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use naia_shared::{EventType, LocalActorKey}; /// An Event that is be emitted by the Client, usually as a result of some /// communication with the Server #[derive(Debug)] pub enum ClientEvent<T: EventType> { /// Occurs when the Client has successfully established a connection with /// the Server Connection, /// Occurs when the Client has lost connection with the Server, usually as a /// result of a timeout Disconnection, /// An Event emitted to the Client from the Server Event(T), /// Occurs when an Actor on the Server has come into scope for the Client CreateActor(LocalActorKey), /// Occurs when an Actor has had a state change on the Server while in /// scope for the Client UpdateActor(LocalActorKey), /// Occurs when an Actor on the Server has left the Client's scope DeleteActor(LocalActorKey), /// A Tick Event, the duration between Tick events is defined in the Config /// object passed to the Client on initialization Tick, /// Occurs when an Actor has been assigned to the local host as a Pawn, /// meaning it can receive Commands from the Client AssignPawn(LocalActorKey), /// Occurs when a Pawn has been unassigned from the local host, meaning it /// cannot receive Commands from this Client UnassignPawn(LocalActorKey), /// A Command received which is to be simulated on the Client as well as on /// the Server Command(LocalActorKey, T), }