Struct osu_db::replay::Replay [−][src]
pub struct Replay {Show 20 fields
pub mode: Mode,
pub version: u32,
pub beatmap_hash: Option<String>,
pub player_name: Option<String>,
pub replay_hash: Option<String>,
pub count_300: u16,
pub count_100: u16,
pub count_50: u16,
pub count_geki: u16,
pub count_katsu: u16,
pub count_miss: u16,
pub score: u32,
pub max_combo: u16,
pub perfect_combo: bool,
pub mods: ModSet,
pub life_graph: Option<String>,
pub timestamp: DateTime<Utc>,
pub replay_data: Option<Vec<Action>>,
pub raw_replay_data: Option<Vec<u8>>,
pub online_score_id: u64,
}
Expand description
An osu! replay.
The replay might come from a large ScoreList
score database, or from an individual standalone
.osr
file.
Fields
mode: Mode
The gamemode the replay was scored in.
version: u32
The .db
version of the replay file.
If the replay is inside a scores.db
file, the version should be redundant with it (?).
beatmap_hash: Option<String>
The MD5 hash of the beatmap played.
player_name: Option<String>
The name of the player who scored the replay.
replay_hash: Option<String>
The replay-specific MD5 hash.
count_300: u16
Amount of 300s (fruits in ctb).
count_100: u16
Amount of 100s (drops in ctb, 150s in taiko and 200s in mania).
count_50: u16
Amount of 50s (droplets in ctb).
count_geki: u16
Amount of gekis (“MAX scores” or “rainbow 300s” in mania).
count_katsu: u16
Amount of katsus (200s in mania, droplet misses in ctb).
count_miss: u16
Amount of misses (fruit + drop misses in ctb).
score: u32
The numerical score achieved.
max_combo: u16
perfect_combo: bool
mods: ModSet
The mod combination with which the replay was done.
life_graph: Option<String>
A string representing a graph of how much life bar did the player have along the beatmap.
It is a comma-separated list of human-readable entries in the form <offset>|<life>
, where
<offset>
is the amount of milliseconds since the start of the song and <life>
is a
number between 0 and 1 representing the amount of life left.
timestamp: DateTime<Utc>
When was the replay scored.
replay_data: Option<Vec<Action>>
Decompressed replay data.
Only available on standalone .osr
replays, and if the compression
feature is enabled
(enabled by default).
When writing .osr
files (and .osr
files only), if the compression
feature is enabled
and this field is Some
, these actions will be compressed and written. Otherwise,
raw_replay_data
will be written instead.
raw_replay_data: Option<Vec<u8>>
Raw replay data, available on .osr
files even if the compression
feature is not enabled.
When writing, this field is used as a fallback if replay_data
is None
or the
compression
feature is disabled.
online_score_id: u64
Online score id.
Only has a useful value on replays embedded in a ScoreList
.
Implementations
Read a replay from a standalone .osr
osu! replay file.
Write the replay to an arbitrary writer, with the given compression level.
If the compression level is None
the arbitrary default
replay::DEFAULT_COMPRESSION_LEVEL
will be used.
If the compression
feature is disabled this argument has no effect.
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for Replay
impl UnwindSafe for Replay
Blanket Implementations
Mutably borrows from an owned value. Read more