func (g *Game) finish() {
	m := message.Message{
		Type: message.ChangeGameStatus,
		Game: &game.Info{
			Status: game.Finished,
		},
	}
	g.Socket.Send(m)
}
// finish triggers the game to finish for everyone by checking the players tiles.
finish triggers the game to finish for everyone by checking the players tiles.
// finish triggers the game to finish for everyone by checking the players tiles .
func (g *Game) finish() {
	m := message.Message{
		Type: message.ChangeGameStatus,
		Game: &game.Info{
			Status: game.Finished,
		},
	}
	g.Socket.Send(m)
}
func ( g * Game ) finish ( ) { m := message . Message { Type : message . ChangeGameStatus , Game : & game . Info { Status : game . Finished , } , } g . Socket . Send ( m ) }
finish triggers the game to finish for everyone by checking the players tiles.
finish triggers the game to finish for everyone by checking the players tiles .