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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

110 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "NetworkReplayStreaming.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "LearningAgentsReplaySubsystem.generated.h"
#define UE_API LEARNINGAGENTSREPLAY_API
class UDemoNetDriver;
class APlayerController;
class ULocalPlayer;
/** An available replay for display in the UI */
UCLASS(MinimalAPI, BlueprintType)
class ULearningAgentsReplayListEntry : 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(MinimalAPI, BlueprintType)
class ULearningAgentsReplayList : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category=Replays)
TArray<TObjectPtr<ULearningAgentsReplayListEntry>> Results;
};
/** Subsystem to handle recording/loading replays. Exposes functionality to Blueprints */
UCLASS(MinimalAPI)
class ULearningAgentsReplaySubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
UE_API ULearningAgentsReplaySubsystem();
UE_API virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
UE_API virtual void Deinitialize() override;
UFUNCTION()
UE_API void OnDemoPlayStarted();
/** Returns true if this platform supports replays at all */
UFUNCTION(BlueprintCallable, Category = Replays, BlueprintPure = false)
static UE_API bool DoesPlatformSupportReplays();
/** Loads the appropriate map and plays a replay */
UFUNCTION(BlueprintCallable, Category=Replays)
UE_API void PlayReplay(ULearningAgentsReplayListEntry* Replay);
/** Stops the current active recording */
UFUNCTION(BlueprintCallable, Category=Replays)
UE_API void StopRecordingReplay();
/** Starts recording a client replay, and handles any file cleanup needed */
UFUNCTION(BlueprintCallable, Category = Replays)
UE_API void RecordClientReplay(APlayerController* PlayerController);
/** Move forward or back in currently playing replay */
UFUNCTION(BlueprintCallable, Category=Replays)
UE_API void SeekInActiveReplay(float TimeInSeconds);
/** Gets length of current replay */
UFUNCTION(BlueprintCallable, Category = Replays, BlueprintPure = false)
UE_API float GetReplayLengthInSeconds() const;
/** Gets current playback time */
UFUNCTION(BlueprintCallable, Category=Replays, BlueprintPure=false)
UE_API float GetReplayCurrentTime() const;
private:
TSharedPtr<INetworkReplayStreamer> CurrentReplayStreamer;
UPROPERTY()
TObjectPtr<ULocalPlayer> LocalPlayerDeletingReplays;
UE_API UDemoNetDriver* GetDemoDriver() const;
};
#undef UE_API