Struct valence_server::spawn::ClientSpawnQuery

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pub struct ClientSpawnQuery {
    pub is_hardcore: &'static mut IsHardcore,
    pub game_mode: &'static mut GameMode,
    pub prev_game_mode: &'static mut PrevGameMode,
    pub hashed_seed: &'static mut HashedSeed,
    pub view_distance: &'static mut ViewDistance,
    pub reduced_debug_info: &'static mut ReducedDebugInfo,
    pub has_respawn_screen: &'static mut HasRespawnScreen,
    pub is_debug: &'static mut IsDebug,
    pub is_flat: &'static mut IsFlat,
    pub death_loc: &'static mut DeathLocation,
    pub portal_cooldown: &'static mut PortalCooldown,
}
Expand description

A convenient [QueryData] for obtaining client spawn components. Also see ClientSpawnQueryReadOnly.

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§is_hardcore: &'static mut IsHardcore§game_mode: &'static mut GameMode§prev_game_mode: &'static mut PrevGameMode§hashed_seed: &'static mut HashedSeed§view_distance: &'static mut ViewDistance§reduced_debug_info: &'static mut ReducedDebugInfo§has_respawn_screen: &'static mut HasRespawnScreen§is_debug: &'static mut IsDebug§is_flat: &'static mut IsFlat§death_loc: &'static mut DeathLocation§portal_cooldown: &'static mut PortalCooldown

Trait Implementations§

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impl QueryData for ClientSpawnQuery

SAFETY: we assert fields are readonly below

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type ReadOnly = ClientSpawnQueryReadOnly

The read-only variant of this [QueryData], which satisfies the [ReadOnlyQueryData] trait.
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impl WorldQuery for ClientSpawnQuery

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unsafe fn set_archetype<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _archetype: &'__w Archetype, _table: &'__w Table, )

SAFETY: we call set_archetype for each member that implements Fetch

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unsafe fn set_table<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _table: &'__w Table, )

SAFETY: we call set_table for each member that implements Fetch

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unsafe fn fetch<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow, ) -> <Self as WorldQuery>::Item<'__w>

SAFETY: we call fetch for each member that implements Fetch.

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type Item<'__w> = ClientSpawnQueryItem<'__w>

The item returned by this [WorldQuery] For QueryData this will be the item returned by the query. For QueryFilter this will be either (), or a bool indicating whether the entity should be included or a tuple of such things.
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type Fetch<'__w> = ClientSpawnQueryFetch<'__w>

Per archetype/table state used by this [WorldQuery] to fetch Self::Item
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type State = ClientSpawnQueryState

State used to construct a Self::Fetch. This will be cached inside QueryState, so it is best to move as much data / computation here as possible to reduce the cost of constructing Self::Fetch.
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fn shrink<'__wlong: '__wshort, '__wshort>( item: <ClientSpawnQuery as WorldQuery>::Item<'__wlong>, ) -> <ClientSpawnQuery as WorldQuery>::Item<'__wshort>

This function manually implements subtyping for the query items.
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unsafe fn init_fetch<'__w>( _world: UnsafeWorldCell<'__w>, state: &Self::State, _last_run: Tick, _this_run: Tick, ) -> <Self as WorldQuery>::Fetch<'__w>

Creates a new instance of this fetch. Read more
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const IS_DENSE: bool = true

Returns true if (and only if) every table of every archetype matched by this fetch contains all of the matched components. This is used to select a more efficient “table iterator” for “dense” queries. If this returns true, [WorldQuery::set_table] must be used before [WorldQuery::fetch] can be called for iterators. If this returns false, [WorldQuery::set_archetype] must be used before [WorldQuery::fetch] can be called for iterators.
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fn update_component_access( state: &Self::State, _access: &mut FilteredAccess<ComponentId>, )

Adds any component accesses used by this [WorldQuery] to access. Read more
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fn init_state(world: &mut World) -> ClientSpawnQueryState

Creates and initializes a State for this [WorldQuery] type.
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fn get_state(components: &Components) -> Option<ClientSpawnQueryState>

Attempts to initialize a State for this [WorldQuery] type using read-only access to [Components].
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fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool

Returns true if this query matches a set of components. Otherwise, returns false. Read more
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fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)

Sets available accesses for implementors with dynamic access such as FilteredEntityRef or FilteredEntityMut. Read more

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