#[non_exhaustive]pub struct Room {Show 15 fields
pub name: Option<String>,
pub avatar: JsOption<OwnedMxcUri>,
pub initial: Option<bool>,
pub is_dm: Option<bool>,
pub invite_state: Option<Vec<Raw<AnyStrippedStateEvent>>>,
pub unread_notifications: UnreadNotificationsCount,
pub timeline: Vec<Raw<AnySyncTimelineEvent>>,
pub required_state: Vec<Raw<AnySyncStateEvent>>,
pub prev_batch: Option<String>,
pub limited: bool,
pub joined_count: Option<UInt>,
pub invited_count: Option<UInt>,
pub num_live: Option<UInt>,
pub bump_stamp: Option<UInt>,
pub heroes: Option<Vec<Hero>>,
}
Expand description
A slising sync response updated room (see super::Response::rooms
).
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. }
syntax; cannot be matched against without a wildcard ..
; and struct update syntax will not work.name: Option<String>
The name as calculated by the server.
avatar: JsOption<OwnedMxcUri>
The avatar.
initial: Option<bool>
Whether it is an initial response.
is_dm: Option<bool>
Whether it is a direct room.
invite_state: Option<Vec<Raw<AnyStrippedStateEvent>>>
If this is Some(_)
, this is a not-yet-accepted invite containing
the given stripped state events.
unread_notifications: UnreadNotificationsCount
Number of unread notifications.
timeline: Vec<Raw<AnySyncTimelineEvent>>
Message-like events and live state events.
required_state: Vec<Raw<AnySyncStateEvent>>
State events as configured by the request.
prev_batch: Option<String>
The prev_batch
allowing you to paginate through the messages
before the given ones.
limited: bool
True if the number of events returned was limited by the limit on the filter.
joined_count: Option<UInt>
The number of users with membership of join
, including the
client’s own user ID.
invited_count: Option<UInt>
The number of users with membership of invite
.
num_live: Option<UInt>
The number of timeline events which have just occurred and are not historical.
bump_stamp: Option<UInt>
The bump stamp of the room.
It can be interpreted as a “recency stamp” or “streaming order
index”. For example, consider roomA
with bump_stamp = 2
, roomB
with bump_stamp = 1
and roomC
with bump_stamp = 0
. If roomC
receives an update, its bump_stamp
will be 3.
heroes: Option<Vec<Hero>>
Heroes of the room, if requested.