// 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() }