2022-04-15 07:55:45 +10:00
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use std::any::Any;
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use std::net::{Ipv4Addr, SocketAddr, SocketAddrV4};
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use std::panic::{RefUnwindSafe, UnwindSafe};
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use async_trait::async_trait;
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use tokio::runtime::Handle as TokioHandle;
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2022-06-30 04:09:00 +10:00
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use crate::{Biome, Client, Dimension, NewClientData, Server, Text, Ticks, WorldId, Worlds};
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/// A trait containing callbacks which are invoked by the running Minecraft
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/// server.
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///
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/// The config is used from multiple threads and must therefore implement
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/// `Send` and `Sync`. From within a single thread, methods are never invoked
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/// recursively by the library. In other words, a mutex can be aquired at
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/// the beginning of a method and released at the end without risk of
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/// deadlocking.
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///
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/// This trait uses the [async_trait](https://docs.rs/async-trait/latest/async_trait/) attribute macro.
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/// This will be removed once `impl Trait` in return position in traits is
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/// available in stable rust.
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#[async_trait]
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#[allow(unused_variables)]
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pub trait Config: Any + Send + Sync + UnwindSafe + RefUnwindSafe {
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/// Called once at startup to get the maximum number of connections allowed
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/// to the server. Note that this includes all connections, not just those
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/// past the login stage.
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///
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/// You will want this value to be somewhere above the maximum number of
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/// players, since status pings should still succeed even when the server is
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/// full.
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fn max_connections(&self) -> usize;
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/// Called once at startup to get the socket address the server will
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/// be bound to.
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///
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/// # Default Implementation
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/// Returns `127.0.0.1:25565`.
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fn address(&self) -> SocketAddr {
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SocketAddrV4::new(Ipv4Addr::new(127, 0, 0, 1), 25565).into()
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}
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/// Called once at startup to get the tick rate, which is the number of game
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/// updates that should occur in one second.
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///
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/// On each game update (tick), the server is expected to update game logic
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/// and respond to packets from clients. Once this is complete, the server
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/// will sleep for any remaining time until a full tick has passed.
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///
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/// The tick rate must be greater than zero.
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///
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/// Note that the official Minecraft client only processes packets at 20hz,
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/// so there is little benefit to a tick rate higher than 20.
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///
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/// # Default Implementation
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/// Returns `20`, which is the same as Minecraft's official server.
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fn tick_rate(&self) -> Ticks {
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20
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}
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/// Called once at startup to get the "online mode" option, which determines
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/// if client authentication and encryption should take place.
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///
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/// When online mode is disabled, malicious clients can give themselves any
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/// username and UUID they want, potentially gaining privileges they
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/// might not otherwise have. Additionally, encryption is only enabled in
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/// online mode. For these reasons online mode should only be disabled
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/// for development purposes and enabled on servers exposed to the
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/// internet.
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///
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/// # Default Implementation
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/// Returns `true`.
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fn online_mode(&self) -> bool {
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true
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}
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/// Called once at startup to get the capacity of the buffer used to
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/// hold incoming packets.
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///
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/// A larger capcity reduces the chance of packet loss but increases
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/// potential memory usage.
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///
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/// # Default Implementation
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/// An unspecified value is returned that should be adequate in most
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/// situations.
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fn incoming_packet_capacity(&self) -> usize {
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32
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}
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/// Called once at startup to get the capacity of the buffer used to
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/// hold outgoing packets.
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///
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/// A larger capcity reduces the chance of packet loss due to a full buffer
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/// but increases potential memory usage.
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///
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/// # Default Implementation
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/// An unspecified value is returned that should be adequate in most
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/// situations.
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fn outgoing_packet_capacity(&self) -> usize {
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2048
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}
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/// Called once at startup to get a handle to the tokio runtime the server
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/// will use.
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///
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/// If a handle is not provided, the server will create its own tokio
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/// runtime.
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///
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/// # Default Implementation
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/// Returns `None`.
