Struct nimble_client_logic::logic::ClientLogic
source · pub struct ClientLogic<Game: SeerCallback<AuthoritativeStep<StepT>> + AssentCallback<AuthoritativeStep<StepT>> + RectifyCallback, StepT: Clone + Deserialize + Serialize + Debug> { /* private fields */ }
Implementations§
source§impl<Game: SeerCallback<AuthoritativeStep<StepT>> + AssentCallback<AuthoritativeStep<StepT>> + RectifyCallback, StepT: Clone + Deserialize + Serialize + Debug> ClientLogic<Game, StepT>
impl<Game: SeerCallback<AuthoritativeStep<StepT>> + AssentCallback<AuthoritativeStep<StepT>> + RectifyCallback, StepT: Clone + Deserialize + Serialize + Debug> ClientLogic<Game, StepT>
pub fn new() -> ClientLogic<Game, StepT>
pub fn debug_rectify(&self) -> &Rectify<Game, AuthoritativeStep<StepT>>
pub fn set_joining_player(&mut self, join_game_request: JoinGameRequest)
pub fn debug_set_tick_id(&mut self, tick_id: u32)
pub fn send(&mut self) -> Vec<ClientToHostCommands<StepT>>
pub fn update(&mut self, game: &mut Game)
pub fn add_predicted_step(&mut self, step: PredictedStep<StepT>)
pub fn receive_cmd( &mut self, command: &HostToClientCommands<StepT>, ) -> Result<(), ClientErrorKind>
pub fn receive( &mut self, commands: &[HostToClientCommands<StepT>], ) -> Result<(), ClientError>
Trait Implementations§
source§impl<Game: Debug + SeerCallback<AuthoritativeStep<StepT>> + AssentCallback<AuthoritativeStep<StepT>> + RectifyCallback, StepT: Debug + Clone + Deserialize + Serialize + Debug> Debug for ClientLogic<Game, StepT>
impl<Game: Debug + SeerCallback<AuthoritativeStep<StepT>> + AssentCallback<AuthoritativeStep<StepT>> + RectifyCallback, StepT: Debug + Clone + Deserialize + Serialize + Debug> Debug for ClientLogic<Game, StepT>
source§impl<Game: SeerCallback<AuthoritativeStep<StepT>> + AssentCallback<AuthoritativeStep<StepT>> + RectifyCallback, StepT: Clone + Deserialize + Serialize + Debug> Default for ClientLogic<Game, StepT>
impl<Game: SeerCallback<AuthoritativeStep<StepT>> + AssentCallback<AuthoritativeStep<StepT>> + RectifyCallback, StepT: Clone + Deserialize + Serialize + Debug> Default for ClientLogic<Game, StepT>
Auto Trait Implementations§
impl<Game, StepT> Freeze for ClientLogic<Game, StepT>
impl<Game, StepT> RefUnwindSafe for ClientLogic<Game, StepT>where
Game: RefUnwindSafe,
StepT: RefUnwindSafe,
impl<Game, StepT> Send for ClientLogic<Game, StepT>
impl<Game, StepT> Sync for ClientLogic<Game, StepT>
impl<Game, StepT> Unpin for ClientLogic<Game, StepT>
impl<Game, StepT> UnwindSafe for ClientLogic<Game, StepT>where
Game: UnwindSafe,
StepT: UnwindSafe,
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