func (r *Runner) handleLobbyMessage(ctx context.Context, wg *sync.WaitGroup, m message.Message) {
	switch m.Type {
	case message.GameInfos:
		r.sendGameInfos(ctx, m)
	case message.SocketError:
		r.sendSocketError(ctx, m)
	default:
		r.sendMessageForGame(ctx, m)
	}
}
// handleLobbyMessage writes the message to the appropriate sockets in the runner.
handleLobbyMessage writes the message to the appropriate sockets in the runner.
// handleLobbyMessage writes the message to the appropriate sockets in the runner .
func (r *Runner) handleLobbyMessage(ctx context.Context, wg *sync.WaitGroup, m message.Message) {
	switch m.Type {
	case message.GameInfos:
		r.sendGameInfos(ctx, m)
	case message.SocketError:
		r.sendSocketError(ctx, m)
	default:
		r.sendMessageForGame(ctx, m)
	}
}
func ( r * Runner ) handleLobbyMessage ( ctx context . Context , wg * sync . WaitGroup , m message . Message ) { switch m . Type { case message . GameInfos : r . sendGameInfos ( ctx , m ) case message . SocketError : r . sendSocketError ( ctx , m ) default : r . sendMessageForGame ( ctx , m ) } }
handleLobbyMessage writes the message to the appropriate sockets in the runner.
handleLobbyMessage writes the message to the appropriate sockets in the runner .