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Client

Struct Client 

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pub struct Client { /* private fields */ }

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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pub async fn cheat_get_academy_recruit_queue( &self, req: CheatGetAcademyRecruitQueueRequest, ) -> Result<AcademyRecruitQueue>

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pub async fn cheat_get_academy_recruit_queues( &self, req: CheatGetAcademyRecruitQueuesRequest, ) -> Result<Vec<(Coord, AcademyRecruitQueue)>>

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pub async fn cheat_get_all_academy_recruit_queues( &self, req: CheatGetAllAcademyRecruitQueuesRequest, ) -> Result<Vec<(Coord, AcademyRecruitQueue)>>

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pub async fn cheat_get_all_prefecture_build_queues( &self, req: CheatGetAllPrefectureBuildQueuesRequest, ) -> Result<Vec<(Coord, PrefectureBuildQueue)>>

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pub async fn cheat_get_all_stable_recruit_queues( &self, req: CheatGetAllStableRecruitQueuesRequest, ) -> Result<Vec<(Coord, StableRecruitQueue)>>

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pub async fn cheat_get_infrastructure( &self, req: CheatGetInfrastructureRequest, ) -> Result<Infrastructure>

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pub async fn cheat_get_prefecture_build_queue( &self, req: CheatGetPrefectureBuildQueueRequest, ) -> Result<PrefectureBuildQueue>

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pub async fn cheat_get_prefecture_build_queues( &self, req: CheatGetPrefectureBuildQueuesRequest, ) -> Result<Vec<(Coord, PrefectureBuildQueue)>>

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pub async fn cheat_get_stable_recruit_queue( &self, req: CheatGetStableRecruitQueueRequest, ) -> Result<StableRecruitQueue>

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pub async fn cheat_get_stable_recruit_queues( &self, req: CheatGetStableRecruitQueuesRequest, ) -> Result<Vec<(Coord, StableRecruitQueue)>>

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pub async fn cheat_get_storage_capacity( &self, req: CheatGetStorageCapacityRequest, ) -> Result<OverallStorageCapacity>

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pub async fn cheat_set_building_level( &self, req: CheatSetBuildingLevelRequest, ) -> Result<()>

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pub async fn cheat_set_max_infrastructure( &self, req: CheatSetMaxInfrastructureRequest, ) -> Result<()>

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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impl Client

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pub async fn get_bot_coords( &self, req: GetBotCoordsRequest, ) -> Result<Vec<Coord>>

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pub async fn get_public_bot( &self, req: GetPublicBotRequest, ) -> Result<PublicBot>

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pub async fn get_public_bots( &self, req: GetPublicBotsRequest, ) -> Result<Vec<PublicBot>>

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impl Client

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impl Client

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impl Client

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pub async fn get_rank( &self, req: GetRankRequest, ) -> Result<Option<RankingEntry>>

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pub async fn get_ranking(&self, req: GetRankingRequest) -> Result<Ranking>

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impl Client

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pub async fn get_report(&self, req: GetReportRequest) -> Result<ReportKind>

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pub async fn get_reports( &self, req: GetReportsRequest, ) -> Result<Vec<ReportKind>>

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impl Client

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pub async fn get_round(&self, req: GetRoundRequest) -> Result<Round>

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pub async fn set_player_ready( &self, req: SetPlayerReadyRequest, ) -> Result<Round>

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pub async fn start_round(&self, req: StartRoundRequest) -> Result<Round>

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impl Client

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pub async fn create_user(&self, req: CreateUserRequest) -> Result<()>

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pub async fn user_exists(&self, req: UserExistsRequest) -> Result<bool>

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impl Client

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impl Client

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pub fn new(server: ServerAddr) -> Self

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pub fn new_local(addr: SocketAddrV4) -> Self

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pub fn new_remote() -> Self

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pub async fn stop(&mut self)

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pub fn server_addr(&self) -> ServerAddr

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pub fn server(&self) -> ServerAddr

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pub fn world(&self) -> Option<WorldId>

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pub fn user_agent(&self) -> &str

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pub fn set_user_agent(&mut self, user_agent: &str)

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pub fn is_local(&self) -> bool

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pub fn is_remote(&self) -> bool

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pub async fn authorize(&self, req: AuthorizeRequest) -> Result<Token>

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pub async fn get_server_kind(&self) -> Result<ServerKind>

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pub async fn get_server_version(&self) -> Result<String>

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pub async fn is_ready(&self) -> bool

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pub async fn validate_token<T>(&self, req: T) -> Result<Option<PlayerId>>

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pub fn update<'f1, OnEvent>( &'f1 mut self, server: ServerAddr, ) -> ClientUpdateBuilder<'f1, OnEvent>
where OnEvent: Fn(Event) -> BoxFuture<'static, ()> + Send + Sync + 'static,

Trait Implementations§

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impl Default for Client

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fn default() -> Self

Returns the “default value” for a type. Read more

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