#[repr(C)]
pub struct gameserveritem_t {
Show 18 fields pub m_NetAdr: servernetadr_t, pub m_nPing: c_int, pub m_bHadSuccessfulResponse: bool, pub m_bDoNotRefresh: bool, pub m_szGameDir: [c_char; 32], pub m_szMap: [c_char; 32], pub m_szGameDescription: [c_char; 64], pub m_nAppID: uint32, pub m_nPlayers: c_int, pub m_nMaxPlayers: c_int, pub m_nBotPlayers: c_int, pub m_bPassword: bool, pub m_bSecure: bool, pub m_ulTimeLastPlayed: uint32, pub m_nServerVersion: c_int, pub m_szServerName: [c_char; 64], pub m_szGameTags: [c_char; 128], pub m_steamID: CSteamID,
}

Fields§

§m_NetAdr: servernetadr_t

< IP/Query Port/Connection Port for this server

§m_nPing: c_int

< current ping time in milliseconds

§m_bHadSuccessfulResponse: bool

< server has responded successfully in the past

§m_bDoNotRefresh: bool

< server is marked as not responding and should no longer be refreshed

§m_szGameDir: [c_char; 32]

< current game directory

§m_szMap: [c_char; 32]

< current map

§m_szGameDescription: [c_char; 64]

< game description

§m_nAppID: uint32

< Steam App ID of this server

§m_nPlayers: c_int

< total number of players currently on the server. INCLUDES BOTS!!

§m_nMaxPlayers: c_int

< Maximum players that can join this server

§m_nBotPlayers: c_int

< Number of bots (i.e simulated players) on this server

§m_bPassword: bool

< true if this server needs a password to join

§m_bSecure: bool

< Is this server protected by VAC

§m_ulTimeLastPlayed: uint32

< time (in unix time) when this server was last played on (for favorite/history servers)

§m_nServerVersion: c_int

< server version as reported to Steam

§m_szServerName: [c_char; 64]

Game server name

§m_szGameTags: [c_char; 128]

the tags this server exposes

§m_steamID: CSteamID

steamID of the game server - invalid if it’s doesn’t have one (old server, or not connected to Steam)

Trait Implementations§

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impl Clone for gameserveritem_t

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fn clone(&self) -> gameserveritem_t

Returns a copy 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 Copy for gameserveritem_t

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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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.