func (r *Runner) sendSocketError(ctx context.Context, m message.Message) {
	r.log.Printf("socket error: %v", m)
	switch {
	case m.Game != nil:
		r.sendMessageForGame(ctx, m)
	default:
		socketAddrs := r.playerSockets[m.PlayerName]
		for _, socketIn := range socketAddrs {
			message.Send(m, socketIn, r.Debug, r.log)
		}
	}
}
// sendSocketError sends the game socket message to a specific socket if possible or all sockets for the player
sendSocketError sends the game socket message to a specific socket if possible or all sockets for the player
// sendSocketError sends the game socket message to a specific socket if possible or all sockets for the player
func (r *Runner) sendSocketError(ctx context.Context, m message.Message) {
	r.log.Printf("socket error: %v", m)
	switch {
	case m.Game != nil:
		r.sendMessageForGame(ctx, m)
	default:
		socketAddrs := r.playerSockets[m.PlayerName]
		for _, socketIn := range socketAddrs {
			message.Send(m, socketIn, r.Debug, r.log)
		}
	}
}
func ( r * Runner ) sendSocketError ( ctx context . Context , m message . Message ) { r . log . Printf ( " " , m ) switch { case m . Game != nil : r . sendMessageForGame ( ctx , m ) default : socketAddrs := r . playerSockets [ m . PlayerName ] for _ , socketIn := range socketAddrs { message . Send ( m , socketIn , r . Debug , r . log ) } } }
sendSocketError sends the game socket message to a specific socket if possible or all sockets for the player
sendSocketError sends the game socket message to a specific socket if possible or all sockets for the player