pub struct GameState {
pub session_id: SessionId,
pub entity_id: EntityId,
pub tick: Tick,
pub chunk_rev: u64,
pub entities: Vec<EntityState>,
pub player: Option<EntityState>,
pub logs: VecDeque<String>,
pub intents_sent: u64,
pub ticks_received: u64,
pub connected: bool,
}Fields§
§session_id: SessionId§entity_id: EntityId§tick: Tick§chunk_rev: u64§entities: Vec<EntityState>§player: Option<EntityState>§logs: VecDeque<String>§intents_sent: u64§ticks_received: u64§connected: boolTrait Implementations§
Auto Trait Implementations§
impl Freeze for GameState
impl RefUnwindSafe for GameState
impl Send for GameState
impl Sync for GameState
impl Unpin for GameState
impl UnsafeUnpin for GameState
impl UnwindSafe for GameState
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