func (l *Lobby) handleSocketMessage(m message.Message, gameRunnerIn, socketRunnerIn chan<- message.Message) {
	switch m.Type {
	case message.GameInfos:
		m.Games = l.gameInfos()
		message.Send(m, socketRunnerIn, l.Debug, l.log)
	default:
		message.Send(m, gameRunnerIn, l.Debug, l.log)
	}
}
// handleSocketMessage writes a socket message to the gameRunnerIn channel unless it is a gameInfos request, in which case it is sent back with infos.
handleSocketMessage writes a socket message to the gameRunnerIn channel unless it is a gameInfos request, in which case it is sent back with infos.
// handleSocketMessage writes a socket message to the gameRunnerIn channel unless it is a gameInfos request in which case it is sent back with infos .
func (l *Lobby) handleSocketMessage(m message.Message, gameRunnerIn, socketRunnerIn chan<- message.Message) {
	switch m.Type {
	case message.GameInfos:
		m.Games = l.gameInfos()
		message.Send(m, socketRunnerIn, l.Debug, l.log)
	default:
		message.Send(m, gameRunnerIn, l.Debug, l.log)
	}
}
func ( l * Lobby ) handleSocketMessage ( m message . Message , gameRunnerIn , socketRunnerIn chan <- message . Message ) { switch m . Type { case message . GameInfos : m . Games = l . gameInfos ( ) message . Send ( m , socketRunnerIn , l . Debug , l . log ) default : message . Send ( m , gameRunnerIn , l . Debug , l . log ) } }
handleSocketMessage writes a socket message to the gameRunnerIn channel unless it is a gameInfos request, in which case it is sent back with infos.
handleSocketMessage writes a socket message to the gameRunnerIn channel unless it is a gameInfos request in which case it is sent back with infos .