server
library
Classes
AlwaysAliveProviderBase <State >
A base class for providers that never disposes themselves.
AsyncData <T >
Creates an AsyncValue with a data.
AsyncError <T >
Creates an AsyncValue in error state.
AsyncLoading <T >
Creates an AsyncValue in loading state.
AsyncValue <T >
An utility for safely manipulating asynchronous data.
AutoDisposeFutureProvider <State >
A provider that asynchronously creates a single value.
AutoDisposeFutureProviderFamily <State , Arg >
A class that allows building a FutureProvider from an external parameter.
AutoDisposeFutureProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
AutoDisposeProvider <State >
A provider that exposes a read-only value.
AutoDisposeProviderBase <State >
A base class for providers that destroy their state when no-longer listened.
AutoDisposeProviderElement <State >
An AutoDisposeProviderElementBase for AutoDisposeProvider
AutoDisposeProviderElementBase <State >
The ProviderElementBase of an AutoDisposeProviderBase .
AutoDisposeProviderFamily <State , Arg >
A class that allows building a Provider from an external parameter.
AutoDisposeProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
AutoDisposeRef
A Ref for providers that are automatically destroyed when
no-longer used.
AutoDisposeStateNotifierProvider <Notifier extends StateNotifier <State > , State >
Creates a StateNotifier and expose its current state.
AutoDisposeStateNotifierProviderFamily <Notifier extends StateNotifier <State > , State , Arg >
A class that allows building a StateNotifierProvider from an external parameter.
AutoDisposeStateNotifierProviderRef <Notifier extends StateNotifier <State > , State >
An object used by providers to interact with other providers and the life-cycles
of the application.
AutoDisposeStateProvider <State >
A provider that expose a value which can be modified from outside.
AutoDisposeStateProviderElement <State >
The ProviderElementBase for StateProvider
AutoDisposeStateProviderFamily <State , Arg >
AutoDisposeStateProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
AutoDisposeStreamProvider <State >
Creates a stream and expose its latest event.
AutoDisposeStreamProviderFamily <State , Arg >
A class that allows building a StreamProvider from an external parameter.
AutoDisposeStreamProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
BackendProviders
CanBeEmpty
Your own classes can implement this so they may use CanBeEmptyExtension
.
ConfigList
If isDeepEquals is false
, the IList equals operator (==
) compares by identity.
If isDeepEquals is true
(the default), the IList equals operator (==
) compares all
items, ordered.
If cacheHashCode is true
(the default), the IList will only calculate the hashCode
once, when it is asked — initially, internally null
. Otherwise, it will always recalculate it.
ConfigMap
If isDeepEquals is false
, the IMap equals operator (==
) compares by identity.
If isDeepEquals is true
(the default), the IMap equals operator (==
) compares all entries, ordered.
If sort is true
, will sort the list output of keys. Otherwise, it will keep the insertion order (the default).
If cacheHashCode is true
(the default), the IMap will only calculate the hashCode
once, when it is asked — initially, internally null
. Otherwise, it will always recalculate it.
ConfigMapOfSets
If isDeepEquals is false
, the IMap equals operator (==
) compares by identity.
If isDeepEquals is true
(the default), the IMap equals operator (==
) compares all entries, ordered.
If sortKeys is true
, will sort the list output of keys. Otherwise, it will keep the insertion order (the default).
If cacheHashCode is true
(the default), the IMapOfSets will only calculate the
hashCode once, when it is asked — initially, internally null
. Otherwise, it will always recalculate it.
ConfigSet
The set configuration.
DiffAndIntersectResult <T , G >
Entry <K , V >
Similar to a MapEntry , but correctly implements
equals (== comparing key and value ), hashcode
and Comparable.compareTo .
Event
Represents an event of a game
Family <State , Arg , FamilyProvider extends ProviderBase <State > >
A base class for all families
FamilyOverride <Arg >
Do not use: Internal object to used by ProviderContainer /ProviderScope
to override the behavior of a "family" for part of the application.
FutureLoading <T >
FutureProvider <State >
A provider that asynchronously creates a single value.
FutureProviderFamily <State , Arg >
A class that allows building a FutureProvider from an external parameter.
FutureProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
FutureRefreshing <T >
FutureValue <T >
Game <E extends Event >
Abstract class that all games must inherit from
GameClient
A client for a particular game
GameConfig
Some general config parameters for a game of gameType
GameConverter <T extends Game <Event > >
GameError <G extends Game <Event > >
GameErrorNotifier
A companion StateNotifier to the GameStateNotifier that keeps track of the most recent error, and lets the client clear the error
GameEvent
An Event that represents either a GenericEvent or a user defined Event
for a partiular game
GameEventGame
GameEventGeneral
GameInfo
An object to provide info about a particular game to the client
GameMessage
GameOrError <G extends Game <Event > >
Represents the union type of a game or an error, along with some helper getters to work with them
GameProviders
GameServer
GameStateNotifier <E extends Event , G extends Game <E > >
A StateNotifier that handles events for a particular game, delegating to the game's implementation for non generic events
GameValue <G extends Game <Event > >
GenericEvent
A GenericEvent that is handled by the Generic server implementation
rather than handling it differently in each game implementation
GenericEventUndo
GenericGame
Represents a generic game, with common fields that can be manipulated by
common GenericEvent s
IList <T >
An immutable list.
Note: The replace method is the equivalent of operator []=
for the IList .
IListConst <T >
This is an IList which can be made constant.
Note: Don't ever use it without the "const" keyword, because it will be unsafe.
IListOf2 <T >
An immutable list of only 2 items.
IListOf3 <T >
An immutable list of only 3 items.
IListOf4 <T >
An immutable list of only 4 items.
IMap <K , V >
An immutable , unordered map.
IMapConst <K , V >
This is an IMap which can be made constant.
Note: Don't ever use it without the "const" keyword, because it will be unsafe.
IMapOfSets <K , V >
An immutable , unordered , map of sets.
IMapOfSetsConst <K , V >
ImmutableCollection <C >
IOGameClient
The socket IO implementation of GameClient
IOServer
IOServerClient
The socket IO implementation of ServerClient
ISet <T >
An immutable , ordered set.
It can be configured to order by insertion order, or sort.
ISetConst <T >
This is an ISet which can be made constant.
Note: Don't ever use it without the "const" keyword, because it will be unsafe.
LastOrLoadingStateNotifier <T >
ListMap <K , V >
A ListMap is a mutable, fixed-sized, and ordered map.
ListMapView <K , V >
A ListMapView lets you view a regular map as if it was a ListMap .
At the moment this class is for FIC's internal use only, since a lot of
its methods will throw UnsupportedError .
ListSet <T >
A ListSet is, at the same time:
ListSetView <T >
LoadingFuture <T >
Lobby
LobbyNotifier
LocalGame
Keeps track of some metadata about a game for an OnDeviceClient game
MapEntryEquality <E >
This works for any object, not only map entries, but MapEntry
gets special
treatment. We consider two map-entries equal when their respective key and
values are equal.
ModifiableListFromIList <T >
The ModifiableListFromIList is a safe, modifiable List that is built from an IList .
The construction of the list is fast at first, since it makes no copies of the
IList items, but just uses it directly.
ModifiableMapFromIMap <K , V >
The ModifiableMapFromIMap is a safe, modifiable Map that is built from an IMap .
The construction of the map is fast at first, since it makes no copies of the
IMap items, but just uses it directly.
ModifiableSetFromISet <T >
The ModifiableSetFromISet is a safe, modifiable Set that is built from an ISet .
The construction of the set is fast at first, since it makes no copies of the
ISet items, but just uses it directly.
NoServerClient
An on device implementation of ServerClient
NoServerGameClient
An implementation of a GameClient for a local game on device with no server connection
Output <T >
Meant to be used when you wish to save a value that's going to be tossed
out of an immutable collection.
Override
An object used by ProviderContainer /ProviderScope
to override the behavior
of a provider/family for part of the application.
Player
Represents the basic details of a player in a game
Provider <State >
A provider that exposes a read-only value.
ProviderBase <State >
A base class for all providers.
ProviderContainer
An object that stores the state of the providers and allows overriding the
behavior of a specific provider.
ProviderElement <State >
A provider that exposes a read-only value.
ProviderElementBase <State >
An internal class that handles the state of a provider.
ProviderFamily <State , Arg >
A class that allows building a Provider from an external parameter.
ProviderListenable <State >
A base class for all providers, used to consume a provider.
ProviderObserver
An object that listens to the changes of a ProviderContainer .
ProviderOverride
An object used by ProviderContainer to override the behavior of a provider
for a part of the application.
ProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
ProviderSubscription <State >
Represents the subscription to a provider
Ref
An object used by providers to interact with other providers and the life-cycles
of the application.
ReversedListView <T >
Returns a List of the objects in this list in reverse order.
Very efficient since it returns a view, which means if you change the
original list this one will also change, and vice-versa.
ServerClient
A Client that can contact the server to manage games
StateController <T >
A StateNotifier that allows modifying its state from outside.
StateNotifier <T >
An observable class that stores a single immutable state .
StateNotifierProvider <Notifier extends StateNotifier <State > , State >
Creates a StateNotifier and expose its current state.
StateNotifierProviderFamily <Notifier extends StateNotifier <State > , State , Arg >
A class that allows building a StateNotifierProvider from an external parameter.
StateNotifierProviderRef <Notifier extends StateNotifier <State > , State >
An object used by providers to interact with other providers and the life-cycles
of the application.
StateProvider <State >
A provider that expose a value which can be modified from outside.
StateProviderElement <State >
The ProviderElementBase for StateProvider
StateProviderFamily <State , Arg >
StateProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
StreamProvider <State >
Creates a stream and expose its latest event.
StreamProviderFamily <State , Arg >
A class that allows building a StreamProvider from an external parameter.
StreamProviderRef <State >
An object used by providers to interact with other providers and the life-cycles
of the application.
Tuple
Dedicated Indexation Zip
Tuple2 <T1 , T2 >
Resulting composition of multiple sources like indexes or other Iterables.
Adapted from Tuple package
UnmodifiableListFromIList <T >
The UnmodifiableListFromIList is a relatively safe, unmodifiable List view that is built
from an IList or another List . The construction of the UnmodifiableListFromIList is very
fast, since it makes no copies of the given list items, but just uses it directly.
UnmodifiableMapFromIMap <K , V >
The UnmodifiableMapFromIMap is a relatively safe, unmodifiable Map that is built from an
IMap or another Map . The construction of the UnmodifiableMapFromIMap is very fast,
since it makes no copies of the given map items, but just uses it directly.
UnmodifiableSetFromISet <T >
The UnmodifiableSetFromISet is a relatively safe, unmodifiable Set view that is built from
an ISet or another Set . The construction of the UnmodifiableSetFromISet is very fast,
since it makes no copies of the given set items, but just uses it directly.
Enums
GameStatus
Represents the current status of the game as seen by the client
NameSet
Represents a set of names that can be randomly assigned to players
Mixins
AlwaysAliveProviderListenable <State >
A base class for all providers, used to consume a provider.
FromIListMixin <T , I extends FromIListMixin <T , I > >
This mixin implements all IList methods (without config
(ConfigList )), plus
operator []
, but it does NOT implement Iterable nor IList .
FromISetMixin <T , I extends FromISetMixin <T , I > >
This mixin implements all ISet members (without config),
but it does NOT implement Iterable nor ISet .
FromIterableIListMixin <T >
This mixin implements all Iterable methods, plus operator []
,
but it does NOT implement Iterable nor IList .
FromIterableISetMixin <T >
This mixin implements all Iterable methods,
but it does NOT implement Iterable nor ISet .
StateNotifierProviderOverrideMixin <Notifier extends StateNotifier <State > , State >
Add overrideWithValue to AutoDisposeStateNotifierProvider
Extensions
AlwaysAliveAsyncProviderX
on AlwaysAliveProviderBase <AsyncValue <State > >
Adds future and stream to providers that emit an AsyncValue
AsyncValueX
on AsyncValue <T >
An extension that adds methods like when to an AsyncValue .
