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

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

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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_cities( &self, req: CheatGetCitiesRequest, ) -> Result<CheatGetCitiesResponse>

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pub async fn cheat_get_city( &self, req: CheatGetCityRequest, ) -> Result<CheatGetCityResponse>

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pub async fn cheat_set_stability( &self, req: CheatSetStabilityRequest, ) -> Result<()>

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pub async fn cheat_spawn_city(&self, req: CheatSpawnCityRequest) -> Result<()>

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impl Client

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

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

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

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

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

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

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

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

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

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

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

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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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pub async fn cheat_get_ethics( &self, req: CheatGetEthicsRequest, ) -> Result<CheatGetEthicsResponse>

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pub async fn cheat_set_bot_ethics( &self, req: CheatSetBotEthicsRequest, ) -> Result<()>

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pub async fn cheat_spawn_bot( &self, req: CheatSpawnBotRequest, ) -> Result<CheatSpawnBotResponse>

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impl Client

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impl Client

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pub async fn cheat_get_resources( &self, req: CheatGetResourcesRequest, ) -> Result<CheatGetResourcesResponse>

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pub async fn cheat_set_food(&self, req: CheatSetFoodRequest) -> Result<()>

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pub async fn cheat_set_iron(&self, req: CheatSetIronRequest) -> Result<()>

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pub async fn cheat_set_max_food( &self, req: CheatSetMaxFoodRequest, ) -> Result<()>

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pub async fn cheat_set_max_iron( &self, req: CheatSetMaxIronRequest, ) -> Result<()>

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pub async fn cheat_set_max_resources( &self, req: CheatSetMaxResourcesRequest, ) -> Result<()>

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pub async fn cheat_set_max_silo_resources( &self, req: CheatSetMaxSiloResourcesRequest, ) -> Result<()>

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pub async fn cheat_set_max_stone( &self, req: CheatSetMaxStoneRequest, ) -> Result<()>

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pub async fn cheat_set_max_warehouse_resources( &self, req: CheatSetMaxWarehouseResourcesRequest, ) -> Result<()>

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pub async fn cheat_set_max_wood( &self, req: CheatSetMaxWoodRequest, ) -> Result<()>

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pub async fn cheat_set_resources( &self, req: CheatSetResourcesRequest, ) -> Result<()>

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pub async fn cheat_set_stone(&self, req: CheatSetStoneRequest) -> Result<()>

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pub async fn cheat_set_wood(&self, req: CheatSetWoodRequest) -> Result<()>

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impl Client

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pub async fn cheat_skip_round(&self, req: CheatSkipRoundRequest) -> Result<()>

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impl Client

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pub async fn get_cities( &self, req: GetCitiesRequest, ) -> Result<GetCitiesResponse>

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pub async fn get_city(&self, req: GetCityRequest) -> Result<GetCityResponse>

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pub async fn get_city_score( &self, req: GetCityScoreRequest, ) -> Result<GetCityScoreResponse>

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pub async fn get_public_cities( &self, req: GetPublicCitiesRequest, ) -> Result<GetPublicCitiesResponse>

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pub async fn get_public_city( &self, req: GetPublicCityRequest, ) -> Result<GetPublicCityResponse>

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pub async fn rename_city(&self, req: RenameCityRequest) -> Result<()>

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pub async fn search_city( &self, req: SearchCityRequest, ) -> Result<SearchCityResponse>

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pub async fn search_public_city( &self, req: SearchPublicCityRequest, ) -> Result<SearchPublicCityResponse>

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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 toggle_building(&self, req: ToggleBuildingRequest) -> 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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pub async fn cancel_maneuver(&self, req: CancelManeuverRequest) -> Result<()>

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pub async fn get_armies( &self, req: GetArmiesRequest, ) -> Result<GetArmiesResponse>

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pub async fn get_army(&self, req: GetArmyRequest) -> Result<GetArmyResponse>

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pub async fn get_army_owner( &self, req: GetArmyOwnerRequest, ) -> Result<GetArmyOwnerResponse>

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pub async fn get_idle_armies_at( &self, req: GetIdleArmiesAtRequest, ) -> Result<GetIdleArmiesAtResponse>

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pub async fn get_idle_armies_coords( &self, req: GetIdleArmiesCoordsRequest, ) -> Result<GetIdleArmiesCoordsResponse>

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pub async fn get_maneuver( &self, req: GetManeuverRequest, ) -> Result<GetManeuverResponse>

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pub async fn request_maneuver( &self, req: RequestManeuverRequest, ) -> Result<RequestManeuverResponse>

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impl Client

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

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

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

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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<GetRankResponse>

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

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impl Client

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pub async fn forward_report(&self, req: ForwardReportRequest) -> Result<()>

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impl Client

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

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

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

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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<UserExistsResponse>

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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 get_server_kind(&self) -> Result<GetServerKindResponse>

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pub async fn is_ready(&self) -> bool

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pub async fn version(&self) -> Result<VersionResponse>

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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

Auto Trait Implementations§

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impl !Freeze for Client

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impl !RefUnwindSafe for Client

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impl !UnwindSafe for Client

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impl Send for Client

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impl Sync for Client

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impl Unpin for Client

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impl UnsafeUnpin for Client

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impl<T> Any for T
where T: 'static + ?Sized,

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where T: ?Sized,

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
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fn from(t: T) -> T

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fn instrument(self, span: Span) -> Instrumented<Self>

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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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