[Replay] Refactor: extract replay playback logic into single class (#7060)

* [Replay] Refactor: consolidate replay logic into single class

* fixes
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RickyRister 2026-08-02 19:22:33 -07:00 committed by GitHub
parent ca1c063687
commit b44dcf5951
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12 changed files with 320 additions and 237 deletions

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@ -230,6 +230,7 @@ set(cockatrice_SOURCES
src/interface/widgets/printing_selector/set_name_and_collectors_number_display_widget.cpp
src/interface/widgets/quick_settings/settings_button_widget.cpp
src/interface/widgets/quick_settings/settings_popup_widget.cpp
src/interface/widgets/replay/replay_manager.cpp
src/interface/widgets/replay/replay_quick_settings_widget.cpp
src/interface/widgets/replay/replay_timeline_widget.cpp
src/interface/widgets/replay/replay_widget.cpp

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@ -31,7 +31,7 @@ AbstractClient *AbstractGame::getClientForPlayer(int playerId) const
}
}
void AbstractGame::loadReplay(GameReplay *replay)
void AbstractGame::loadReplay(const GameReplay *replay)
{
gameMetaInfo->setFromProto(replay->game_info());
gameMetaInfo->setSpectatorsOmniscient(true);

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@ -53,7 +53,7 @@ public:
AbstractClient *getClientForPlayer(int playerId) const;
void loadReplay(GameReplay *replay);
void loadReplay(const GameReplay *replay);
CardItem *getCard(int playerId, const QString &zoneName, int cardId) const;

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@ -2,7 +2,7 @@
#include "../interface/widgets/tabs/tab_game.h"
Replay::Replay(QObject *_parent, GameReplay *_replay, bool isLocalGame) : AbstractGame(_parent)
Replay::Replay(QObject *_parent, const GameReplay *_replay, bool isLocalGame) : AbstractGame(_parent)
{
gameState = new GameState(this, 0, -1, isLocalGame, {}, false, false, -1, false);
connect(gameMetaInfo, &GameMetaInfo::startedChanged, gameState, &GameState::onStartedChanged);

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@ -15,7 +15,7 @@ class Replay : public AbstractGame
Q_OBJECT
public:
explicit Replay(QObject *_parent, GameReplay *_replay, bool isLocalGame);
explicit Replay(QObject *_parent, const GameReplay *_replay, bool isLocalGame);
};
#endif // COCKATRICE_REPLAY_H

