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Audio and other misc replay related changes (#3471)
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23
Robust.Shared/Replays/IReplayRecordingManager.cs
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23
Robust.Shared/Replays/IReplayRecordingManager.cs
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using Robust.Shared.GameObjects;
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namespace Robust.Shared.Replays;
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public interface IReplayRecordingManager
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{
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/// <summary>
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/// Queues some net-serializable data to be saved for replaying
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/// </summary>
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/// <remarks>
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/// The queued object is typically something like an <see cref="EntityEventArgs"/>, so that replays can
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/// simulate receiving networked messages. However, this can really be any serializable data and could be used
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/// for saving server-exclusive data like power net or atmos pipe-net data for replaying. Alternatively, those
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/// could also just use networked component states on entities that are in null space and hidden from all
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/// players (but still saved to replays).
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/// </remarks>
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void QueueReplayMessage(object args);
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/// <summary>
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/// Whether the server is currently recording replay data.
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/// </summary>
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bool Recording { get; }
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}
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