GameProviders class

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Properties

allGames FutureProvider<IList<GameInfo>>
final
chatMessage StateProvider<String>
final
clientType StateProvider<ClientType>
The provider that controls the GameClient and ServerClient implementation to use
final
code StateProvider<GameCode>
Provides the game code for each client id
final
config StateProvider<GameConfig>
Provides the way to configure the game for starting
final
connected StateProvider<bool>
final
createGame FutureProvider<String>
final
deleteGame FutureProvider<bool>
final
error StreamProvider<GameError<Game<Event>>>
Provides the game error for the current game of the client with specified id
final
exitGame FutureProvider<bool>
final
game StreamProvider<Game<Event>>
Provides the game state for the current game of the client with specified id
final
gameClient Provider<GameClient>
final
gameClientFamily ProviderFamily<GameClient, ClientType>
Provides a GameClient for the client with the specified id
final
gameOrError StreamProvider<GameOrError<Game<Event>>>
Provides the game or error state for the current game of the client with specified id
final
gameType Provider<String>
Provides the game type's name for the game specified by config
final
joinGame FutureProvider<String?>
final
lobby StreamProvider<GameInfo>
Provides game lobby info in the form of GameInfo for the lobby
final
newRound FutureProvider<bool>
final
playerID Provider<PlayerID>
Provides the player id for a particular section of the widget tree
final
playerName StateProvider<String>
Provides the player's name
final
remoteUri StateProvider<GameAddress>
The provider that controls which game server address to connect to
final
sendEvent FutureProviderFamily<bool, GameEvent>
final
sendMessage FutureProvider<bool>
final
serverClient Provider<ServerClient>
final
serverClientFamily ProviderFamily<ServerClient, ClientType>
Provides the ServerClient for each client id
final
serverConnect FutureProvider<void>
final
serverDisconnect FutureProvider<void>
final
singleConfig StateProvider<GameConfig>
Allows one config to write all players' configs
final
startGame FutureProvider<bool>
final
status StateProvider<GameStatus?>
Provides the game status for the current game of the client with specified id
final
turn Provider<bool>
Provides whether it is the players turn for the current game of the client with the specified id
final
undo FutureProvider<bool>
final