pub struct Client { /* private fields */ }Implementations§
Source§impl Client
impl Client
pub fn new(addr: SocketAddr) -> Self
pub async fn get_event( &self, token: &Token, name: &EventId, ) -> Result<Response, Error>
pub async fn list_events(&self, token: &Token) -> Result<Response, Error>
pub async fn create_brain( &self, request: CreateBrainRequest, ) -> Result<Response, Error>
pub async fn export_brain(&self, token: &Token) -> Result<Response, Error>
pub async fn import_events( &self, token: &Token, events: Vec<ImportEvent>, ) -> Result<Response, Error>
pub async fn replay_brain(&self, token: &Token) -> Result<Response, Error>
pub async fn create_agent( &self, token: &Token, request: CreateAgentRequest, ) -> Result<Response, Error>
pub async fn update_agent( &self, token: &Token, name: &AgentName, request: UpdateAgentRequest, ) -> Result<Response, Error>
pub async fn remove_agent( &self, token: &Token, name: &AgentName, ) -> Result<(), Error>
pub async fn get_agent( &self, token: &Token, name: &AgentName, ) -> Result<Response, Error>
pub async fn list_agents(&self, token: &Token) -> Result<Response, Error>
pub async fn add_cognition( &self, token: &Token, request: AddCognitionRequest, ) -> Result<Response, Error>
pub async fn get_cognition( &self, token: &Token, id: &CognitionId, ) -> Result<Response, Error>
pub async fn list_cognitions( &self, token: &Token, agent: Option<&AgentName>, texture: Option<&TextureName>, ) -> Result<Response, Error>
pub async fn add_memory( &self, token: &Token, request: AddMemoryRequest, ) -> Result<Response, Error>
pub async fn get_memory( &self, token: &Token, id: &MemoryId, ) -> Result<Response, Error>
pub async fn list_memories( &self, token: &Token, agent: Option<&AgentName>, level: Option<&LevelName>, ) -> Result<Response, Error>
pub async fn set_persona( &self, token: &Token, request: Persona, ) -> Result<Response, Error>
pub async fn remove_persona( &self, token: &Token, name: &PersonaName, ) -> Result<(), Error>
pub async fn get_persona( &self, token: &Token, name: &PersonaName, ) -> Result<Response, Error>
pub async fn list_personas(&self, token: &Token) -> Result<Response, Error>
pub async fn set_texture( &self, token: &Token, request: Texture, ) -> Result<Response, Error>
pub async fn remove_texture( &self, token: &Token, name: &TextureName, ) -> Result<(), Error>
pub async fn get_texture( &self, token: &Token, name: &TextureName, ) -> Result<Response, Error>
pub async fn list_textures(&self, token: &Token) -> Result<Response, Error>
pub async fn set_urge( &self, token: &Token, request: Urge, ) -> Result<Response, Error>
pub async fn remove_urge( &self, token: &Token, name: &UrgeName, ) -> Result<(), Error>
pub async fn get_urge( &self, token: &Token, name: &UrgeName, ) -> Result<Response, Error>
pub async fn list_urges(&self, token: &Token) -> Result<Response, Error>
pub async fn get_pressure( &self, token: &Token, agent: &AgentName, ) -> Result<Response, Error>
pub async fn list_pressures(&self, token: &Token) -> Result<Response, Error>
pub async fn set_level( &self, token: &Token, request: Level, ) -> Result<Response, Error>
pub async fn remove_level( &self, token: &Token, name: &LevelName, ) -> Result<(), Error>
pub async fn get_level( &self, token: &Token, name: &LevelName, ) -> Result<Response, Error>
pub async fn list_levels(&self, token: &Token) -> Result<Response, Error>
pub async fn set_storage( &self, token: &Token, key: &StorageKey, data: Vec<u8>, description: &str, ) -> Result<Response, Error>
pub async fn get_storage( &self, token: &Token, key: &StorageKey, ) -> Result<Response, Error>
pub async fn get_storage_content( &self, token: &Token, key: &StorageKey, ) -> Result<Vec<u8>, Error>
pub async fn list_storage(&self, token: &Token) -> Result<Response, Error>
pub async fn remove_storage( &self, token: &Token, key: &StorageKey, ) -> Result<(), Error>
pub async fn dream( &self, token: &Token, agent_name: &AgentName, ) -> Result<Response, Error>
pub async fn introspect( &self, token: &Token, agent_name: &AgentName, ) -> Result<Response, Error>
pub async fn set_sensation( &self, token: &Token, request: Sensation, ) -> Result<Response, Error>
pub async fn remove_sensation( &self, token: &Token, name: &SensationName, ) -> Result<(), Error>
pub async fn get_sensation( &self, token: &Token, name: &SensationName, ) -> Result<Response, Error>
pub async fn list_sensations(&self, token: &Token) -> Result<Response, Error>
pub async fn set_nature( &self, token: &Token, request: Nature, ) -> Result<Response, Error>
pub async fn remove_nature( &self, token: &Token, name: &NatureName, ) -> Result<(), Error>
pub async fn get_nature( &self, token: &Token, name: &NatureName, ) -> Result<Response, Error>
pub async fn list_natures(&self, token: &Token) -> Result<Response, Error>
pub async fn create_connection( &self, token: &Token, request: CreateConnectionRequest, ) -> Result<Response, Error>
pub async fn get_connection( &self, token: &Token, id: &ConnectionId, ) -> Result<Response, Error>
pub async fn list_connections( &self, token: &Token, nature: Option<&NatureName>, entity_ref: Option<&RefToken>, ) -> Result<Response, Error>
pub async fn remove_connection( &self, token: &Token, id: &ConnectionId, ) -> Result<(), Error>
pub async fn create_experience( &self, token: &Token, request: CreateExperienceRequest, ) -> Result<Response, Error>
pub async fn get_experience( &self, token: &Token, id: &ExperienceId, ) -> Result<Response, Error>
pub async fn list_experiences( &self, token: &Token, agent: Option<&AgentName>, sensation: Option<&SensationName>, ) -> Result<Response, Error>
pub async fn update_experience_description( &self, token: &Token, experience_id: &ExperienceId, request: UpdateExperienceDescriptionRequest, ) -> Result<Response, Error>
pub async fn update_experience_sensation( &self, token: &Token, experience_id: &ExperienceId, request: UpdateExperienceSensationRequest, ) -> Result<Response, Error>
pub async fn wake( &self, token: &Token, agent_name: &AgentName, ) -> Result<Response, Error>
pub async fn sleep( &self, token: &Token, agent_name: &AgentName, ) -> Result<Response, Error>
pub async fn emerge( &self, token: &Token, request: CreateAgentRequest, ) -> Result<Response, Error>
pub async fn recede( &self, token: &Token, agent_name: &AgentName, ) -> Result<(), Error>
pub async fn reflect( &self, token: &Token, agent_name: &AgentName, ) -> Result<Response, Error>
pub async fn sense( &self, token: &Token, agent_name: &AgentName, ) -> Result<Response, Error>
pub async fn search( &self, token: &Token, query: &str, agent: Option<&AgentName>, ) -> Result<Response, Error>
pub async fn health(&self) -> Result<(), Error>
Auto Trait Implementations§
impl Freeze for Client
impl RefUnwindSafe for Client
impl Send for Client
impl Sync for Client
impl Unpin for Client
impl UnsafeUnpin 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