#include <EngineTracePlayer.h>
Component that exposes a trace playback interface.
Depends on EngineDeterministicComponent
and EngineTraceSimplePlayer
, install them into PlatformApplication
first.
- See also
- EngineTraceRecorder
◆ EngineTracePlayer()
EngineTracePlayer::EngineTracePlayer |
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| ) |
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◆ ~EngineTracePlayer()
EngineTracePlayer::~EngineTracePlayer |
( |
| ) |
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◆ checkAfterLoadRng()
void EngineTracePlayer::checkAfterLoadRng |
( |
const EngineTraceRecording & |
recording, |
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int |
expectedRandomState |
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) |
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private |
◆ checkSaveFileSize()
void EngineTracePlayer::checkSaveFileSize |
( |
const EngineTraceRecording & |
recording, |
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int |
expectedSaveFileSize |
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) |
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private |
◆ checkState()
◆ isPlaying()
bool EngineTracePlayer::isPlaying |
( |
| ) |
const |
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inline |
◆ playTrace()
void EngineTracePlayer::playTrace |
( |
EngineController * |
game, |
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const EngineTraceRecording & |
recording, |
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EngineTracePlaybackFlags |
flags = 0 , |
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std::function< void()> |
postLoadCallback = {} |
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) |
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Plays a previously recorded trace. Can be called only from a control thread of EngineControlComponent
.
- Parameters
-
game | Engine controller. |
recording | Recorded trace. |
flags | Playback flags. |
postLoadCallback | Callback to call once the saved game is loaded. |
◆ PlatformIntrospection
◆ _flags
EngineTracePlaybackFlags EngineTracePlayer::_flags |
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private |
◆ _trace
std::unique_ptr<EventTrace> EngineTracePlayer::_trace |
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private |
The documentation for this class was generated from the following files: