pub struct State { /* private fields */ }Implementations§
Source§impl State
impl State
pub fn new(game_type: GameType, data_path: PathBuf) -> Self
pub fn with_plugin_versions<T: AsRef<str>, V: ToString>( self, plugin_versions: &[(T, V)], ) -> Self
pub fn with_active_plugins<T: AsRef<str>>(self, active_plugins: &[T]) -> Self
pub fn set_active_plugins<T: AsRef<str>>(&mut self, active_plugins: &[T])
pub fn set_plugin_versions<T: AsRef<str>, V: ToString>( &mut self, plugin_versions: &[(T, V)], )
pub fn set_cached_crcs<T: AsRef<str>>( &mut self, plugin_crcs: &[(T, u32)], ) -> Result<(), PoisonError<RwLockWriteGuard<'_, HashMap<String, u32>>>>
pub fn clear_condition_cache( &mut self, ) -> Result<(), PoisonError<RwLockWriteGuard<'_, HashMap<Function, bool>>>>
pub fn set_additional_data_paths(&mut self, additional_data_paths: Vec<PathBuf>)
Trait Implementations§
Auto Trait Implementations§
impl !Freeze for State
impl RefUnwindSafe for State
impl Send for State
impl Sync for State
impl Unpin for State
impl UnwindSafe for State
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