pub struct EngineBuilder<Player, State = (), Trigger = (), Metadata = ()>{ /* private fields */ }Implementations§
Source§impl<Player, State, Trigger, Metadata> EngineBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> EngineBuilder<Player, State, Trigger, Metadata>
pub fn new() -> Self
pub fn bloops(self, bloops: Vec<Bloop<Player>>) -> Self
pub fn achievements( self, achievements: Vec<Achievement<Metadata, Player, State, Trigger>>, ) -> Self
pub fn bloop_retention(self, retention: Duration) -> Self
pub fn audio_base_path<P: Into<PathBuf>>(self, path: P) -> Self
pub fn player_registry( self, registry: Arc<Mutex<PlayerRegistry<Player>>>, ) -> Self
pub fn state(self, state: Arc<Mutex<State>>) -> Self
pub fn trigger_registry(self, registry: TriggerRegistry<Trigger>) -> Self
pub fn network_rx( self, rx: Receiver<(EngineRequest, Sender<ServerMessage>)>, ) -> Self
pub fn event_tx(self, tx: Sender<Event>) -> Self
pub fn throttle(self, throttle: Throttle) -> Self
Sourcepub fn build(
self,
) -> Result<Engine<Metadata, Player, State, Trigger>, BuilderError>
pub fn build( self, ) -> Result<Engine<Metadata, Player, State, Trigger>, BuilderError>
Consumes the builder and constructs the Engine.
Trait Implementations§
Source§impl<Player, State: Debug, Trigger, Metadata: Debug> Debug for EngineBuilder<Player, State, Trigger, Metadata>
impl<Player, State: Debug, Trigger, Metadata: Debug> Debug for EngineBuilder<Player, State, Trigger, Metadata>
Auto Trait Implementations§
impl<Player, State, Trigger, Metadata> Freeze for EngineBuilder<Player, State, Trigger, Metadata>where
Trigger: Freeze,
impl<Player, State = (), Trigger = (), Metadata = ()> !RefUnwindSafe for EngineBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> Send for EngineBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> Sync for EngineBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> Unpin for EngineBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> UnsafeUnpin for EngineBuilder<Player, State, Trigger, Metadata>where
Trigger: UnsafeUnpin,
impl<Player, State = (), Trigger = (), Metadata = ()> !UnwindSafe for EngineBuilder<Player, State, Trigger, Metadata>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Erasable for T
impl<T> Erasable for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more