMethod.
Enum value maps for PlayState.
Enum value maps for PlayState.
Enum value maps for RatingMode.
Enum value maps for RatingMode.
Enum value maps for SeekState.
Enum value maps for SeekState.
Enum value maps for TournamentGameResult.
Enum value maps for TournamentGameResult.
Enum value maps for WooglesError.
Enum value maps for WooglesError.

# Structs

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When a Receiver declines a Seeker:.
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A GameDocument encodes the entire state of a game.
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A GameDocumentEvent should eventually replace the GameHistoryRefresher.
GameEndedEvent is always sent from the server to both clients.
GameEvent is an internal game event, saved in the GameDocument.
A GameHistoryRefresher is sent to both players when the game starts, and any observers at the time that they begin observing.
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GameMetaEvent defines how we serialize meta events to the database.
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A GameRules is just the name of a board layout + the name of a letter distribution.
InitRealmInfo is a request for the API server to send back information about that realm back to the user.
InstantiateGame is an internal message passed to gamesvc in order to instantiate a game.
When we go to a new path in our SPA, we send a JoinPath.
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A MatchUser requests or receives a match via a seek or a match request.
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A NewGameEvent gets sent from the server to the involved clients when a new game is about to begin.
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Meta information about the player of a particular game.
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Only authenticated connections.
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This can be sent from the user to the tournament or vice-versa.
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RematchStartedEvent gets sent to a game for which there is a rematch.
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SeekRequests sends all open seek requests.
The server will send back a challenge result event only in the case of a challenge.
The server will send back a ServerGameplayEvent to a ClientGameplayEvent.
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ServerOMGWordsEvent is a new event type.
A SoughtGameProcessEvent gets sent when a match request (or seek request) get accepted (from client to server), or canceled -- when sent from server to client.
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New tournaments will use full tournament messages (specifically, TournamentDivisionDataResponse et al).
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This message makes the "Status Bar" show up and also tells the players that the backend is now accepting "ready" messages for this round.
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# Type aliases

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In order to make socket messages as small and simple as possible, we should include the message type with the socket message.
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