AutoDisposeAsyncProviderX
on AutoDisposeProviderBase <AsyncValue <State > >
Adds future and stream to autoDispose providers that emit an AsyncValue
EventX
on Event
An extension to convert an Event
to a GameEvent
FicBooleanExtension
on bool
See also: compareObject , FicComparableExtension , FicComparatorExtension , sortBy , sortLike
FicComparableExtension
on Object ?
FicComparatorExtension
on int
The if0 extension
lets you nest comparators. For example:
FicIterableExtension
on Iterable <T >
See also: FicListExtension , FicSetExtension
FicIterableExtensionTypeNullable
on Iterable <T? >
See also: FicListExtension , FicSetExtension
FicIterableOfMapEntryExtension
on Iterable <MapEntry <K , V > >
FicIteratorExtension
on Iterator <T >
See also: FicIterableExtension
FicListExtension
on List <T >
FicListExtensionNullable
on List <T? >
FicMapEntryExtension
on MapEntry <K , V >
FicMapExtension
on Map <K , V >
See also: FicMapOfSetsExtension
FicMapIteratorExtension
on Iterator <MapEntry <K , V > >
See also: FicIterableExtension , FicIteratorExtension
FicMapOfSetsExtension
on Map <K , Set <V > >
See also: FicMapExtension
FicNumberExtension
on T
FicNumberExtensionNullable
on T?
FicObjectExtension
on Object ?
FicSetExtension
on Set <T >
See also: FicListExtension
FICZipExtension
on Iterable <Tuple2 <U , V > >
GameMapExtensions
on IMap <K , V >
GameOrErrorGameX
on Game <E >
GameTypeOf
on String
GameX
on Game <Event >
Some extensions on Game
to more easiliy get some of the GenericGame
fields
XAutoDisposeFamily
on Family <State , Arg , FamilyProvider >
An extension that adds overrideWithProvider to Family .
XFamily
on Family <State , Arg , FamilyProvider >
An extension that adds overrideWithProvider to Family .
Constants
defaultGamePort
→ const int
The default port
IOClient
→ const String
Location that corresponds to using an io-server for the backend
OnDeviceClient
→ const String
Location that corresponds to running the game on-device
P1
→ const PlayerID
A default PlayerID for Player 1 in a two player game
P2
→ const PlayerID
A default PlayerID for Player 2 in a two player game
useCopy
→ const UseResult
Functions
areImmutableCollectionsWithEqualItems (ImmutableCollection ? c1 , ImmutableCollection ? c2 )
→ bool
Will return true
only if the collections are of the same type, and their
items are equal by calling the collection's equalItems
method. This may be
slow for very large collection, since it compares each item, one by one.
Note this will not compare the collection configuration.
areSameImmutableCollection (ImmutableCollection ? c1 , ImmutableCollection ? c2 )
→ bool
While identical(collection1, collection2)
will compare the collections by
identity, areSameImmutableCollection(collection1, collection2)
will
compare them by type, and then by their internal state. Note this is
practically as fast as identical
, but will give less false negatives .
So it is almost always recommended to use areSameImmutableCollection
instead of identical
.
combineIterables <A , B , R > (Iterable <A > a , Iterable <B > b , R combine (A , B ), {bool allowDifferentSizes = false })
→ Iterable <R >
Combines iterables a
and b
into one, by applying the combine
function.
If allowDifferentSizes
is true, it will stop as soon as one of the
iterables has no more values. If allowDifferentSizes
is false, it will
throw an error if the iterables have different length.
compareObject <T extends Object > (Object ? a , Object ? b , {bool nullsBefore = false })
→ int
The compareObject comparator is similar to the natural comparator
provided by Comparable objects in their Comparable.compareTo method,
to sort objects in their "natural order". The difference here is that
compareObject is also able to compare some objects which are not
Comparable , such as bool , MapEntry , and nulls.
generateGameID (List <String > avoidList )
→ GameCode
sortBy <T > (Predicate <T > test , {int then (T , T )? })
→ int Function(T , T )
The sortBy function can be used to create a comparator to sort
collections, comparing a
and b
such that:
sortLike <T , E > (Iterable <E > order , {E mapper (T )?, int then (T , T )? })
→ int Function(T , T )
The sortLike function can be used to create a comparator to sort
collections, comparing a
and b
such that:
game_scaffold_dart 0.4.1+2