pub struct ActionSettlement<Creations, Sends, Ph> {
pub creations: Creations,
pub sends: Sends,
pub become_: Become<Ph>,
}Expand description
Complete owned settlement of one Actions value.
Creations retain their declared vector order, sends retain their named
product shape, and become_ is the exact verdict already committed by the
pure behavior fold. The enclosing Interpretation records whether the
interpreter completed or corrupted while retaining this entire shape.
Fields§
§creations: Creations§sends: Sends§become_: Become<Ph>Trait Implementations§
Source§impl<Creations, Sends, Ph> ClassifySettlement for ActionSettlement<Creations, Sends, Ph>where
Creations: ClassifySettlement,
Sends: ClassifySettlement,
impl<Creations, Sends, Ph> ClassifySettlement for ActionSettlement<Creations, Sends, Ph>where
Creations: ClassifySettlement,
Sends: ClassifySettlement,
Source§fn settlement_status(&self) -> SettlementStatus
fn settlement_status(&self) -> SettlementStatus
Inspect every member without consuming or rewriting the settlement.
Source§impl<Creations: Clone, Sends: Clone, Ph: Clone> Clone for ActionSettlement<Creations, Sends, Ph>
impl<Creations: Clone, Sends: Clone, Ph: Clone> Clone for ActionSettlement<Creations, Sends, Ph>
Source§fn clone(&self) -> ActionSettlement<Creations, Sends, Ph>
fn clone(&self) -> ActionSettlement<Creations, Sends, Ph>
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl<Creations: Debug, Sends: Debug, Ph: Debug> Debug for ActionSettlement<Creations, Sends, Ph>
impl<Creations: Debug, Sends: Debug, Ph: Debug> Debug for ActionSettlement<Creations, Sends, Ph>
Source§impl<Creations: PartialEq, Sends: PartialEq, Ph: PartialEq> PartialEq for ActionSettlement<Creations, Sends, Ph>
impl<Creations: PartialEq, Sends: PartialEq, Ph: PartialEq> PartialEq for ActionSettlement<Creations, Sends, Ph>
Source§fn eq(&self, other: &ActionSettlement<Creations, Sends, Ph>) -> bool
fn eq(&self, other: &ActionSettlement<Creations, Sends, Ph>) -> bool
Tests for
self and other values to be equal, and is used by ==.Source§impl<Host, RootEvent, Creations, Sends, Ph> SourceSettlementCustody<Host, RootEvent> for ActionSettlement<Creations, Sends, Ph>where
Host: Send,
Creations: SourceSettlementCustody<Host, RootEvent> + Send,
Sends: SourceSettlementCustody<Host, RootEvent> + Send,
Ph: Send,
impl<Host, RootEvent, Creations, Sends, Ph> SourceSettlementCustody<Host, RootEvent> for ActionSettlement<Creations, Sends, Ph>where
Host: Send,
Creations: SourceSettlementCustody<Host, RootEvent> + Send,
Sends: SourceSettlementCustody<Host, RootEvent> + Send,
Ph: Send,
type Custody = (<(Creations, Sends) as SourceSettlementCustody<Host, RootEvent>>::Custody, Step<Ph, Stopped>)
fn prepare_source(progress: &mut Option<SourceProgress<Self, Self::Custody>>)
fn offer_next_to_source( custody: &mut Self::Custody, host: &mut Host, ) -> impl Future<Output = ()> + Send
fn finish_source(progress: &mut Option<SourceProgress<Self, Self::Custody>>)
impl<Creations: Eq, Sends: Eq, Ph: Eq> Eq for ActionSettlement<Creations, Sends, Ph>
impl<Creations, Sends, Ph> StructuralPartialEq for ActionSettlement<Creations, Sends, Ph>
Auto Trait Implementations§
impl<Creations, Sends, Ph> Freeze for ActionSettlement<Creations, Sends, Ph>
impl<Creations, Sends, Ph> RefUnwindSafe for ActionSettlement<Creations, Sends, Ph>
impl<Creations, Sends, Ph> Send for ActionSettlement<Creations, Sends, Ph>
impl<Creations, Sends, Ph> Sync for ActionSettlement<Creations, Sends, Ph>
impl<Creations, Sends, Ph> Unpin for ActionSettlement<Creations, Sends, Ph>
impl<Creations, Sends, Ph> UnsafeUnpin for ActionSettlement<Creations, Sends, Ph>
impl<Creations, Sends, Ph> UnwindSafe for ActionSettlement<Creations, Sends, Ph>
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