FNullNetworkReplayStreamer can now play back live replays.
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Integrated using branch UE4-Orion-To-UE4 of change#2677431 by Ryan.Gerleve on 2015/09/02 15:08:36.
[CL 2677495 by Ryan Gerleve in Main branch]
2620313 - Fix issue where we would get disconnected from the replay server if we paused for too long. Fixes OR-2753.
2628891 - First pass on bug replay events:
- pressing J when in a game saves a bug event
- loading that replay enumerates all bug events and adds them to the timeline bar
2630827 - Bugs on the replay timeline are clickable and will teleport the camera to the location where the bug was entered. Code is messy and needs cleanup.
2638789 - Add text box to replay list widget that filters replays by an event group
[CL 2638900 by Bart Bressler in Main branch]
Integrating PeteK changes to allow custom events in replays
2623455 - Replay changes to allow custom events
#codereview david.ratti
[CL 2635371 by Bart Bressler in Main branch]
The engine now notifies the replay system about players who join in progress.
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Integrated using branch UT_To_UE4 of change#2592351 by Ryan.Gerleve on 2015/06/18 14:22:24.
[CL 2592935 by Ryan Gerleve in Main branch]
Fixes UE-6803, consumers no longer have to call Exec() to get this functionality.
Handlers for the "demorec", "demostop", and "demoplay" commands now use the new API.
NullNetworkReplayStreaming now stores and reports the replay's FriendlyName.
#codereview john.pollard
[CL 2528622 by Ryan Gerleve in Main branch]
FNullNetworkReplayStreamer::EnumerateStreams now respects the version passed in (you can pass in 0 to enumerate all versions).
FNullNetworkReplayStreamer::GetTotalDemoTime now returns the correct value.
Fixes UE-13611 and UE-13612.
[CL 2521362 by Ryan Gerleve in Main branch]
Demorec command and URL option name parameter is now optional, if it isn't provided the streamer implementation will automatically generate CustomName, and the FriendlyName will be the map name
Logic to auto-generate demo names moved out of ShooterGame and into NullNetworkReplayStreaming
[CL 2506853 by Ryan Gerleve in Main branch]
FNullNetworkReplayStreamer now stores the demo header in a separate file to facilitate scrubbing to the beginning of the replay stream.
DemoNetDriver now handles errors when StartStreaming calls the FOnStreamDelegate inside its implementation. Fixes getting stuck on the loading screen in ShooterGame if FNullNetworkReplayStreamer::StartStreaming fails.
[CL 2506027 by Ryan Gerleve in Main branch]
* You can scrub to any time on the timeline
* Use demo.GotoTimeInSeconds to test
* You can now scrub to very beginning of timeline
* Ability to enumerate checkpoints as events
* Continue to enumerate checkpoints in the background for live games
* Improved comments
* Cleanup
[CL 2493652 by John Pollard in Main branch]
* Added initial ability to set a replay time range as high priority so that the streamer will quickly download that section
* Added initial ability to check if a range of time has been downloaded for a replay
* Refactored replays to store absolute time in MS each frame
* Simplified the ReadDemoFrame loop
* Added ability for http streamer to report that the file stream is at the end (bAtEndOfReplay)
* Bumped replay file version
[CL 2474351 by John Pollard in Main branch]
Implemented in the Null module, stubbed for the HTTP module.
ShooterGame now uses these functions in the demo list menu.
[CL 2445451 by Ryan Gerleve in Main branch]