pub struct Client { /* private fields */ }
Implementations§
Source§impl Client
impl Client
pub fn new(api_key: impl Into<String>) -> Self
pub fn set_api_key(&mut self, api_key: impl Into<String>)
pub async fn create_server( &self, region: Region, name: impl Into<String>, password: Option<impl Into<String>>, max_players: u32, plan: Uuid, active_mods: Vec<impl Into<String>>, terrains: Vec<Terrain>, use_voice_chat: bool, enable_io: bool, enable_os: bool, enable_lfs: bool, ) -> Result<Instance>
pub async fn get_runtime(&self, id: &Uuid) -> Result<DcsRuntime>
pub async fn get_server_resources(&self, id: &Uuid) -> Result<ServerResources>
pub async fn add_missions(&self, id: &Uuid, missions: Vec<String>) -> Result<()>
pub async fn start_mission(&self, id: &Uuid, mission_idx: u32) -> Result<()>
pub async fn get_servers(&self) -> Result<Vec<Instance>>
pub async fn start_server(&self, id: &Uuid) -> Result<()>
pub async fn stop_server(&self, id: &Uuid) -> Result<()>
pub async fn resume_server(&self, id: &Uuid) -> Result<()>
pub async fn pause_server(&self, id: &Uuid) -> Result<()>
pub async fn delete_server(&self, id: &Uuid) -> Result<()>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Client
impl !RefUnwindSafe for Client
impl Send for Client
impl Sync for Client
impl Unpin for Client
impl !UnwindSafe for Client
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