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GameState

Struct GameState 

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pub struct GameState {
    pub auth: Auth,
    pub provider: Provider,
    pub map: Option<Map>,
    pub round: Option<Round>,
    pub player: Option<Player>,
    pub allplayers: BTreeMap<String, Player>,
    pub phase_countdowns: Option<PhaseCountdowns>,
    pub bomb: Option<Bomb>,
    pub grenades: BTreeMap<String, Grenade>,
    pub tournament_draft: Option<TournamentDraft>,
    pub previously: Option<Value>,
    pub added: Option<Value>,
}
Expand description

Root GSI document received from CS2.

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§auth: Auth

Authentication block declared in the cfg file. CS2 itself never adds a token, but tokens you wrote into the cfg appear here.

§provider: Provider

Producer of the payload (the CS2 client itself).

§map: Option<Map>

Series / map state. Absent when the player is not in a match.

§round: Option<Round>

Per-round state. Absent outside of an active round.

§player: Option<Player>

Player snapshot from the local client’s point-of-view (the player or the spectated entity). Absent on the main menu.

§allplayers: BTreeMap<String, Player>

All known players keyed by SteamID. Only populated when the cfg file requests allplayers_* sections AND the local client is permitted to see them (e.g. spectator / replay / GOTV).

§phase_countdowns: Option<PhaseCountdowns>

Countdown for the current map / round phase.

§bomb: Option<Bomb>

Detailed bomb info.

§grenades: BTreeMap<String, Grenade>

All in-flight / active grenades, keyed by entity index.

§tournament_draft: Option<TournamentDraft>

Tournament-mode draft state.

§previously: Option<Value>

CS2 may include a previously block listing the values of fields that just changed. cs2-gsi performs its own diff and does not rely on this — it is exposed here as raw JSON for advanced consumers.

§added: Option<Value>

CS2 may include an added block listing fields that appeared for the first time. Exposed as raw JSON for advanced consumers.

Implementations§

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impl GameState

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pub fn from_slice(bytes: &[u8]) -> Result<Self, Error>

Parse a GSI payload from raw bytes.

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pub fn from_str(s: &str) -> Result<Self, Error>

Parse a GSI payload from a string. Provided as an inherent method for discoverability — the conflicting std::str::FromStr impl has the same semantics.

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pub fn local_is_dead(&self) -> bool

Convenience: returns true when the local player is dead (HP == 0 AND in the playing activity). Returns false when no player block is present.

Trait Implementations§

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impl Clone for GameState

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fn clone(&self) -> GameState

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 GameState

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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 GameState

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fn default() -> GameState

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for GameState

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for GameState

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fn eq(&self, other: &GameState) -> 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 Serialize for GameState

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for GameState

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
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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> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. 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> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
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Calls U::from(self).

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where T: Clone,

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type Owned = T

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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
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type Error = Infallible

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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

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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