lyra_game_ue/Source/LyraGame/Replays/LyraReplaySubsystem.h
Goran Lazarevski 3bcab085f8 Initial commit
2025-03-20 11:06:26 +01:00

110 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "NetworkReplayStreaming.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "GameplayTagContainer.h"
#include "LyraReplaySubsystem.generated.h"
class UDemoNetDriver;
class APlayerController;
class ULocalPlayer;
struct FFrame;
/** An available replay for display in the UI */
UCLASS(BlueprintType)
class LYRAGAME_API ULyraReplayListEntry : public UObject
{
GENERATED_BODY()
public:
FNetworkReplayStreamInfo StreamInfo;
/** The UI friendly name of the stream */
UFUNCTION(BlueprintPure, Category=Replays)
FString GetFriendlyName() const { return StreamInfo.FriendlyName; }
/** The date and time the stream was recorded */
UFUNCTION(BlueprintPure, Category=Replays)
FDateTime GetTimestamp() const { return StreamInfo.Timestamp; }
/** The duration of the stream in MS */
UFUNCTION(BlueprintPure, Category=Replays)
FTimespan GetDuration() const { return FTimespan::FromMilliseconds(StreamInfo.LengthInMS); }
/** Number of viewers viewing this stream */
UFUNCTION(BlueprintPure, Category=Replays)
int32 GetNumViewers() const { return StreamInfo.NumViewers; }
/** True if the stream is live and the game hasn't completed yet */
UFUNCTION(BlueprintPure, Category=Replays)
bool GetIsLive() const { return StreamInfo.bIsLive; }
};
/** Results of querying for replays list of results for the UI */
UCLASS(BlueprintType)
class LYRAGAME_API ULyraReplayList : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category=Replays)
TArray<TObjectPtr<ULyraReplayListEntry>> Results;
};
/** Subsystem to handle recording/loading replays */
UCLASS()
class LYRAGAME_API ULyraReplaySubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
ULyraReplaySubsystem();
/** Returns true if this platform supports replays at all */
UFUNCTION(BlueprintCallable, Category = Replays, BlueprintPure = false)
static bool DoesPlatformSupportReplays();
/** Returns the trait tag for platform support, used in options */
static FGameplayTag GetPlatformSupportTraitTag();
/** Loads the appropriate map and plays a replay */
UFUNCTION(BlueprintCallable, Category=Replays)
void PlayReplay(ULyraReplayListEntry* Replay);
/** Starts recording a client replay, and handles any file cleanup needed */
UFUNCTION(BlueprintCallable, Category = Replays)
void RecordClientReplay(APlayerController* PlayerController);
/** Starts deleting local replays starting with the oldest until there are NumReplaysToKeep or fewer */
UFUNCTION(BlueprintCallable, Category = Replays)
void CleanupLocalReplays(ULocalPlayer* LocalPlayer, int32 NumReplaysToKeep);
/** Move forward or back in currently playing replay */
UFUNCTION(BlueprintCallable, Category=Replays)
void SeekInActiveReplay(float TimeInSeconds);
/** Gets length of current replay */
UFUNCTION(BlueprintCallable, Category = Replays, BlueprintPure = false)
float GetReplayLengthInSeconds() const;
/** Gets current playback time */
UFUNCTION(BlueprintCallable, Category=Replays, BlueprintPure=false)
float GetReplayCurrentTime() const;
private:
TSharedPtr<INetworkReplayStreamer> CurrentReplayStreamer;
UPROPERTY()
TObjectPtr<ULocalPlayer> LocalPlayerDeletingReplays;
int32 DeletingReplaysNumberToKeep;
UDemoNetDriver* GetDemoDriver() const;
void OnEnumerateStreamsCompleteForDelete(const FEnumerateStreamsResult& Result);
void OnDeleteReplay(const FDeleteFinishedStreamResult& DeleteResult);
};