Struct peppi::serde::collect::Collector[][src]

pub struct Collector {
    pub opts: Opts,
    pub first_port: Option<Port>,
    pub gecko_codes: Option<GeckoCodes>,
    pub start: Option<Start>,
    pub end: Option<End>,
    pub frames_index: Vec<i32>,
    pub frames_start: Vec<Start>,
    pub frames_end: Vec<End>,
    pub frames_leaders: FrameEvents,
    pub frames_followers: FrameEvents,
    pub items: Vec<Vec<Item>>,
    pub metadata: Option<Map<String, Value>>,
}

Fields

opts: Optsfirst_port: Option<Port>gecko_codes: Option<GeckoCodes>start: Option<Start>end: Option<End>frames_index: Vec<i32>frames_start: Vec<Start>frames_end: Vec<End>frames_leaders: FrameEventsframes_followers: FrameEventsitems: Vec<Vec<Item>>metadata: Option<Map<String, Value>>

Implementations

Trait Implementations

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List of enabled Gecko codes. Currently unparsed.

How the game is set up; also includes the version of the extraction code.

The end of the game.

RNG seed and frame number at the start of a frame’s processing.

Pre-frame update, collected right before controller inputs are used to figure out the character’s next action. Used to reconstruct a replay.

fn frame_post(&mut self, evt: FrameEvent<PortId, Post>) -> Result<()>

Post-frame update, collected at the end of the Collision detection which is the last consideration of the game engine. Useful for making decisions about game states, such as computing stats.

Indicates an entire frame’s worth of data has been transferred/processed.

One event per frame per item, with a maximum of 15 updates per frame. Can be used for stats, training AIs, or visualization engines to handle items. Items include projectiles like lasers or needles.

Miscellaneous data not directly provided by Melee.

Called after all parse events have been handled.

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Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

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