pub struct ReplayEngine { /* private fields */ }Expand description
ReplayEngine reconstructs the execution state from a Timeline. It creates a “virtual” cursor that moves through the circuit based on recorded events.
Implementations§
Source§impl ReplayEngine
impl ReplayEngine
pub fn new(timeline: Timeline) -> Self
Sourcepub fn next_step(&mut self) -> Option<ReplayFrame>
pub fn next_step(&mut self) -> Option<ReplayFrame>
Advance the replay by one step. Returns the current frame or None if finished.
Sourcepub fn fast_forward_to_end(&mut self) -> Option<ReplayFrame>
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.
Sourcepub fn fast_forward_to_active(&mut self) -> Option<ReplayFrame>
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.
Auto Trait Implementations§
impl Freeze for ReplayEngine
impl RefUnwindSafe for ReplayEngine
impl Send for ReplayEngine
impl Sync for ReplayEngine
impl Unpin for ReplayEngine
impl UnsafeUnpin for ReplayEngine
impl UnwindSafe for ReplayEngine
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more