Trait peppi::serde::de::Handlers[][src]

pub trait Handlers {
    fn gecko_codes(&mut self, _codes: &[u8], _actual_size: u16) -> Result<()> { ... }
fn game_start(&mut self, _: Start) -> Result<()> { ... }
fn game_end(&mut self, _: End) -> Result<()> { ... }
fn metadata(&mut self, _: Map<String, Value>) -> Result<()> { ... }
fn frame_start(&mut self, _: FrameEvent<FrameId, Start>) -> Result<()> { ... }
fn frame_pre(&mut self, _: FrameEvent<PortId, Pre>) -> Result<()> { ... }
fn frame_post(&mut self, _: FrameEvent<PortId, Post>) -> Result<()> { ... }
fn frame_end(&mut self, _: FrameEvent<FrameId, End>) -> Result<()> { ... }
fn item(&mut self, _: FrameEvent<FrameId, Item>) -> Result<()> { ... }
fn finalize(&mut self) -> Result<()> { ... } }
Expand description

Callbacks for events encountered while parsing a replay.

For frame events, there will be one event per frame per character (Ice Climbers are two characters).

Provided methods

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.

Miscellaneous data not directly provided by Melee.

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, _: 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.

Called after all parse events have been handled.