Add docs for more events
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1 changed files with 90 additions and 4 deletions
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@ -11,6 +11,9 @@ clients connected to the server may trigger the server in such a way that the
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event response gets sent to multiple clients. **Broadcasted events will use the**
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`res` **event type prefix.**
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Most request payload types inherit from `ServerRequest`, and all response
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payloads inherit from the `ServerResponse` type.
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---
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## `server.info`
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@ -29,8 +32,26 @@ Response Payload: `IServerInfo`
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---
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## `event name`
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event description
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## `lobby.info`
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Retrieves information about the lobby. In order for this event to return without
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error, the client requesting the information **must** be in the lobby already.
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This event is broadcasted to clients who are already in the lobby when the
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player list or a player's design gets updated.
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### Supported Event Types
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| Request | Response | Broadcasted
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| ------- | -------- | -----------
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| Yes | Yes | Yes
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### Payloads
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Request Payload: `IGetLobbyInfo`
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Response Payload: `ILobbyInfo`
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---
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## `lobby.create`
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Creates a game lobby that allows for online play.
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### Supported Event Types
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| Request | Response | Broadcasted
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@ -38,6 +59,71 @@ event description
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| Yes | Yes | No
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### Payloads
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Request Payload: `Itype name`
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Request Payload: `ICreateLobby`
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Response Payload: `Itype name`
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Response Payload: `ILobbyInfo`
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---
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## `lobby.delete`
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Deletes the game lobby, clearing all players from the lobby and preventing
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others from joining the lobby. This endpoint errors whenever a client that isn't
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the host tries to call the endpoint.
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### Supported Event Types
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| Request | Response | Broadcasted
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| ------- | -------- | -----------
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| Yes | Yes | Yes
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### Payloads
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Request Payload: `IDeleteLobby`
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Response Payload: `ServerResponse`
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---
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## `lobby.players.join`
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Allows a player to join a lobby based on the lobby identifier.
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### Supported Event Types
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| Request | Response | Broadcasted
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| ------- | -------- | -----------
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| Yes | Yes | No, causes `lobby.info` broadcast
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### Payloads
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Request Payload: `IJoinLobby`
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Response Payload: `ILobbyInfo`
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---
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## `lobby.players.leave`
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This allows non-host players to leave the lobby without destroying it entirely.
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This endpoint errors when the client that created the lobby attempts to use the
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endpoint.
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### Supported Event Types
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| Request | Response | Broadcasted
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| ------- | -------- | -----------
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| Yes | Yes | No, causes `lobby.info` broadcast
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### Payloads
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Request Payload: `ILeaveLobby`
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Response Payload: `ServerResponse`
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---
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## `lobby.players.update`
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Allows the player to update their own information, this is primarily used for
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updating the ship design.
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### Supported Event Types
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| Request | Response | Broadcasted
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| ------- | -------- | -----------
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| Yes | Yes | No, causes `lobby.info` broadcast
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### Payloads
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Request Payload: `IUpdatePlayer`
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Response Payload: `ServerResponse`
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