#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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◆ ~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: