[−][src]Struct weasel::client::ClientBuilder
A builder object to create a client.
Implementations
impl<R: BattleRules> ClientBuilder<R>
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pub fn enable_authentication(self, player: PlayerId) -> Self
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Enable authentication on the new client.
All produced events will be authenticated with player
.
pub fn build(self) -> Client<R>
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Creates a new client.
Auto Trait Implementations
impl<R> !RefUnwindSafe for ClientBuilder<R>
impl<R> Send for ClientBuilder<R> where
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Send,
<R as BattleRules>::ER: Send,
<<R as BattleRules>::ER as EntropyRules>::EntropyModel: Send,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Send,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: Send,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Power: Send,
<R as BattleRules>::RR: Send,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Send,
<R as BattleRules>::SR: Send,
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Send,
<<R as BattleRules>::UR as UserRules<R>>::UserMetricId: Send,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Send,
<R as BattleRules>::ER: Send,
<<R as BattleRules>::ER as EntropyRules>::EntropyModel: Send,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Send,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: Send,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Power: Send,
<R as BattleRules>::RR: Send,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Send,
<R as BattleRules>::SR: Send,
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Send,
<<R as BattleRules>::UR as UserRules<R>>::UserMetricId: Send,
impl<R> !Sync for ClientBuilder<R>
impl<R> Unpin for ClientBuilder<R> where
R: Unpin,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Unpin,
<R as BattleRules>::ER: Unpin,
<<R as BattleRules>::ER as EntropyRules>::EntropyModel: Unpin,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Unpin,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: Unpin,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Power: Unpin,
<R as BattleRules>::RR: Unpin,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Unpin,
<R as BattleRules>::SR: Unpin,
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Unpin,
<<R as BattleRules>::UR as UserRules<R>>::UserMetricId: Unpin,
R: Unpin,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Unpin,
<R as BattleRules>::ER: Unpin,
<<R as BattleRules>::ER as EntropyRules>::EntropyModel: Unpin,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Unpin,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: Unpin,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Power: Unpin,
<R as BattleRules>::RR: Unpin,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Unpin,
<R as BattleRules>::SR: Unpin,
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Unpin,
<<R as BattleRules>::UR as UserRules<R>>::UserMetricId: Unpin,
impl<R> !UnwindSafe for ClientBuilder<R>
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,