pub struct GameClient {
pub connection: Connection,
pub rpc_registry: Arc<RpcRegistry<RpcArgs>>,
pub user_id: String,
pub game_state: Arc<Mutex<ClientGameState>>,
pub uid: String,
}Expand description
Manages the client side connection to the server.
Fields§
§connection: Connection§rpc_registry: Arc<RpcRegistry<RpcArgs>>§user_id: String§game_state: Arc<Mutex<ClientGameState>>§uid: StringImplementations§
Source§impl GameClient
impl GameClient
pub fn new( connection: Connection, rpc_registry: Arc<RpcRegistry<RpcArgs>>, game_state: Arc<Mutex<ClientGameState>>, user_id: String, ) -> Self
pub async fn rpc<Req: Serialize + DeserializeOwned + Send + 'static, Resp: Serialize + DeserializeOwned + Send, F: Fn(RpcArgs, Req) -> L + Send + Sync + Copy + 'static, L: Future<Output = Resp> + Send>( &self, func: F, req: Req, ) -> Result<Resp, NetworkError>
pub fn make_standalone_rpc_wrapper<Req: Serialize + DeserializeOwned + Send + 'static, Resp: Serialize + DeserializeOwned + Send, F: Fn(RpcArgs, Req) -> L + Send + Sync + Copy + 'static, L: Future<Output = Resp> + Send>( &self, runtime: &Handle, func: F, ) -> Cb<impl Fn(Req)>
pub fn with_physics_world<R>(&self, f: impl Fn(&mut World) -> R) -> R
Trait Implementations§
Source§impl Clone for GameClient
impl Clone for GameClient
Source§fn clone(&self) -> GameClient
fn clone(&self) -> GameClient
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreAuto Trait Implementations§
impl Freeze for GameClient
impl !RefUnwindSafe for GameClient
impl Send for GameClient
impl Sync for GameClient
impl Unpin for GameClient
impl !UnwindSafe for GameClient
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
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T: Any,
impl<T> Downcast for Twhere
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