// Code generated by the FlatBuffers compiler. DO NOT EDIT. package lobby import ( flatbuffers "github.com/google/flatbuffers/go" ) type GameCreateRequest struct { _tab flatbuffers.Table } func GetRootAsGameCreateRequest(buf []byte, offset flatbuffers.UOffsetT) *GameCreateRequest { n := flatbuffers.GetUOffsetT(buf[offset:]) x := &GameCreateRequest{} x.Init(buf, n+offset) return x } func FinishGameCreateRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.Finish(offset) } func GetSizePrefixedRootAsGameCreateRequest(buf []byte, offset flatbuffers.UOffsetT) *GameCreateRequest { n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:]) x := &GameCreateRequest{} x.Init(buf, n+offset+flatbuffers.SizeUint32) return x } func FinishSizePrefixedGameCreateRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.FinishSizePrefixed(offset) } func (rcv *GameCreateRequest) Init(buf []byte, i flatbuffers.UOffsetT) { rcv._tab.Bytes = buf rcv._tab.Pos = i } func (rcv *GameCreateRequest) Table() flatbuffers.Table { return rcv._tab } func (rcv *GameCreateRequest) GameName() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(4)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameCreateRequest) Description() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(6)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameCreateRequest) MinPlayers() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(8)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameCreateRequest) MutateMinPlayers(n int32) bool { return rcv._tab.MutateInt32Slot(8, n) } func (rcv *GameCreateRequest) MaxPlayers() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(10)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameCreateRequest) MutateMaxPlayers(n int32) bool { return rcv._tab.MutateInt32Slot(10, n) } func (rcv *GameCreateRequest) StartGapHours() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(12)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameCreateRequest) MutateStartGapHours(n int32) bool { return rcv._tab.MutateInt32Slot(12, n) } func (rcv *GameCreateRequest) StartGapPlayers() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(14)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameCreateRequest) MutateStartGapPlayers(n int32) bool { return rcv._tab.MutateInt32Slot(14, n) } func (rcv *GameCreateRequest) EnrollmentEndsAtMs() int64 { o := flatbuffers.UOffsetT(rcv._tab.Offset(16)) if o != 0 { return rcv._tab.GetInt64(o + rcv._tab.Pos) } return 0 } func (rcv *GameCreateRequest) MutateEnrollmentEndsAtMs(n int64) bool { return rcv._tab.MutateInt64Slot(16, n) } func (rcv *GameCreateRequest) TurnSchedule() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(18)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameCreateRequest) TargetEngineVersion() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(20)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func GameCreateRequestStart(builder *flatbuffers.Builder) { builder.StartObject(9) } func GameCreateRequestAddGameName(builder *flatbuffers.Builder, gameName flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameName), 0) } func GameCreateRequestAddDescription(builder *flatbuffers.Builder, description flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(description), 0) } func GameCreateRequestAddMinPlayers(builder *flatbuffers.Builder, minPlayers int32) { builder.PrependInt32Slot(2, minPlayers, 0) } func GameCreateRequestAddMaxPlayers(builder *flatbuffers.Builder, maxPlayers int32) { builder.PrependInt32Slot(3, maxPlayers, 0) } func GameCreateRequestAddStartGapHours(builder *flatbuffers.Builder, startGapHours int32) { builder.PrependInt32Slot(4, startGapHours, 0) } func GameCreateRequestAddStartGapPlayers(builder *flatbuffers.Builder, startGapPlayers int32) { builder.PrependInt32Slot(5, startGapPlayers, 0) } func GameCreateRequestAddEnrollmentEndsAtMs(builder *flatbuffers.Builder, enrollmentEndsAtMs int64) { builder.PrependInt64Slot(6, enrollmentEndsAtMs, 0) } func GameCreateRequestAddTurnSchedule(builder *flatbuffers.Builder, turnSchedule flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(7, flatbuffers.UOffsetT(turnSchedule), 0) } func GameCreateRequestAddTargetEngineVersion(builder *flatbuffers.Builder, targetEngineVersion flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(targetEngineVersion), 0) } func GameCreateRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT { return builder.EndObject() }