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@ -0,0 +1,178 @@
#include "replay_manager.h"
#include "../../../client/settings/cache_settings.h"
#include <QTimer>
#include <libcockatrice/settings/interface_settings.h>
static constexpr int TIMER_INTERVAL_MS = 200;
static QList<int> createReplayTimeline(const GameReplay *replay)
{
// Create list: event number -> time [ms]
unsigned int lastEventTimestamp = 0;
const int eventCount = replay->event_list_size();
QList<int> replayTimeline;
for (int i = 0; i < eventCount; ++i) {
int nextSecondIndex = i + 1;
while (nextSecondIndex < eventCount &&
replay->event_list(nextSecondIndex).seconds_elapsed() == lastEventTimestamp) {
++nextSecondIndex;
}
// Distribute simultaneous events evenly across 1 second.
const int numberEventsThisSecond = nextSecondIndex - i;
for (int k = 0; k < numberEventsThisSecond; ++k) {
int eventMs = replay->event_list(i + k).seconds_elapsed() * 1000;
int distributionMs = static_cast<int>(static_cast<qreal>(k) / numberEventsThisSecond * 1000);
replayTimeline.append(eventMs + distributionMs);
}
if (nextSecondIndex < eventCount) {
lastEventTimestamp = replay->event_list(nextSecondIndex).seconds_elapsed();
}
i += numberEventsThisSecond - 1;
}
return replayTimeline;
}
ReplayManager::ReplayManager(QObject *parent, GameReplay *replay)
: QObject(parent), replay(replay), replayTimeline(createReplayTimeline(replay))
{
maxTime = replayTimeline.isEmpty() ? 0 : replayTimeline.last();
replayTimer = new QTimer(this);
replayTimer->setInterval(TIMER_INTERVAL_MS);
connect(replayTimer, &QTimer::timeout, this, &ReplayManager::replayTimerTimeout);
rewindBufferingTimer = new QTimer(this);
rewindBufferingTimer->setSingleShot(true);
connect(rewindBufferingTimer, &QTimer::timeout, this, &ReplayManager::processRewind);
}
ReplayManager::~ReplayManager()
{
delete replay;
}
void ReplayManager::skipToTime(int newTime, bool doRewindBuffering)
{
// check boundary conditions
if (newTime < 0) {
newTime = 0;
}
if (newTime > maxTime) {
newTime = maxTime;
}
newTime -= newTime % TIMER_INTERVAL_MS; // Time should always be a multiple of the interval
const bool isBackwardsSkip = newTime < currentProcessedTime;
currentVisualTime = newTime;
if (isBackwardsSkip) {
handleBackwardsSkip(doRewindBuffering);
} else {
processNewEvents(FORWARD_SKIP);
}
timeChanged(currentVisualTime);
}
/**
* @brief Handles a backwards skip in the replay timeline.
*
* @param doRewindBuffering When true, if multiple backward skips are made in quick succession, only a single rewind
* is processed at the end. When false, the backwards skip will always cause an immediate rewind.
*/
void ReplayManager::handleBackwardsSkip(bool doRewindBuffering)
{
if (doRewindBuffering) {
// We use a one-shot timer to implement the rewind buffering.
// The rewind only happens once the timer runs out.
// If another backwards skip happens, the timer will just get reset instead of rewinding.
rewindBufferingTimer->stop();
rewindBufferingTimer->start(SettingsCache::instance().interface().getRewindBufferingMs());
} else {
// otherwise, process the rewind immediately
processRewind();
}
}
void ReplayManager::processRewind()
{
// stop any queued-up rewinds
rewindBufferingTimer->stop();
// process the rewind
currentEvent = 0;
emit rewound();
processNewEvents(BACKWARD_SKIP);
}
void ReplayManager::replayTimerTimeout()
{
currentVisualTime += TIMER_INTERVAL_MS;
processNewEvents(NORMAL_PLAYBACK);
timeChanged(currentVisualTime);
}
/** @brief Processes all unprocessed events up to the current time. */
void ReplayManager::processNewEvents(PlaybackMode playbackMode)
{
currentProcessedTime = currentVisualTime;
while (currentEvent < replayTimeline.size() && replayTimeline[currentEvent] < currentProcessedTime) {
EventProcessingOptions options;
// backwards skip => always skip reveal windows
// forwards skip => skip reveal windows that don't happen within a big skip of the target
if (playbackMode == BACKWARD_SKIP || currentProcessedTime - replayTimeline[currentEvent] > BIG_SKIP_MS) {
options |= SKIP_REVEAL_WINDOW;
}
// backwards skip => always skip tap animation
if (playbackMode == BACKWARD_SKIP) {
options |= SKIP_TAP_ANIMATION;
}
emit eventReplayed(replay->event_list(currentEvent), options);
++currentEvent;
}
if (currentEvent == replayTimeline.size()) {
emit replayFinished();
replayTimer->stop();
}
}
void ReplayManager::setTimeScaleFactor(qreal _timeScaleFactor)
{
timeScaleFactor = _timeScaleFactor;
int interval = std::max(1, qRound(TIMER_INTERVAL_MS / timeScaleFactor));
replayTimer->setInterval(interval);
}
void ReplayManager::startReplay()
{
replayTimer->start();
}
void ReplayManager::stopReplay()
{
replayTimer->stop();
}
void ReplayManager::setTime(int time)
{
// don't buffer rewinds from clicks, since clicks usually don't happen fast enough to require buffering
skipToTime(time, false);
}
void ReplayManager::skipByAmount(int amount)
{
skipToTime(currentVisualTime + amount, amount < 0);
}

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@ -0,0 +1,80 @@
#ifndef COCKATRICE_REPLAY_MANAGER_H
#define COCKATRICE_REPLAY_MANAGER_H
#include "../../../game/player/event_processing_options.h"
#include <QObject>
#include <libcockatrice/protocol/pb/game_replay.pb.h>
class GameReplay;
class QTimer;
/**
* @brief This class handles all logic to do with playing back replays
*/
class ReplayManager : public QObject
{
Q_OBJECT
enum PlaybackMode
{
NORMAL_PLAYBACK,
FORWARD_SKIP,
BACKWARD_SKIP
};
GameReplay *replay;
QList<int> replayTimeline; ///< timestamp of each event, with the indexes corresponding
int maxTime;
QTimer *replayTimer;
QTimer *rewindBufferingTimer;
qreal timeScaleFactor = 1.0;
int currentVisualTime = 0; ///< time currently displayed by the timeline
int currentProcessedTime = 0; ///< time that events are currently processed up to. Could differ from visual time due
///< to rewind buffering
int currentEvent = 0; ///< current event's index
void skipToTime(int newTime, bool doRewindBuffering);
void handleBackwardsSkip(bool doRewindBuffering);
void processRewind();
void processNewEvents(PlaybackMode playbackMode);
private slots:
void replayTimerTimeout();
public:
static constexpr int SMALL_SKIP_MS = 1000;
static constexpr int BIG_SKIP_MS = 10000;
/**
* @param parent The parent QObject
* @param replay Cannot be null. Takes ownership of the object.
*/
explicit ReplayManager(QObject *parent, GameReplay *replay);
~ReplayManager() override;
const QList<int> &getReplayTimeline() const
{
return replayTimeline;
}
void setTimeScaleFactor(qreal _timeScaleFactor);
public slots:
void startReplay();
void stopReplay();
void setTime(int time);
void skipByAmount(int amount); // use a negative amount to skip backwards
signals:
void timeChanged(int time);
void eventReplayed(const GameEventContainer &cont, EventProcessingOptions options);
void replayFinished();
void rewound();
};
#endif // COCKATRICE_REPLAY_MANAGER_H

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@ -4,26 +4,19 @@
#include <QPainter>
#include <QPainterPath>
#include <QTimer>
#include <libcockatrice/settings/interface_settings.h>
ReplayTimelineWidget::ReplayTimelineWidget(QWidget *parent)
: QWidget(parent), maxBinValue(1), maxTime(1), timeScaleFactor(1.0), currentVisualTime(0), currentProcessedTime(0),
currentEvent(0)
static constexpr int BIN_LENGTH = 5000;
static constexpr int MIN_RESOLUTION_MS = 1000;
ReplayTimelineWidget::ReplayTimelineWidget(QWidget *parent) : QWidget(parent)
{
replayTimer = new QTimer(this);
replayTimer->setInterval(TIMER_INTERVAL_MS);
connect(replayTimer, &QTimer::timeout, this, &ReplayTimelineWidget::replayTimerTimeout);
rewindBufferingTimer = new QTimer(this);
rewindBufferingTimer->setSingleShot(true);
connect(rewindBufferingTimer, &QTimer::timeout, this, &ReplayTimelineWidget::processRewind);
}
void ReplayTimelineWidget::setTimeline(const QList<int> &_replayTimeline)
void ReplayTimelineWidget::setTimeline(const QList<int> &replayTimeline)
{
replayTimeline = _replayTimeline;
histogram.clear();
currentTime = 0;
int binEndTime = BIN_LENGTH - 1;
int binValue = 0;
for (int i : replayTimeline) {
@ -66,7 +59,7 @@ void ReplayTimelineWidget::paintEvent(QPaintEvent * /* event */)
painter.fillPath(path, Qt::black);
const QColor barColor = QColor::fromHsv(120, 255, 255, 100);
quint64 w = (quint64)(width() - 1) * (quint64)currentVisualTime / maxTime;
quint64 w = (quint64)(width() - 1) * (quint64)currentTime / maxTime;
painter.fillRect(0, 0, static_cast<int>(w), height() - 1, barColor);
}
@ -77,63 +70,24 @@ void ReplayTimelineWidget::mousePressEvent(QMouseEvent *event)
#else
int newTime = static_cast<int>((qint64)maxTime * (qint64)event->x() / width());
#endif
// don't buffer rewinds from clicks, since clicks usually don't happen fast enough to require buffering
skipToTime(newTime, false);
emit timeClicked(newTime);
}
void ReplayTimelineWidget::skipToTime(int newTime, bool doRewindBuffering)
void ReplayTimelineWidget::setCurrentTime(int time)
{
// check boundary conditions
if (newTime < 0) {
newTime = 0;
}
if (newTime > maxTime) {
newTime = maxTime;
int newTime = qBound(0, time, maxTime);
if (currentTime == newTime) {
return;
}
newTime -= newTime % TIMER_INTERVAL_MS; // Time should always be a multiple of the interval
bool doUpdate = currentTime / MIN_RESOLUTION_MS != newTime / MIN_RESOLUTION_MS;
const bool isBackwardsSkip = newTime < currentProcessedTime;
currentVisualTime = newTime;
currentTime = newTime;
if (isBackwardsSkip) {
handleBackwardsSkip(doRewindBuffering);
} else {
processNewEvents(FORWARD_SKIP);
if (doUpdate) {
update();
}
update();
}
/**
* @brief Handles a backwards skip in the replay timeline.
*
* @param doRewindBuffering When true, if multiple backward skips are made in quick succession, only a single rewind
* is processed at the end. When false, the backwards skip will always cause an immediate rewind.
*/
void ReplayTimelineWidget::handleBackwardsSkip(bool doRewindBuffering)
{
if (doRewindBuffering) {
// We use a one-shot timer to implement the rewind buffering.
// The rewind only happens once the timer runs out.
// If another backwards skip happens, the timer will just get reset instead of rewinding.
rewindBufferingTimer->stop();
rewindBufferingTimer->start(SettingsCache::instance().interface().getRewindBufferingMs());
} else {
// otherwise, process the rewind immediately
processRewind();
}
}
void ReplayTimelineWidget::processRewind()
{
// stop any queued-up rewinds
rewindBufferingTimer->stop();
// process the rewind
currentEvent = 0;
emit rewound();
processNewEvents(BACKWARD_SKIP);
}
QSize ReplayTimelineWidget::sizeHint() const
@ -145,64 +99,3 @@ QSize ReplayTimelineWidget::minimumSizeHint() const
{
return {400, 50};
}
void ReplayTimelineWidget::replayTimerTimeout()
{
currentVisualTime += TIMER_INTERVAL_MS;
processNewEvents(NORMAL_PLAYBACK);
if (!(currentVisualTime % 1000)) {
update();
}
}
/** @brief Processes all unprocessed events up to the current time. */
void ReplayTimelineWidget::processNewEvents(PlaybackMode playbackMode)
{
currentProcessedTime = currentVisualTime;
while ((currentEvent < replayTimeline.size()) && (replayTimeline[currentEvent] < currentProcessedTime)) {
EventProcessingOptions options;
// backwards skip => always skip reveal windows
// forwards skip => skip reveal windows that don't happen within a big skip of the target
if (playbackMode == BACKWARD_SKIP || currentProcessedTime - replayTimeline[currentEvent] > BIG_SKIP_MS) {
options |= SKIP_REVEAL_WINDOW;
}
// backwards skip => always skip tap animation
if (playbackMode == BACKWARD_SKIP) {
options |= SKIP_TAP_ANIMATION;
}
emit processNextEvent(options);
++currentEvent;
}
if (currentEvent == replayTimeline.size()) {
emit replayFinished();
replayTimer->stop();
}
}
void ReplayTimelineWidget::setTimeScaleFactor(qreal _timeScaleFactor)
{
timeScaleFactor = _timeScaleFactor;
int interval = std::max(1, qRound(TIMER_INTERVAL_MS / timeScaleFactor));
replayTimer->setInterval(interval);
}
void ReplayTimelineWidget::startReplay()
{
replayTimer->start();
}
void ReplayTimelineWidget::stopReplay()
{
replayTimer->stop();
}
void ReplayTimelineWidget::skipByAmount(int amount)
{
skipToTime(currentVisualTime + amount, amount < 0);
}

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@ -18,57 +18,25 @@ class QTimer;
class ReplayTimelineWidget : public QWidget
{
Q_OBJECT
signals:
void processNextEvent(EventProcessingOptions options);
void replayFinished();
void rewound();
void timeClicked(int newTime);
private:
enum PlaybackMode
{
NORMAL_PLAYBACK,
FORWARD_SKIP,
BACKWARD_SKIP
};
static constexpr int TIMER_INTERVAL_MS = 200;
static constexpr int BIN_LENGTH = 5000;
QTimer *replayTimer;
QTimer *rewindBufferingTimer;
QList<int> replayTimeline;
QList<int> histogram;
int maxBinValue, maxTime;
qreal timeScaleFactor;
int currentVisualTime; // time currently displayed by the timeline
int currentProcessedTime; // time that events are currently processed up to. Could differ from visual time due to
// rewind buffering
int currentEvent;
int maxBinValue = 1;
int maxTime = 1;
void skipToTime(int newTime, bool doRewindBuffering);
void handleBackwardsSkip(bool doRewindBuffering);
void processRewind();
void processNewEvents(PlaybackMode playbackMode);
private slots:
void replayTimerTimeout();
int currentTime = 0;
public:
static constexpr int SMALL_SKIP_MS = 1000;
static constexpr int BIG_SKIP_MS = 10000;
explicit ReplayTimelineWidget(QWidget *parent = nullptr);
void setTimeline(const QList<int> &_replayTimeline);
void setTimeline(const QList<int> &replayTimeline);
[[nodiscard]] QSize sizeHint() const override;
[[nodiscard]] QSize minimumSizeHint() const override;
void setTimeScaleFactor(qreal _timeScaleFactor);
[[nodiscard]] int getCurrentEvent() const
{
return currentEvent;
}
public slots:
void startReplay();
void stopReplay();
void skipByAmount(int amount); // use a negative amount to skip backwards
void setCurrentTime(int time);
protected:
void paintEvent(QPaintEvent *event) override;

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@ -1,70 +1,50 @@
#include "replay_widget.h"
#include "../../../client/settings/cache_settings.h"
#include "../../../client/settings/shortcuts_settings.h"
#include "../interface/widgets/tabs/tab_game.h"
#include "replay_manager.h"
#include "replay_quick_settings_widget.h"
#include <QHBoxLayout>
#include <QToolButton>
ReplayWidget::ReplayWidget(TabGame *parent, GameReplay *_replay)
: QWidget(parent), game(parent), replay(_replay), replayPlayButton(nullptr), replayFastForwardButton(nullptr),
aReplaySkipForward(nullptr), aReplaySkipBackward(nullptr), aReplaySkipForwardBig(nullptr),
aReplaySkipBackwardBig(nullptr)
ReplayWidget::ReplayWidget(QWidget *parent, GameReplay *replay)
: QWidget(parent), replayPlayButton(nullptr), replayFastForwardButton(nullptr), aReplaySkipForward(nullptr),
aReplaySkipBackward(nullptr), aReplaySkipForwardBig(nullptr), aReplaySkipBackwardBig(nullptr)
{
if (replay) {
game->getGame()->loadReplay(replay);
// Create list: event number -> time [ms]
// Distribute simultaneous events evenly across 1 second.
unsigned int lastEventTimestamp = 0;
const int eventCount = replay->event_list_size();
for (int i = 0; i < eventCount; ++i) {
int j = i + 1;
while ((j < eventCount) && (replay->event_list(j).seconds_elapsed() == lastEventTimestamp)) {
++j;
}
const int numberEventsThisSecond = j - i;
for (int k = 0; k < numberEventsThisSecond; ++k) {
replayTimeline.append(replay->event_list(i + k).seconds_elapsed() * 1000 +
(int)((qreal)k / (qreal)numberEventsThisSecond * 1000));
}
if (j < eventCount) {
lastEventTimestamp = replay->event_list(j).seconds_elapsed();
}
i += numberEventsThisSecond - 1;
}
}
// replay manager
replayManager = new ReplayManager(this, replay);
connect(replayManager, &ReplayManager::eventReplayed, this, &ReplayWidget::eventReplayed);
connect(replayManager, &ReplayManager::replayFinished, this, &ReplayWidget::replayFinished);
connect(replayManager, &ReplayManager::rewound, this, &ReplayWidget::rewound);
// timeline widget
timelineWidget = new ReplayTimelineWidget;
timelineWidget->setTimeline(replayTimeline);
connect(timelineWidget, &ReplayTimelineWidget::processNextEvent, this, &ReplayWidget::replayNextEvent);
connect(timelineWidget, &ReplayTimelineWidget::replayFinished, this, &ReplayWidget::replayFinished);
connect(timelineWidget, &ReplayTimelineWidget::rewound, this, &ReplayWidget::replayRewind);
timelineWidget->setTimeline(replayManager->getReplayTimeline());
connect(replayManager, &ReplayManager::timeChanged, timelineWidget, &ReplayTimelineWidget::setCurrentTime);
connect(timelineWidget, &ReplayTimelineWidget::timeClicked, replayManager, &ReplayManager::setTime);
// timeline skip shortcuts
aReplaySkipForward = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipForward);
connect(aReplaySkipForward, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(ReplayTimelineWidget::SMALL_SKIP_MS); });
[this] { replayManager->skipByAmount(ReplayManager::SMALL_SKIP_MS); });
aReplaySkipBackward = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipBackward);
connect(aReplaySkipBackward, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(-ReplayTimelineWidget::SMALL_SKIP_MS); });
[this] { replayManager->skipByAmount(-ReplayManager::SMALL_SKIP_MS); });
aReplaySkipForwardBig = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipForwardBig);
connect(aReplaySkipForwardBig, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(ReplayTimelineWidget::BIG_SKIP_MS); });
[this] { replayManager->skipByAmount(ReplayManager::BIG_SKIP_MS); });
aReplaySkipBackwardBig = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipBackwardBig);
connect(aReplaySkipBackwardBig, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(-ReplayTimelineWidget::BIG_SKIP_MS); });
[this] { replayManager->skipByAmount(-ReplayManager::BIG_SKIP_MS); });
// buttons
replayPlayButton = new QToolButton;
@ -97,18 +77,11 @@ ReplayWidget::ReplayWidget(TabGame *parent, GameReplay *_replay)
setObjectName("replayControlWidget");
setLayout(replayControlLayout);
connect(this, &ReplayWidget::requestChatAndPhaseReset, game, &TabGame::resetChatAndPhase);
connect(&SettingsCache::instance().shortcuts(), &ShortcutsSettings::shortCutChanged, this,
&ReplayWidget::refreshShortcuts);
refreshShortcuts();
}
void ReplayWidget::replayNextEvent(EventProcessingOptions options)
{
emit eventReplayed(replay->event_list(timelineWidget->getCurrentEvent()), options);
}
void ReplayWidget::replayFinished()
{
replayPlayButton->setChecked(false);
@ -117,24 +90,16 @@ void ReplayWidget::replayFinished()
void ReplayWidget::replayPlayButtonToggled(bool checked)
{
if (checked) { // start replay
timelineWidget->startReplay();
replayManager->startReplay();
} else { // pause replay
timelineWidget->stopReplay();
replayManager->stopReplay();
}
}
void ReplayWidget::updateTimeScaleFactor(bool isFastForward)
{
qreal factor = isFastForward ? SettingsCache::instance().interface().getFastForwardSpeed() : 1.0;
timelineWidget->setTimeScaleFactor(factor);
}
/**
* @brief Handles everything that needs to be reset when doing a replay rewind.
*/
void ReplayWidget::replayRewind()
{
emit requestChatAndPhaseReset();
replayManager->setTimeScaleFactor(factor);
}
void ReplayWidget::refreshShortcuts()

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@ -14,11 +14,12 @@
#include <QWidget>
#include <libcockatrice/protocol/pb/game_replay.pb.h>
class ReplayManager;
class ReplayQuickSettingsWidget;
class TabGame;
/**
* @brief The top-level that is put in the replay dock widget.
* @brief The top-level widget that is put in the replay dock widget.
* Contains the replay timeline as well as the buttons.
*/
class ReplayWidget : public QWidget
@ -26,29 +27,28 @@ class ReplayWidget : public QWidget
Q_OBJECT
public:
ReplayWidget(TabGame *parent, GameReplay *replay);
TabGame *game;
GameReplay *replay;
/**
* @param parent The parent widget
* @param replay Cannot be null. Takes ownership of the replay.
*/
ReplayWidget(QWidget *parent, GameReplay *replay);
signals:
void requestChatAndPhaseReset();
void rewound();
void eventReplayed(const GameEventContainer &cont, EventProcessingOptions options);
private:
// Replay related members
int currentReplayStep = 0;
QList<int> replayTimeline;
ReplayManager *replayManager;
ReplayTimelineWidget *timelineWidget;
QToolButton *replayPlayButton, *replayFastForwardButton;
ReplayQuickSettingsWidget *settingsWidget;
QAction *aReplaySkipForward, *aReplaySkipBackward, *aReplaySkipForwardBig, *aReplaySkipBackwardBig;
private slots:
void replayNextEvent(EventProcessingOptions options);
void replayFinished();
void replayPlayButtonToggled(bool checked);
void updateTimeScaleFactor(bool checked);
void replayRewind();
void refreshShortcuts();
};

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@ -265,9 +265,6 @@ void TabGame::emitUserEvent()
TabGame::~TabGame()
{
if (replayWidget) {
delete replayWidget->replay;
}
for (auto &player : game->getPlayerManager()->getPlayers()) {
player->clear();
}
@ -1183,6 +1180,7 @@ void TabGame::createReplayDock(GameReplay *replay)
replayDock->setWidget(replayWidget);
replayDock->setFloating(false);
connect(replayWidget, &ReplayWidget::rewound, this, &TabGame::resetChatAndPhase);
connect(replayWidget, &ReplayWidget::eventReplayed, game->getGameEventHandler(),
[this](const auto &event, auto options) {
game->getGameEventHandler()->processGameEventContainer(event, nullptr, options);