pub struct Client {
Show 17 fields pub client_type: ClientType, pub participant: Option<Participant>, pub last_ping: f64, pub login_msg_sent: AtomicBool, pub locale: Option<String>, general_stream: Stream, ping_stream: Stream, register_stream: Stream, character_screen_stream: Stream, in_game_stream: Stream, terrain_stream: Stream, general_stream_params: StreamParams, ping_stream_params: StreamParams, register_stream_params: StreamParams, character_screen_stream_params: StreamParams, in_game_stream_params: StreamParams, terrain_stream_params: StreamParams,
}
Expand description

Client handles ALL network related information of everything that connects to the server Client DOES NOT handle game states Client DOES NOT handle network information that is only relevant to some “things” connecting to the server (there is currently no such case). First a Client connects to the game, when it registers, it gets the Player component, when he enters the game he gets the InGame component.

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§client_type: ClientType§participant: Option<Participant>§last_ping: f64§login_msg_sent: AtomicBool§locale: Option<String>§general_stream: Stream§ping_stream: Stream§register_stream: Stream§character_screen_stream: Stream§in_game_stream: Stream§terrain_stream: Stream§general_stream_params: StreamParams§ping_stream_params: StreamParams§register_stream_params: StreamParams§character_screen_stream_params: StreamParams§in_game_stream_params: StreamParams§terrain_stream_params: StreamParams

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impl Client

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pub(crate) fn new( client_type: ClientType, participant: Participant, last_ping: f64, locale: Option<String>, general_stream: Stream, ping_stream: Stream, register_stream: Stream, character_screen_stream: Stream, in_game_stream: Stream, terrain_stream: Stream ) -> Self

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pub(crate) fn send<M: Into<ServerMsg>>(&self, msg: M) -> Result<(), StreamError>

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pub(crate) fn send_fallible<M: Into<ServerMsg>>(&self, msg: M)

Like send but any errors are explicitly ignored.

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pub(crate) fn send_prepared(&self, msg: &PreparedMsg) -> Result<(), StreamError>

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pub(crate) fn prepare<M: Into<ServerMsg>>(&self, msg: M) -> PreparedMsg

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pub(crate) fn terrain_params(&self) -> StreamParams

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pub(crate) fn prepare_chunk_update_msg( terrain_chunk_update: ServerGeneral, params: &StreamParams ) -> PreparedMsg

Only used for Serialize Chunks in a SlowJob. TODO: find a more elegant version for this invariant

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pub(crate) fn recv<M: DeserializeOwned>( &mut self, stream_id: u8 ) -> Result<Option<M>, StreamError>

Trait Implementations§

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impl Component for Client

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type Storage = DenseVecStorage<Client>

Associated storage type for this component.

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impl !RefUnwindSafe for Client

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impl Send for Client

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impl Sync for Client

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impl !Unpin for Client

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impl !UnwindSafe for Client

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