// Code generated by the FlatBuffers compiler. DO NOT EDIT.

package lobby

import (
	flatbuffers "github.com/google/flatbuffers/go"
)

type GameSummary struct {
	_tab flatbuffers.Table
}

func GetRootAsGameSummary(buf []byte, offset flatbuffers.UOffsetT) *GameSummary {
	n := flatbuffers.GetUOffsetT(buf[offset:])
	x := &GameSummary{}
	x.Init(buf, n+offset)
	return x
}

func FinishGameSummaryBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
	builder.Finish(offset)
}

func GetSizePrefixedRootAsGameSummary(buf []byte, offset flatbuffers.UOffsetT) *GameSummary {
	n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
	x := &GameSummary{}
	x.Init(buf, n+offset+flatbuffers.SizeUint32)
	return x
}

func FinishSizePrefixedGameSummaryBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
	builder.FinishSizePrefixed(offset)
}

func (rcv *GameSummary) Init(buf []byte, i flatbuffers.UOffsetT) {
	rcv._tab.Bytes = buf
	rcv._tab.Pos = i
}

func (rcv *GameSummary) Table() flatbuffers.Table {
	return rcv._tab
}

func (rcv *GameSummary) GameId() []byte {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
	if o != 0 {
		return rcv._tab.ByteVector(o + rcv._tab.Pos)
	}
	return nil
}

func (rcv *GameSummary) GameName() []byte {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
	if o != 0 {
		return rcv._tab.ByteVector(o + rcv._tab.Pos)
	}
	return nil
}

func (rcv *GameSummary) GameType() []byte {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
	if o != 0 {
		return rcv._tab.ByteVector(o + rcv._tab.Pos)
	}
	return nil
}

func (rcv *GameSummary) Status() []byte {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
	if o != 0 {
		return rcv._tab.ByteVector(o + rcv._tab.Pos)
	}
	return nil
}

func (rcv *GameSummary) OwnerUserId() []byte {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
	if o != 0 {
		return rcv._tab.ByteVector(o + rcv._tab.Pos)
	}
	return nil
}

func (rcv *GameSummary) MinPlayers() int32 {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
	if o != 0 {
		return rcv._tab.GetInt32(o + rcv._tab.Pos)
	}
	return 0
}

func (rcv *GameSummary) MutateMinPlayers(n int32) bool {
	return rcv._tab.MutateInt32Slot(14, n)
}

func (rcv *GameSummary) MaxPlayers() int32 {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
	if o != 0 {
		return rcv._tab.GetInt32(o + rcv._tab.Pos)
	}
	return 0
}

func (rcv *GameSummary) MutateMaxPlayers(n int32) bool {
	return rcv._tab.MutateInt32Slot(16, n)
}

func (rcv *GameSummary) EnrollmentEndsAtMs() int64 {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
	if o != 0 {
		return rcv._tab.GetInt64(o + rcv._tab.Pos)
	}
	return 0
}

func (rcv *GameSummary) MutateEnrollmentEndsAtMs(n int64) bool {
	return rcv._tab.MutateInt64Slot(18, n)
}

func (rcv *GameSummary) CreatedAtMs() int64 {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
	if o != 0 {
		return rcv._tab.GetInt64(o + rcv._tab.Pos)
	}
	return 0
}

func (rcv *GameSummary) MutateCreatedAtMs(n int64) bool {
	return rcv._tab.MutateInt64Slot(20, n)
}

func (rcv *GameSummary) UpdatedAtMs() int64 {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
	if o != 0 {
		return rcv._tab.GetInt64(o + rcv._tab.Pos)
	}
	return 0
}

func (rcv *GameSummary) MutateUpdatedAtMs(n int64) bool {
	return rcv._tab.MutateInt64Slot(22, n)
}

func (rcv *GameSummary) CurrentTurn() int32 {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
	if o != 0 {
		return rcv._tab.GetInt32(o + rcv._tab.Pos)
	}
	return 0
}

func (rcv *GameSummary) MutateCurrentTurn(n int32) bool {
	return rcv._tab.MutateInt32Slot(24, n)
}

func GameSummaryStart(builder *flatbuffers.Builder) {
	builder.StartObject(11)
}
func GameSummaryAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
	builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
}
func GameSummaryAddGameName(builder *flatbuffers.Builder, gameName flatbuffers.UOffsetT) {
	builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(gameName), 0)
}
func GameSummaryAddGameType(builder *flatbuffers.Builder, gameType flatbuffers.UOffsetT) {
	builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(gameType), 0)
}
func GameSummaryAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
	builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0)
}
func GameSummaryAddOwnerUserId(builder *flatbuffers.Builder, ownerUserId flatbuffers.UOffsetT) {
	builder.PrependUOffsetTSlot(4, flatbuffers.UOffsetT(ownerUserId), 0)
}
func GameSummaryAddMinPlayers(builder *flatbuffers.Builder, minPlayers int32) {
	builder.PrependInt32Slot(5, minPlayers, 0)
}
func GameSummaryAddMaxPlayers(builder *flatbuffers.Builder, maxPlayers int32) {
	builder.PrependInt32Slot(6, maxPlayers, 0)
}
func GameSummaryAddEnrollmentEndsAtMs(builder *flatbuffers.Builder, enrollmentEndsAtMs int64) {
	builder.PrependInt64Slot(7, enrollmentEndsAtMs, 0)
}
func GameSummaryAddCreatedAtMs(builder *flatbuffers.Builder, createdAtMs int64) {
	builder.PrependInt64Slot(8, createdAtMs, 0)
}
func GameSummaryAddUpdatedAtMs(builder *flatbuffers.Builder, updatedAtMs int64) {
	builder.PrependInt64Slot(9, updatedAtMs, 0)
}
func GameSummaryAddCurrentTurn(builder *flatbuffers.Builder, currentTurn int32) {
	builder.PrependInt32Slot(10, currentTurn, 0)
}
func GameSummaryEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
	return builder.EndObject()
}
