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ConnectedPlayer

Struct ConnectedPlayer 

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pub struct ConnectedPlayer {
Show 19 fields pub player_id: String, pub username: String, pub room_id: Option<String>, pub sender: UnboundedSender<Message>, pub last_client_rtt_ms: Option<u32>, pub connected: bool, pub generation: u64, pub last_seen: Instant, pub disconnected_at: Option<Instant>, pub is_service: bool, pub identity: Vec<SessionIdentity>, pub name_verified: bool, pub qualification: Option<String>, pub avatar_url: Option<String>, pub client: ClientBuild, pub local_game: Option<LocalGameKind>, pub last_chat_at: Option<Instant>, pub client_ip: String, pub seal: Option<String>,
}

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§player_id: String§username: String§room_id: Option<String>§sender: UnboundedSender<Message>§last_client_rtt_ms: Option<u32>

Most recent heartbeat round trip for this connection. The aggregate histogram cannot answer whether one slow decision sat behind one bad link, because it drops the association at the moment it records.

§connected: bool§generation: u64§last_seen: Instant§disconnected_at: Option<Instant>§is_service: bool§identity: Vec<SessionIdentity>§name_verified: bool§qualification: Option<String>§avatar_url: Option<String>§client: ClientBuild

What the client reported at authentication. Read when deciding which wire features this seat can be sent.

§local_game: Option<LocalGameKind>

Playing on their own machine, reported by the client. Only meaningful while connected: a dropped socket stops asserting anything.

§last_chat_at: Option<Instant>§client_ip: String§seal: Option<String>

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Trait Implementations§

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impl From<&ConnectedPlayer> for UsernameSession

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fn from(player: &ConnectedPlayer) -> Self

Converts to this type from the input type.

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