UltimateReplay.Storage Namespace

Ultimate Replay

UltimateReplay.Storage Namespace
 
Classes
  Class Description
Public class Compression
Compression utility using the GZip compression algorithm.
Public class ReplayMemoryTarget
Represents a memory storage buffer where replay data can be stored for game sessions. The buffer can be used as a continuous rolling buffer of a fixed size where a fixed amount of playback footage is recorded and then overwritten by new data as it is received.
Public class ReplaySnapshot
A frame state is a snapshot of a replay frame that is indexed based on its time stamp. By sequencing multiple frame states you can create the replay effect.
Public class ReplayTarget
Represents and abstract storage device capable of holding recorded state data for playback at a later date. Depending upon implementation, a ReplayTarget may be volatile or non-volatile.
Structures
  Structure Description
Public structure ReplayInitialData
Represents the intial settings of a newly spawned replay object. When a game object is instantiated it must be given an initial position and rotation.
Enumerations
  Enumeration Description
Public enumeration CompressionLevel
The amount of compression to apply to a data stream.
Public enumeration ReplayInitialDataFlags
Represents initial data that may be stored by an object.
Public enumeration ReplayTargetTask
Represents a task that can be issued to a ReplayTarget.