pub struct GameId(/* private fields */);
Expand description
Unique identifier for lobby and running games Game keeps same id from lobby creation until all clients leave the game
Trait Implementations§
Source§impl<'de> Deserialize<'de> for GameId
impl<'de> Deserialize<'de> for GameId
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Source§impl Ord for GameId
impl Ord for GameId
Source§impl PartialOrd for GameId
impl PartialOrd for GameId
impl Copy for GameId
impl Eq for GameId
impl StructuralPartialEq for GameId
Auto Trait Implementations§
impl Freeze for GameId
impl RefUnwindSafe for GameId
impl Send for GameId
impl Sync for GameId
impl Unpin for GameId
impl UnwindSafe for GameId
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)