// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Game.Rulesets.Replays; using osu.Game.Utils; namespace osu.Game.Replays { public class Replay : IDeepCloneable { /// /// Whether all frames for this replay have been received. /// If false, gameplay would be paused to wait for further data, for instance. /// public bool HasReceivedAllFrames = true; public List Frames = new List(); 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(), }; } } }