func (l *Lobby) handleGameMessage(m message.Message, socketRunnerIn chan<- message.Message) {
	switch m.Type {
	case message.GameInfos:
		l.handleGameInfoChanged(m, socketRunnerIn)
	default:
		message.Send(m, socketRunnerIn, l.Debug, l.log)
	}
}
// handleGameMessage writes a game message to the socketMessages channel, possibly modifying it.
handleGameMessage writes a game message to the socketMessages channel, possibly modifying it.
// handleGameMessage writes a game message to the socketMessages channel possibly modifying it .
func (l *Lobby) handleGameMessage(m message.Message, socketRunnerIn chan<- message.Message) {
	switch m.Type {
	case message.GameInfos:
		l.handleGameInfoChanged(m, socketRunnerIn)
	default:
		message.Send(m, socketRunnerIn, l.Debug, l.log)
	}
}
func ( l * Lobby ) handleGameMessage ( m message . Message , socketRunnerIn chan <- message . Message ) { switch m . Type { case message . GameInfos : l . handleGameInfoChanged ( m , socketRunnerIn ) default : message . Send ( m , socketRunnerIn , l . Debug , l . log ) } }
handleGameMessage writes a game message to the socketMessages channel, possibly modifying it.
handleGameMessage writes a game message to the socketMessages channel possibly modifying it .