Quantum 3
3.0.9
Obsolete class, use QuantumReplayFile instead. More...
Public Attributes | |
| RuntimeConfig | RuntimeConfig => null |
| Obsolete, use RuntimeConfigData.Binary instead More... | |
Public Attributes inherited from Quantum.QuantumReplayFile | |
| QuantumJsonFriendlyDataBlob | AssetDatabaseData |
| Optional serialized asset database. Omit this for replays in production environments. Use AssetSerializer.SerializeAssets(stream, ResourceManager.LoadAllAssets().ToArray() More... | |
| ChecksumFile | Checksums |
| Optional checksums. Omit this for replays in production environments. More... | |
| DeterministicSessionConfig | DeterministicConfig |
| The session config. More... | |
| byte[] | InitialFrameData |
| Optional frame data to start the replay with. This is used for save games for example. More... | |
| int | InitialTick |
| The initial tick to start from, requires InitialFrameData to be set. More... | |
| QuantumJsonFriendlyDataBlob | InputHistoryDeltaCompressed |
| Delta compressed binary input history, this is the same that is send over replay webhooks for example. More... | |
| DeterministicTickInputSet[] | InputHistoryLegacy |
| Full verbose input used in Quantum 2.1, which is still functional, but has only fringe use cases. More... | |
| int | LastTick |
| The last tick of the input. More... | |
| int | LocalActorNumber |
The actor number of the local player that the replay was recorded from. 0 means refers to clients in a local game. Online clients will start with actor number 1. Setting the actor number will make DeterministicSession.IsLocalPlayer(PlayerRef) work for replays similar to normal game sessions. This is automatically set when using QuantumGame.GetRecordedReplay(), but needs to be explicitly set when running a replay captured by webhooks. The current actor number can be retrieved by DeterministicSession.GetActorNumber(). The actor number can only be set once in the beginning of the replay simulation. More... | |
| QuantumJsonFriendlyDataBlob | RuntimeConfigData |
| Binary serialized RuntimeConfig. Use AssetSerializer.ConfigToByteArray(runtimeConfig, compress: true) More... | |
Properties | |
| byte[]? | AssetDatabase [get, set] |
| Obsolete, use AssetDatabaseData instead More... | |
| byte[] | Frame [get, set] |
| Obsolete, use InitialFrameData instead More... | |
| int | InitialFrame [get, set] |
| Obsolete, use InitialTick instead More... | |
| DeterministicTickInputSet[] | InputHistory [get, set] |
| Obsolete More... | |
| byte[] | InputHistoryRaw [get, set] |
| Obsolete, use InputHistoryDeltaCompressed instead More... | |
| byte[]? | RuntimeConfigBinary [get, set] |
| Obsolete, use RuntimeConfigData.Binary instead More... | |
Additional Inherited Members | |
Public Member Functions inherited from Quantum.QuantumReplayFile | |
| IDeterministicReplayProvider | CreateInputProvider () |
| Helper method to create an input provider based on the combination of the saved input history configurations. More... | |
Obsolete class, use QuantumReplayFile instead.
| RuntimeConfig Quantum.ReplayFile.RuntimeConfig => null |
Obsolete, use RuntimeConfigData.Binary instead
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getset |
Obsolete
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getset |
Obsolete, use InputHistoryDeltaCompressed instead
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getset |
Obsolete, use InitialFrameData instead
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getset |
Obsolete, use InitialTick instead
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getset |
Obsolete, use RuntimeConfigData.Binary instead
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getset |
Obsolete, use AssetDatabaseData instead