pub trait OrganizationLimitResolver:
Debug
+ Send
+ Sync {
// Provided methods
fn maximum_teams<'life0, 'life1, 'async_trait>(
&'life0 self,
_context: &'life1 TeamLimitContext,
) -> Pin<Box<dyn Future<Output = AuthResult<Option<f64>>> + Send + 'async_trait>>
where Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait { ... }
fn maximum_team_members<'life0, 'life1, 'async_trait>(
&'life0 self,
_context: &'life1 TeamLimitContext,
) -> Pin<Box<dyn Future<Output = AuthResult<Option<f64>>> + Send + 'async_trait>>
where Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait { ... }
fn maximum_roles<'life0, 'life1, 'async_trait>(
&'life0 self,
_organization_id: &'life1 str,
) -> Pin<Box<dyn Future<Output = AuthResult<Option<f64>>> + Send + 'async_trait>>
where Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait { ... }
}Expand description
Application quota callbacks use raw ECMAScript Number policies.
Migration from integer callbacks: return AuthResult<Option<f64>> and
Some(3.0) instead of AuthResult<Option<usize>> and Some(3).
None means no quota; it does not model a JavaScript callback returning
non-numeric values. Callbacks keep the actual existing contexts and follow each Source endpoint
ordering contract.
Provided Methods§
fn maximum_teams<'life0, 'life1, 'async_trait>(
&'life0 self,
_context: &'life1 TeamLimitContext,
) -> Pin<Box<dyn Future<Output = AuthResult<Option<f64>>> + Send + 'async_trait>>where
Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait,
fn maximum_team_members<'life0, 'life1, 'async_trait>(
&'life0 self,
_context: &'life1 TeamLimitContext,
) -> Pin<Box<dyn Future<Output = AuthResult<Option<f64>>> + Send + 'async_trait>>where
Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait,
fn maximum_roles<'life0, 'life1, 'async_trait>(
&'life0 self,
_organization_id: &'life1 str,
) -> Pin<Box<dyn Future<Output = AuthResult<Option<f64>>> + Send + 'async_trait>>where
Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait,
Dyn Compatibility§
This trait is dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety".