Struct veloren_server::sys::sentinel::TrackedStorages
source · pub struct TrackedStorages<'a> {Show 40 fields
pub uid: ReadStorage<'a, Uid>,
pub body: ReadStorage<'a, Body>,
pub hardcore: ReadStorage<'a, Hardcore>,
pub stats: ReadStorage<'a, Stats>,
pub buffs: ReadStorage<'a, Buffs>,
pub auras: ReadStorage<'a, Auras>,
pub energy: ReadStorage<'a, Energy>,
pub health: ReadStorage<'a, Health>,
pub heads: ReadStorage<'a, Heads>,
pub poise: ReadStorage<'a, Poise>,
pub light_emitter: ReadStorage<'a, LightEmitter>,
pub loot_owner: ReadStorage<'a, LootOwner>,
pub item: ReadStorage<'a, PickupItem>,
pub scale: ReadStorage<'a, Scale>,
pub group: ReadStorage<'a, Group>,
pub is_mount: ReadStorage<'a, IsMount>,
pub is_rider: ReadStorage<'a, IsRider>,
pub is_volume_rider: ReadStorage<'a, IsVolumeRider>,
pub is_leader: ReadStorage<'a, IsLeader>,
pub is_follower: ReadStorage<'a, IsFollower>,
pub mass: ReadStorage<'a, Mass>,
pub density: ReadStorage<'a, Density>,
pub collider: ReadStorage<'a, Collider>,
pub sticky: ReadStorage<'a, Sticky>,
pub immovable: ReadStorage<'a, Immovable>,
pub character_state: ReadStorage<'a, CharacterState>,
pub character_activity: ReadStorage<'a, CharacterActivity>,
pub shockwave: ReadStorage<'a, Shockwave>,
pub beam: ReadStorage<'a, Beam>,
pub alignment: ReadStorage<'a, Alignment>,
pub stance: ReadStorage<'a, Stance>,
pub inventory: ReadStorage<'a, Inventory>,
pub skill_set: ReadStorage<'a, SkillSet>,
pub admin: ReadStorage<'a, Admin>,
pub combo: ReadStorage<'a, Combo>,
pub active_abilities: ReadStorage<'a, ActiveAbilities>,
pub can_build: ReadStorage<'a, CanBuild>,
pub object: ReadStorage<'a, Object>,
pub _ability_map: ReadExpect<'a, AbilityMap>,
pub _msm: ReadExpect<'a, MaterialStatManifest>,
}
Fields§
§uid: ReadStorage<'a, Uid>
§body: ReadStorage<'a, Body>
§hardcore: ReadStorage<'a, Hardcore>
§stats: ReadStorage<'a, Stats>
§buffs: ReadStorage<'a, Buffs>
§auras: ReadStorage<'a, Auras>
§energy: ReadStorage<'a, Energy>
§health: ReadStorage<'a, Health>
§heads: ReadStorage<'a, Heads>
§poise: ReadStorage<'a, Poise>
§light_emitter: ReadStorage<'a, LightEmitter>
§loot_owner: ReadStorage<'a, LootOwner>
§item: ReadStorage<'a, PickupItem>
§scale: ReadStorage<'a, Scale>
§group: ReadStorage<'a, Group>
§is_mount: ReadStorage<'a, IsMount>
§is_rider: ReadStorage<'a, IsRider>
§is_volume_rider: ReadStorage<'a, IsVolumeRider>
§is_leader: ReadStorage<'a, IsLeader>
§is_follower: ReadStorage<'a, IsFollower>
§mass: ReadStorage<'a, Mass>
§density: ReadStorage<'a, Density>
§collider: ReadStorage<'a, Collider>
§sticky: ReadStorage<'a, Sticky>
§immovable: ReadStorage<'a, Immovable>
§character_state: ReadStorage<'a, CharacterState>
§character_activity: ReadStorage<'a, CharacterActivity>
§shockwave: ReadStorage<'a, Shockwave>
§beam: ReadStorage<'a, Beam>
§alignment: ReadStorage<'a, Alignment>
§stance: ReadStorage<'a, Stance>
§inventory: ReadStorage<'a, Inventory>
§skill_set: ReadStorage<'a, SkillSet>
§admin: ReadStorage<'a, Admin>
§combo: ReadStorage<'a, Combo>
§active_abilities: ReadStorage<'a, ActiveAbilities>
§can_build: ReadStorage<'a, CanBuild>
§object: ReadStorage<'a, Object>
§_ability_map: ReadExpect<'a, AbilityMap>
§_msm: ReadExpect<'a, MaterialStatManifest>
Implementations§
source§impl TrackedStorages<'_>
impl TrackedStorages<'_>
sourcepub fn create_entity_package(
&self,
entity: EcsEntity,
pos: Option<Pos>,
vel: Option<Vel>,
ori: Option<Ori>,
) -> Option<EntityPackage<EcsCompPacket>>
pub fn create_entity_package( &self, entity: EcsEntity, pos: Option<Pos>, vel: Option<Vel>, ori: Option<Ori>, ) -> Option<EntityPackage<EcsCompPacket>>
Create a package containing all the synced components for this entity. This is used to initialized the entity’s representation on the client (e.g. used when a new entity is within the area synced to the client).
