2.1 KiB
@cozy-games/replay
A game-agnostic replay engine. PlaybackClock re-drives a
@cozy-games/move-log envelope over time — scheduling each
recorded event to fire at its offset — with play / pause / seek.
import { PlaybackClock } from '@cozy-games/replay'
const clock = new PlaybackClock(envelope) // a valid move-log envelope
const off = clock.on(record => apply(record.event)) // record = { seq, t, event, ... }
clock.play() // events fire at their recorded offsets
clock.pause() // freeze at the current position
clock.seek(1500) // jump to 1500ms — delivers exactly the events at offset <= 1500
Offsets
Each event fires at its offset — its recorded t minus the first event's
t, so playback time 0 is the first event. duration is the last event's
offset.
Injected clock + scheduler
The time source and scheduler are injected (mirroring the core session's injected-clock seam), so tests get exact, deterministic timing:
new PlaybackClock(envelope, { clock, setTimeout, clearTimeout })
They default to the real host (Date.now + global timers). Under a deterministic
injected scheduler — or vi.useFakeTimers() — events fire exactly at their
offsets (tolerance 0). Under the real host scheduler the tolerance is the host's
timer resolution (a few ms), the same bound as any setTimeout.
Seek is deterministic
The clock keeps one invariant: cursor = the number of events whose offset is
<= position. So after seek(t) the delivered set is exactly the events at
offset <= t:
- Forward (
seekahead, or playback advancing) delivers each newly-passed event once, in order. - Backward rewinds the cursor without delivering; passing those offsets again going forward re-delivers them (so scrub-back-then-replay works).
No event is ever delivered twice for a single forward pass, and none is dropped.
Invariant: envelope only, no game types
This module imports only @cozy-games/move-log (to validate the envelope) and
never a game package. It treats every event payload as opaque. Enforced by a
dependency-graph guard in test/playback-clock.test.js.