Begin on planning all of the Websocket events and their data payloads.
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server/events.md
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server/events.md
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# Properties Of All Response Payloads
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| Property | Type | Description
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| -------- | ---- | -----------
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| success | Boolean | Whether the player joined the team successfully.
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| message? | String | More information relating to the response. This is set iff `success` is `false`.
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<br><br>
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---
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# `CreateGame`:
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## Event Description:
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Triggered when a user is creating a game.
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## Request Payload:
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| Property | Type | Description
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| -------- | ---- | -----------
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| name | String | The name of the person starting the game
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## Response Payload: (`GameCreated`)
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| Property | Type | Description
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| -------- | ---- | -----------
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| id | String | The user's game ID, this should be stored to permit users to re-join the game if they get disconnected.
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| game_code | String | The game's code that other players can use to connect to the game.
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<br><br>
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---
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# `JoinGame`:
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## Description:
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Triggered by the client when it attempts to connect to a game.
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## Request Payload:
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| Property | Type | Description
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| -------- | ---- | -----------
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| name | String | The user's name
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| game_code | String | The game code for the game the user is trying to join.
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| id? | String | The user's ID that was stored if they have already joined a game and not finished it.
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## Response Payload: (`GameJoined`)
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| Property | Type | Description
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| -------- | ---- | -----------
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| id | String | The user's game ID, if `id` is set in the payload, this is the same, otherwise it is a brand new ID.
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<br><br>
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---
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# `JoinTeam`:
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## Description:
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This event is triggered by the client when the user attempts to join a team from the lobby.
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## Request Payload:
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| Property | Type | Description
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| -------- | ---- | -----------
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| team | int | The team to join. Accepted values are: `1`, and `2`, any other value will throw an error.
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| role | String | The role the player is assuming. This can be `"writer"` or `"guesser"`, any other value will throw an error.
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## Response Payload: (`JoinTeam`)
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| Property | Type | Description
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| -------- | ---- | -----------
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<br><br>
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---
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# `PlayerUpdate`:
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## Description:
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This event is sent from the server and is a result of a player joining/changing team.
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## Request Payload:
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The client cannot send this event and only receives it.
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## Response Payload:
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| Property | Type | Description
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| -------- | ---- | -----------
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| player | Player | The player's new data.
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<br><br>
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---
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# ``:
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## Description:
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## Request Payload:
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| Property | Type | Description
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| -------- | ---- | -----------
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## Response Payload: (``)
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| Property | Type | Description
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| -------- | ---- | -----------
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<br><br>
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---
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# ``:
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## Description:
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## Request Payload:
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| Property | Type | Description
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| -------- | ---- | -----------
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## Response Payload: (``)
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| Property | Type | Description
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| -------- | ---- | -----------
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<br><br>
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---
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6
server/types.md
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6
server/types.md
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## Player:
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| Property | Type | Description
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| -------- | ---- | -----------
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| name | String | The player's name.
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| role | String | The player's role. This will be one of `"guesser"` or `"writer"`.
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| team | Integer | The player's team. This will be one of `1` or `2`
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