A class that holds all relevant data to run a Quantum replay and can serialized in JSON. A replay may contain an asset db for convenience, that should be omitted in production environments where files sizes are a concern. A replay may contain recorded checksums, that can be verified during runtime as a development feature. More...
Public Member Functions | |
IDeterministicReplayProvider | CreateInputProvider () |
Helper method to create an input provider based on the combination of the saved input history configurations. More... | |
Public Attributes | |
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... | |
QuantumJsonFriendlyDataBlob | RuntimeConfigData |
Binary serialized RuntimeConfig. Use AssetSerializer.ConfigToByteArray(runtimeConfig, compress: true) More... | |
A class that holds all relevant data to run a Quantum replay and can serialized in JSON. A replay may contain an asset db for convenience, that should be omitted in production environments where files sizes are a concern. A replay may contain recorded checksums, that can be verified during runtime as a development feature.
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inline |
Helper method to create an input provider based on the combination of the saved input history configurations.
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QuantumJsonFriendlyDataBlob Quantum.QuantumReplayFile.InputHistoryDeltaCompressed |
Delta compressed binary input history, this is the same that is send over replay webhooks for example.
DeterministicTickInputSet [] Quantum.QuantumReplayFile.InputHistoryLegacy |
Full verbose input used in Quantum 2.1, which is still functional, but has only fringe use cases.
QuantumJsonFriendlyDataBlob Quantum.QuantumReplayFile.RuntimeConfigData |
Binary serialized RuntimeConfig. Use AssetSerializer.ConfigToByteArray(runtimeConfig, compress: true)
DeterministicSessionConfig Quantum.QuantumReplayFile.DeterministicConfig |
The session config.
int Quantum.QuantumReplayFile.LastTick |
The last tick of the input.
int Quantum.QuantumReplayFile.InitialTick |
The initial tick to start from, requires InitialFrameData to be set.
byte [] Quantum.QuantumReplayFile.InitialFrameData |
Optional frame data to start the replay with. This is used for save games for example.
ChecksumFile Quantum.QuantumReplayFile.Checksums |
Optional checksums. Omit this for replays in production environments.
QuantumJsonFriendlyDataBlob Quantum.QuantumReplayFile.AssetDatabaseData |
Optional serialized asset database. Omit this for replays in production environments. Use AssetSerializer.SerializeAssets(stream, ResourceManager.LoadAllAssets().ToArray()