[][src]Struct google_games1::RoomParticipant

pub struct RoomParticipant {
    pub auto_matched: Option<bool>,
    pub status: Option<String>,
    pub kind: Option<String>,
    pub auto_matched_player: Option<AnonymousPlayer>,
    pub client_address: Option<RoomClientAddress>,
    pub capabilities: Option<Vec<String>>,
    pub player: Option<Player>,
    pub leave_reason: Option<String>,
    pub connected: Option<bool>,
    pub id: Option<String>,

This is a JSON template for a participant in a room.

This type is not used in any activity, and only used as part of another schema.


auto_matched: Option<bool>

True if this participant was auto-matched with the requesting player.

status: Option<String>

The status of the participant with respect to the room. Possible values are:

  • "PARTICIPANT_INVITED" - The participant has been invited to join the room, but has not yet responded.
  • "PARTICIPANT_JOINED" - The participant has joined the room (either after creating it or accepting an invitation.)
  • "PARTICIPANT_DECLINED" - The participant declined an invitation to join the room.
  • "PARTICIPANT_LEFT" - The participant joined the room and then left it.
kind: Option<String>

Uniquely identifies the type of this resource. Value is always the fixed string games#roomParticipant.

auto_matched_player: Option<AnonymousPlayer>

Information about a player that has been anonymously auto-matched against the requesting player. (Either player or autoMatchedPlayer will be set.)

client_address: Option<RoomClientAddress>

Client address for the participant.

capabilities: Option<Vec<String>>

The capabilities which can be used when communicating with this participant.

player: Option<Player>

Information about the player. Not populated if this player was anonymously auto-matched against the requesting player. (Either player or autoMatchedPlayer will be set.)

leave_reason: Option<String>

The reason the participant left the room; populated if the participant status is PARTICIPANT_LEFT. Possible values are:

  • "PLAYER_LEFT" - The player explicitly chose to leave the room.
  • "GAME_LEFT" - The game chose to remove the player from the room.
  • "ABANDONED" - The player switched to another application and abandoned the room.
  • "PEER_CONNECTION_FAILURE" - The client was unable to establish or maintain a connection to other peer(s) in the room.
  • "SERVER_ERROR" - The client received an error response when it tried to communicate with the server.
  • "TIMEOUT" - The client timed out while waiting for players to join and connect.
  • "PRESENCE_FAILURE" - The client's XMPP connection ended abruptly.
connected: Option<bool>

True if this participant is in the fully connected set of peers in the room.

id: Option<String>

An identifier for the participant in the scope of the room. Cannot be used to identify a player across rooms or in other contexts.

Trait Implementations

impl Part for RoomParticipant[src]

impl Default for RoomParticipant[src]

impl Clone for RoomParticipant[src]

fn clone_from(&mut self, source: &Self)1.0.0[src]

Performs copy-assignment from source. Read more

impl Debug for RoomParticipant[src]

impl Serialize for RoomParticipant[src]

impl<'de> Deserialize<'de> for RoomParticipant[src]

Auto Trait Implementations

Blanket Implementations

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impl<T> From<T> for T[src]

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