MatchmakingConfigurationBuilder

Struct MatchmakingConfigurationBuilder 

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#[non_exhaustive]
pub struct MatchmakingConfigurationBuilder { /* private fields */ }
Expand description

A builder for MatchmakingConfiguration.

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impl MatchmakingConfigurationBuilder

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pub fn name(self, input: impl Into<String>) -> Self

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

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pub fn set_name(self, input: Option<String>) -> Self

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

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pub fn get_name(&self) -> &Option<String>

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

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pub fn configuration_arn(self, input: impl Into<String>) -> Self

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::matchmakingconfiguration/ . In a Amazon GameLift Servers configuration ARN, the resource ID matches the Name value.

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pub fn set_configuration_arn(self, input: Option<String>) -> Self

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::matchmakingconfiguration/ . In a Amazon GameLift Servers configuration ARN, the resource ID matches the Name value.

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pub fn get_configuration_arn(&self) -> &Option<String>

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::matchmakingconfiguration/ . In a Amazon GameLift Servers configuration ARN, the resource ID matches the Name value.

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pub fn description(self, input: impl Into<String>) -> Self

A descriptive label that is associated with matchmaking configuration.

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pub fn set_description(self, input: Option<String>) -> Self

A descriptive label that is associated with matchmaking configuration.

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pub fn get_description(&self) -> &Option<String>

A descriptive label that is associated with matchmaking configuration.

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pub fn game_session_queue_arns(self, input: impl Into<String>) -> Self

Appends an item to game_session_queue_arns.

To override the contents of this collection use set_game_session_queue_arns.

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::gamesessionqueue/ . Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

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pub fn set_game_session_queue_arns(self, input: Option<Vec<String>>) -> Self

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::gamesessionqueue/ . Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

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pub fn get_game_session_queue_arns(&self) -> &Option<Vec<String>>

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::gamesessionqueue/ . Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

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pub fn request_timeout_seconds(self, input: i32) -> Self

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

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pub fn set_request_timeout_seconds(self, input: Option<i32>) -> Self

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

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pub fn get_request_timeout_seconds(&self) -> &Option<i32>

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

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pub fn acceptance_timeout_seconds(self, input: i32) -> Self

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

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pub fn set_acceptance_timeout_seconds(self, input: Option<i32>) -> Self

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

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pub fn get_acceptance_timeout_seconds(&self) -> &Option<i32>

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

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pub fn acceptance_required(self, input: bool) -> Self

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

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pub fn set_acceptance_required(self, input: Option<bool>) -> Self

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

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pub fn get_acceptance_required(&self) -> &Option<bool>

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

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pub fn rule_set_name(self, input: impl Into<String>) -> Self

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

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pub fn set_rule_set_name(self, input: Option<String>) -> Self

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

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pub fn get_rule_set_name(&self) -> &Option<String>

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

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pub fn rule_set_arn(self, input: impl Into<String>) -> Self

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

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pub fn set_rule_set_arn(self, input: Option<String>) -> Self

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

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pub fn get_rule_set_arn(&self) -> &Option<String>

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

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pub fn notification_target(self, input: impl Into<String>) -> Self

An SNS topic ARN that is set up to receive matchmaking notifications.

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pub fn set_notification_target(self, input: Option<String>) -> Self

An SNS topic ARN that is set up to receive matchmaking notifications.

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pub fn get_notification_target(&self) -> &Option<String>

An SNS topic ARN that is set up to receive matchmaking notifications.

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pub fn additional_player_count(self, input: i32) -> Self

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn set_additional_player_count(self, input: Option<i32>) -> Self

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn get_additional_player_count(&self) -> &Option<i32>

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn custom_event_data(self, input: impl Into<String>) -> Self

Information to attach to all events related to the matchmaking configuration.

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pub fn set_custom_event_data(self, input: Option<String>) -> Self

Information to attach to all events related to the matchmaking configuration.

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pub fn get_custom_event_data(&self) -> &Option<String>

Information to attach to all events related to the matchmaking configuration.

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pub fn creation_time(self, input: DateTime) -> Self

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn set_creation_time(self, input: Option<DateTime>) -> Self

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn get_creation_time(&self) -> &Option<DateTime>

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn game_properties(self, input: GameProperty) -> Self

Appends an item to game_properties.

To override the contents of this collection use set_game_properties.

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn get_game_properties(&self) -> &Option<Vec<GameProperty>>

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn game_session_data(self, input: impl Into<String>) -> Self

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn set_game_session_data(self, input: Option<String>) -> Self

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn get_game_session_data(&self) -> &Option<String>

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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pub fn backfill_mode(self, input: BackfillMode) -> Self

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

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pub fn set_backfill_mode(self, input: Option<BackfillMode>) -> Self

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

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pub fn get_backfill_mode(&self) -> &Option<BackfillMode>

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

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pub fn flex_match_mode(self, input: FlexMatchMode) -> Self

Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.

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pub fn set_flex_match_mode(self, input: Option<FlexMatchMode>) -> Self

Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.

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pub fn get_flex_match_mode(&self) -> &Option<FlexMatchMode>

Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.

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pub fn build(self) -> MatchmakingConfiguration

Consumes the builder and constructs a MatchmakingConfiguration.

Trait Implementations§

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impl Clone for MatchmakingConfigurationBuilder

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fn clone(&self) -> MatchmakingConfigurationBuilder

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MatchmakingConfigurationBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for MatchmakingConfigurationBuilder

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fn default() -> MatchmakingConfigurationBuilder

Returns the “default value” for a type. Read more
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impl PartialEq for MatchmakingConfigurationBuilder

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fn eq(&self, other: &MatchmakingConfigurationBuilder) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for MatchmakingConfigurationBuilder

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fn mask(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Mask].

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println!("{}", value.mask());
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fn wrap(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Wrap].

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println!("{}", value.wrap());
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fn linger(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Linger].

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println!("{}", value.linger());
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fn clear(&self) -> Painted<&T>

👎Deprecated since 1.0.1: renamed to resetting() due to conflicts with Vec::clear(). The clear() method will be removed in a future release.

Returns self with the quirk() set to [Quirk :: Clear].

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println!("{}", value.clear());
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fn resetting(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Resetting].

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println!("{}", value.resetting());
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fn bright(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Bright].

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fn on_bright(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: OnBright].

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println!("{}", value.on_bright());
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fn whenever(&self, value: Condition) -> Painted<&T>

Conditionally enable styling based on whether the Condition value applies. Replaces any previous condition.

See the crate level docs for more details.

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Enable styling painted only when both stdout and stderr are TTYs:

use yansi::{Paint, Condition};

painted.red().on_yellow().whenever(Condition::STDOUTERR_ARE_TTY);
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fn new(self) -> Painted<Self>
where Self: Sized,

Create a new Painted with a default Style. Read more
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fn paint<S>(&self, style: S) -> Painted<&Self>
where S: Into<Style>,

Apply a style wholesale to self. Any previous style is replaced. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ErasedDestructor for T
where T: 'static,