Struct de_multiplayer::playermsg::EntityIdMapRes
source · struct EntityIdMapRes {
remote_to_local: AHashMap<Player, PlayerNetToLocal>,
local_to_remote: AHashMap<Entity, EntityNet>,
}
Expand description
Mapping between remote and local entity IDs for non-locally simulated entities.
Fields§
§remote_to_local: AHashMap<Player, PlayerNetToLocal>
§local_to_remote: AHashMap<Entity, EntityNet>
Implementations§
source§impl EntityIdMapRes
impl EntityIdMapRes
fn new() -> Self
sourcefn deregister(&mut self, remote: EntityNet) -> Option<Entity>
fn deregister(&mut self, remote: EntityNet) -> Option<Entity>
De-registers an existing remote entity.
Returns None if the player does no longer exist.
See Self::register
.
§Panics
Panics if the entity is not registered.
sourcefn translate_local(&self, local: Entity) -> Option<EntityNet>
fn translate_local(&self, local: Entity) -> Option<EntityNet>
Translates local entity ID to a remote entity ID in case the entity is not locally simulated.
sourcefn translate_remote(&self, remote: EntityNet) -> Option<Entity>
fn translate_remote(&self, remote: EntityNet) -> Option<Entity>
Translates remote entity ID to a local entity ID in case the entity is not locally simulated.
sourcefn remove_player(&mut self, player: Player) -> Option<PlayerNetToLocal>
fn remove_player(&mut self, player: Player) -> Option<PlayerNetToLocal>
Removes entity mapping for the player.
This should not be called unless the player leaves the multiplayer game.
Trait Implementations§
impl Resource for EntityIdMapRes
Auto Trait Implementations§
impl Freeze for EntityIdMapRes
impl RefUnwindSafe for EntityIdMapRes
impl Send for EntityIdMapRes
impl Sync for EntityIdMapRes
impl Unpin for EntityIdMapRes
impl UnwindSafe for EntityIdMapRes
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