Note: This is only for components that are synced to the client for all entities.
sourcepub fn create_entity_package_with_uid(
&self,
entity: EcsEntity,
uid: Uid,
pos: Option<Pos>,
vel: Option<Vel>,
ori: Option<Ori>,
) -> EntityPackage<EcsCompPacket>
pub fn create_entity_package_with_uid( &self, entity: EcsEntity, uid: Uid, pos: Option<Pos>, vel: Option<Vel>, ori: Option<Ori>, ) -> EntityPackage<EcsCompPacket>
See [create_entity_package].
NOTE: Only if you’re certain you know the UID for the entity, and it hasn’t changed!
sourcepub fn create_sync_from_client_entity_switch(
&self,
old_uid: Uid,
new_uid: Uid,
new_entity: Entity,
) -> CompSyncPackage<EcsCompPacket>
pub fn create_sync_from_client_entity_switch( &self, old_uid: Uid, new_uid: Uid, new_entity: Entity, ) -> CompSyncPackage<EcsCompPacket>
Create sync package for switching a client to another entity specifically to remove/add components that are only synced for the client’s entity.
Trait Implementations§
source§impl<'a> SystemData<'a> for TrackedStorages<'a>where
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Hardcore>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, Buffs>: SystemData<'a>,
ReadStorage<'a, Auras>: SystemData<'a>,
ReadStorage<'a, Energy>: SystemData<'a>,
ReadStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Heads>: SystemData<'a>,
ReadStorage<'a, Poise>: SystemData<'a>,
ReadStorage<'a, LightEmitter>: SystemData<'a>,
ReadStorage<'a, LootOwner>: SystemData<'a>,
ReadStorage<'a, PickupItem>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, Group>: SystemData<'a>,
ReadStorage<'a, IsMount>: SystemData<'a>,
ReadStorage<'a, IsRider>: SystemData<'a>,
ReadStorage<'a, IsVolumeRider>: SystemData<'a>,
ReadStorage<'a, IsLeader>: SystemData<'a>,
ReadStorage<'a, IsFollower>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Density>: SystemData<'a>,
ReadStorage<'a, Collider>: SystemData<'a>,
ReadStorage<'a, Sticky>: SystemData<'a>,
ReadStorage<'a, Immovable>: SystemData<'a>,
ReadStorage<'a, CharacterState>: SystemData<'a>,
ReadStorage<'a, CharacterActivity>: SystemData<'a>,
ReadStorage<'a, Shockwave>: SystemData<'a>,
ReadStorage<'a, Beam>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadStorage<'a, Stance>: SystemData<'a>,
ReadStorage<'a, Inventory>: SystemData<'a>,
ReadStorage<'a, SkillSet>: SystemData<'a>,
ReadStorage<'a, Admin>: SystemData<'a>,
ReadStorage<'a, Combo>: SystemData<'a>,
ReadStorage<'a, ActiveAbilities>: SystemData<'a>,
ReadStorage<'a, CanBuild>: SystemData<'a>,
ReadStorage<'a, Object>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: SystemData<'a>,
impl<'a> SystemData<'a> for TrackedStorages<'a>where
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Hardcore>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, Buffs>: SystemData<'a>,
ReadStorage<'a, Auras>: SystemData<'a>,
ReadStorage<'a, Energy>: SystemData<'a>,
ReadStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Heads>: SystemData<'a>,
ReadStorage<'a, Poise>: SystemData<'a>,
ReadStorage<'a, LightEmitter>: SystemData<'a>,
ReadStorage<'a, LootOwner>: SystemData<'a>,
ReadStorage<'a, PickupItem>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, Group>: SystemData<'a>,
ReadStorage<'a, IsMount>: SystemData<'a>,
ReadStorage<'a, IsRider>: SystemData<'a>,
ReadStorage<'a, IsVolumeRider>: SystemData<'a>,
ReadStorage<'a, IsLeader>: SystemData<'a>,
ReadStorage<'a, IsFollower>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Density>: SystemData<'a>,
ReadStorage<'a, Collider>: SystemData<'a>,
ReadStorage<'a, Sticky>: SystemData<'a>,
ReadStorage<'a, Immovable>: SystemData<'a>,
ReadStorage<'a, CharacterState>: SystemData<'a>,
ReadStorage<'a, CharacterActivity>: SystemData<'a>,
ReadStorage<'a, Shockwave>: SystemData<'a>,
ReadStorage<'a, Beam>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadStorage<'a, Stance>: SystemData<'a>,
ReadStorage<'a, Inventory>: SystemData<'a>,
ReadStorage<'a, SkillSet>: SystemData<'a>,
ReadStorage<'a, Admin>: SystemData<'a>,
ReadStorage<'a, Combo>: SystemData<'a>,
ReadStorage<'a, ActiveAbilities>: SystemData<'a>,
ReadStorage<'a, CanBuild>: SystemData<'a>,
ReadStorage<'a, Object>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: SystemData<'a>,
source§fn fetch(world: &'a World) -> Self
fn fetch(world: &'a World) -> Self
Fetches the system data from
World
. Note that this is only specified
for one concrete lifetime 'a
, you need to implement the
SystemData
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impl<'a> Freeze for TrackedStorages<'a>
impl<'a> !RefUnwindSafe for TrackedStorages<'a>
impl<'a> Send for TrackedStorages<'a>
impl<'a> Sync for TrackedStorages<'a>
impl<'a> Unpin for TrackedStorages<'a>
impl<'a> !UnwindSafe for TrackedStorages<'a>
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