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fn tokio_handle(&self) -> Option<TokioHandle> {
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None
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}
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/// Called once at startup to get the list of [`Dimension`]s usable on the
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/// server.
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///
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/// The dimensions traversed by [`Server::dimensions`] will be in the same
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/// order as the `Vec` returned by this function.
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///
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/// The number of elements in the returned `Vec` must be in \[1, u16::MAX].
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/// Additionally, the documented requirements on the fields of [`Dimension`]
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/// must be met.
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///
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/// # Default Implementation
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/// Returns `vec![Dimension::default()]`.
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fn dimensions(&self) -> Vec<Dimension> {
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vec![Dimension::default()]
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}
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/// Called once at startup to get the list of [`Biome`]s usable on the
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/// server.
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///
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/// The biomes traversed by [`Server::biomes`] will be in the same
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/// order as the `Vec` returned by this function.
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///
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/// The number of elements in the returned `Vec` must be in \[1, u16::MAX].
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/// Additionally, the documented requirements on the fields of [`Biome`]
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/// must be met.
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///
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/// # Default Implementation
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/// Returns `vec![Dimension::default()]`.
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fn biomes(&self) -> Vec<Biome> {
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vec![Biome::default()]
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}
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/// Called when the server receives a Server List Ping query.
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/// Data for the response can be provided or the query can be ignored.
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///
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/// This method is called from within a tokio runtime.
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///
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/// # Default Implementation
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/// The query is ignored.
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async fn server_list_ping(&self, server: &Server, remote_addr: SocketAddr) -> ServerListPing {
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ServerListPing::Ignore
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}
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/// Called asynchronously for each client after successful authentication
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/// (if online mode is enabled) to determine if they can continue to join
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/// the server. On success, [`Config::join`] is called with the new
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/// client. If this method returns with `Err(reason)`, then the client is
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/// immediately disconnected with the given reason.
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///
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/// This method is the appropriate place to perform asynchronous
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/// operations such as database queries which may take some time to
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/// complete. If you need access to the worlds on the server and don't need
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/// async, see [`Config::join`].
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///
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/// This method is called from within a tokio runtime.
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///
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/// # Default Implementation
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/// The client is allowed to join unconditionally.
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async fn login(&self, server: &Server, ncd: &NewClientData) -> Result<(), Text> {
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Ok(())
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}
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/// Called after a successful [`Config::login`] to determine what world the
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/// new client should join. If this method returns with `Err(reason)`, then
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/// the client is immediately disconnected with the given reason.
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///
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/// If the returned [`WorldId`] is invalid, then the client is disconnected.
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///
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/// This method is called from within a tokio runtime.
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fn join(
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&self,
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server: &Server,
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client: &mut Client,
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worlds: &mut Worlds,
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) -> Result<WorldId, Text>;
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/// Called after the server is created, but prior to accepting connections
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/// and entering the update loop.
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///
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/// This is useful for performing initialization work with a guarantee that
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/// no connections to the server will be made until this function returns.
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///
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/// This method is called from within a tokio runtime.
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fn init(&self, server: &Server, worlds: &mut Worlds) {}
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/// Called once at the beginning of every server update (also known as
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/// a "tick").
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///
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/// The frequency of server updates can be configured by `update_duration`
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/// in [`ServerConfig`].
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///
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/// This method is called from within a tokio runtime.
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///
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/// # Default Implementation
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/// The default implementation does nothing.
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fn update(&self, server: &Server, worlds: &mut Worlds);
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}
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/// The result of the [`server_list_ping`](Handler::server_list_ping) callback.
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#[derive(Debug)]
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pub enum ServerListPing<'a> {
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/// Responds to the server list ping with the given information.
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Respond {
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online_players: i32,
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max_players: i32,
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description: Text,
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/// The server's icon as the bytes of a PNG image.
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/// The image must be 64x64 pixels.
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///
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/// No icon is used if the value is `None`.
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favicon_png: Option<&'a [u8]>,
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},
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/// Ignores the query and disconnects from the client.
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Ignore,
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}
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