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ReplayEngine

Struct ReplayEngine 

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pub struct ReplayEngine { /* private fields */ }
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ReplayEngine reconstructs the execution state from a Timeline. It creates a “virtual” cursor that moves through the circuit based on recorded events.

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impl ReplayEngine

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pub fn new(timeline: Timeline) -> Self

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pub fn next_step(&mut self) -> Option<ReplayFrame>

Advance the replay by one step. Returns the current frame or None if finished.

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pub fn reset(&mut self)

Reset replay to start

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pub fn fast_forward_to_end(&mut self) -> Option<ReplayFrame>

Fast-forwards the replay cursor to the end, returning the final known frame. This is a O(1) operation since it just jumps to the end of the timeline array.

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pub fn fast_forward_to_active(&mut self) -> Option<ReplayFrame>

Fast-forwards the replay cursor to the last active (entered but not exited) node. This is useful for active intervention where we want to resume execution at the exact stalled point.

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