osu/osu.Game/Replays/Replay.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
using System.Linq;
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using osu.Game.Rulesets.Replays;
using osu.Game.Utils;
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namespace osu.Game.Replays
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{
public class Replay : IDeepCloneable<Replay>
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{
/// <summary>
/// Whether all frames for this replay have been received.
/// If false, gameplay would be paused to wait for further data, for instance.
/// </summary>
public bool HasReceivedAllFrames = true;
public List<ReplayFrame> Frames = new List<ReplayFrame>();
public Replay DeepClone()
{
return new Replay
{
HasReceivedAllFrames = HasReceivedAllFrames,
// individual frames are mutable for now but hopefully this will not be a thing in the future.
Frames = Frames.ToList(),
};
}
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}
}