Struct steamworks_sys::gameserveritem_t[][src]

#[repr(C)]pub struct gameserveritem_t {
    pub m_NetAdr: servernetadr_t,
    pub m_nPing: c_int,
    pub m_bHadSuccessfulResponse: bool,
    pub m_bDoNotRefresh: bool,
    pub m_szGameDir: [c_char; 32],
    pub m_szMap: [c_char; 32],
    pub m_szGameDescription: [c_char; 64],
    pub m_nAppID: uint32,
    pub m_nPlayers: c_int,
    pub m_nMaxPlayers: c_int,
    pub m_nBotPlayers: c_int,
    pub m_bPassword: bool,
    pub m_bSecure: bool,
    pub m_ulTimeLastPlayed: uint32,
    pub m_nServerVersion: c_int,
    pub m_szServerName: [c_char; 64],
    pub m_szGameTags: [c_char; 128],
    pub m_steamID: CSteamID,
}

Fields

m_NetAdr: servernetadr_t

< IP/Query Port/Connection Port for this server

m_nPing: c_int

< current ping time in milliseconds

m_bHadSuccessfulResponse: bool

< server has responded successfully in the past

m_bDoNotRefresh: bool

< server is marked as not responding and should no longer be refreshed

m_szGameDir: [c_char; 32]

< current game directory

m_szMap: [c_char; 32]

< current map

m_szGameDescription: [c_char; 64]

< game description

m_nAppID: uint32

< Steam App ID of this server

m_nPlayers: c_int

< total number of players currently on the server. INCLUDES BOTS!!

m_nMaxPlayers: c_int

< Maximum players that can join this server

m_nBotPlayers: c_int

< Number of bots (i.e simulated players) on this server

m_bPassword: bool

< true if this server needs a password to join

m_bSecure: bool

< Is this server protected by VAC

m_ulTimeLastPlayed: uint32

< time (in unix time) when this server was last played on (for favorite/history servers)

m_nServerVersion: c_int

< server version as reported to Steam

m_szServerName: [c_char; 64]

Game server name

m_szGameTags: [c_char; 128]

the tags this server exposes

m_steamID: CSteamID

steamID of the game server - invalid if it’s doesn’t have one (old server, or not connected to Steam)

Implementations

impl gameserveritem_t[src]

pub unsafe fn GetName(&self) -> *const c_char[src]

pub unsafe fn SetName(&mut self, pName: *const c_char)[src]

pub unsafe fn new() -> Self[src]

Trait Implementations

impl Clone for gameserveritem_t[src]

impl Copy for gameserveritem_t[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.