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