pub struct GameMismatch<S, V> {
pub state: S,
pub expected: V,
pub actual: V,
}Fields§
§state: S§expected: V§actual: VTrait Implementations§
impl<S: Eq, V: Eq> Eq for GameMismatch<S, V>
impl<S: PartialEq, V: PartialEq> StructuralPartialEq for GameMismatch<S, V>
Auto Trait Implementations§
impl<S, V> Forget for GameMismatch<S, V>
impl<S, V> Freeze for GameMismatch<S, V>
impl<S, V> Move for GameMismatch<S, V>
impl<S, V> RefUnwindSafe for GameMismatch<S, V>where
S: RefUnwindSafe,
V: RefUnwindSafe,
impl<S, V> Send for GameMismatch<S, V>
impl<S, V> Sync for GameMismatch<S, V>
impl<S, V> Unpin for GameMismatch<S, V>
impl<S, V> UnsafeUnpin for GameMismatch<S, V>where
S: UnsafeUnpin,
V: UnsafeUnpin,
impl<S, V> UnwindSafe for GameMismatch<S, V>where
S: UnwindSafe,
V: UnwindSafe,
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more