Audio and other misc replay related changes (#3471)

This commit is contained in:
Leon Friedrich
2022-11-22 13:49:59 +13:00
committed by GitHub
parent d87963206c
commit 7b59fbd3ef
19 changed files with 428 additions and 35 deletions

View File

@@ -0,0 +1,23 @@
using Robust.Shared.GameObjects;
namespace Robust.Shared.Replays;
public interface IReplayRecordingManager
{
/// <summary>
/// Queues some net-serializable data to be saved for replaying
/// </summary>
/// <remarks>
/// The queued object is typically something like an <see cref="EntityEventArgs"/>, so that replays can
/// simulate receiving networked messages. However, this can really be any serializable data and could be used
/// for saving server-exclusive data like power net or atmos pipe-net data for replaying. Alternatively, those
/// could also just use networked component states on entities that are in null space and hidden from all
/// players (but still saved to replays).
/// </remarks>
void QueueReplayMessage(object args);
/// <summary>
/// Whether the server is currently recording replay data.
/// </summary>
bool Recording { get; }
}