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PlayerLifecycleState

Struct PlayerLifecycleState 

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pub(super) struct PlayerLifecycleState {
    joined_world: bool,
    pending_client_loaded: bool,
    client_loaded_timeout: i32,
    domain_switch: Option<DomainSwitchState>,
    respawn: Option<PendingWorldChangeToken>,
    deferred_death_respawn: bool,
}
Expand description

Client lifecycle flags that gate gameplay packet handling.

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§joined_world: bool§pending_client_loaded: bool§client_loaded_timeout: i32§domain_switch: Option<DomainSwitchState>§respawn: Option<PendingWorldChangeToken>§deferred_death_respawn: bool

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impl PlayerLifecycleState

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pub(super) const fn client_loaded(self) -> bool

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pub(super) const fn joined_world(self) -> bool

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pub(super) const fn set_joined_world(&mut self, joined_world: bool)

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pub(super) const fn set_client_loaded(&mut self, client_loaded: bool)

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pub(super) const fn mark_client_loaded_from_network(&mut self) -> bool

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pub(super) const fn apply_pending_client_loaded(&mut self) -> bool

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pub(super) const fn tick_client_load_timeout(&mut self)

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pub(super) const fn domain_switching(self) -> bool

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pub(super) const fn domain_switch_blocks_gameplay(self) -> bool

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pub(super) const fn gate_domain_switch_packet( &mut self, handshake_packet: bool, defer_death_respawn: bool, ) -> bool

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pub(super) const fn begin_domain_switch( &mut self, token: PendingWorldChangeToken, ) -> bool

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pub(super) fn domain_switch_queued(self, token: PendingWorldChangeToken) -> bool

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pub(super) fn domain_switch_detached( self, token: PendingWorldChangeToken, ) -> bool

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pub(super) fn mark_domain_switch_detached( &mut self, token: PendingWorldChangeToken, ) -> bool

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pub(super) fn mark_domain_switch_target_handshake( &mut self, token: PendingWorldChangeToken, ) -> bool

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pub(super) fn mark_domain_switch_live( &mut self, token: PendingWorldChangeToken, ) -> bool

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pub(super) fn finish_domain_switch( &mut self, token: PendingWorldChangeToken, ) -> bool

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pub(super) const fn begin_respawn( &mut self, token: PendingWorldChangeToken, ) -> bool

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pub(super) const fn defer_death_respawn(&mut self)

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pub(super) const fn take_deferred_death_respawn(&mut self) -> bool

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pub(super) fn respawn_pending(self, token: PendingWorldChangeToken) -> bool

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pub(super) fn finish_respawn(&mut self, token: PendingWorldChangeToken) -> bool

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pub(super) fn finish_transition( &mut self, token: PendingWorldChangeToken, ) -> bool

Trait Implementations§

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impl Clone for PlayerLifecycleState

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fn clone(&self) -> PlayerLifecycleState

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for PlayerLifecycleState

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impl Debug for PlayerLifecycleState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for PlayerLifecycleState

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fn default() -> Self

Returns the “default value” for a type. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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