Trait ConfigServerHost
pub trait ConfigServerHost {
// Provided methods
fn tick_stats(&self) -> (f32, f64) { ... }
fn set_tick_rate(&mut self, rate: f32) -> bool { ... }
fn world_dir(&self) -> Option<PathBuf> { ... }
fn reload_resources(&self) -> &dyn ServerReloadResources { ... }
}Expand description
The server host’s methods of the config area, implemented by the game and reached through ServerHost.
Provided Methods§
fn tick_stats(&self) -> (f32, f64)
fn tick_stats(&self) -> (f32, f64)
Side: server.
The server’s tick rate (20 unless /tick rate changed it) and the
milliseconds its ticks took on average lately, as /tick query
reports them. The ticks a second it keeps up is the rate, or
1000 / milliseconds when that is lower.
fn set_tick_rate(&mut self, rate: f32) -> bool
fn set_tick_rate(&mut self, rate: f32) -> bool
Side: server.
Sets the server’s tick rate, as /tick rate does (ServerTickRateManager.setTickRate):
the game ticks rate times a second from the next tick on, an autosave wait already
running is shortened when the new rate asks for less, and server_tick_rate_changed
fires. The players’ clients follow on the next sync. False, with nothing changed, for a
rate outside 1 to 10000 (the command’s range), one that isn’t finite, a call from
inside server_tick_rate_changed (which would hear itself again without end), or on a
client.
fn world_dir(&self) -> Option<PathBuf>
fn world_dir(&self) -> Option<PathBuf>
Side: server.
The open world’s folder (world/, beside its level.dat): a server
mod keeps its data in a folder of its own there, so the world’s
backups carry it. None when no world is open.
Not on wasm: a path in the game’s file system, which a wasm mod has none of; a wasm mod keeps world data in level attachments.
fn reload_resources(&self) -> &dyn ServerReloadResources
fn reload_resources(&self) -> &dyn ServerReloadResources
Side: server. The retained server reload listeners of the last successful reload.
Dyn Compatibility§
This trait is dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety".