replay wip
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# Match Replay JSON Format
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Guide for implementing the admin-panel replay viewer. Files are written by the Unity dedicated server (and practice host) to disk only.
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## Where files live
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```
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{ApplicationDirectory}/Logs/{matchId}_replay.json
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```
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| Match type | `matchId` in filename / JSON | Notes |
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|------------|------------------------------|--------|
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| Ranked / dedicated | Positive matchmaker id (e.g. `228`) | Same id as `Logs/228.txt` |
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| Practice / tutorial | Negative unix timestamp (e.g. `-1769539200`) | `isPractice: true`; unique per session |
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Example paths:
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- `Logs/228_replay.json`
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- `Logs/-1769539200_replay.json`
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## Top-level object
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```json
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{
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"version": 1,
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"matchId": 228,
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"isPractice": false,
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"fixedDeltaTime": 0.02,
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"duration": 184.32,
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"entities": [ /* ... */ ],
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"frames": [ /* ... */ ],
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"events": [ /* ... */ ]
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}
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```
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| Field | Type | Description |
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|-------|------|-------------|
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| `version` | int | Schema version. Currently `1`. |
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| `matchId` | int | Match id (positive = ranked, negative = practice). |
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| `isPractice` | bool | `true` for localhost practice / tutorial host. |
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| `fixedDeltaTime` | float | Physics step used while recording (typically `0.02` → ~50 Hz). |
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| `duration` | float | Length of the recording in seconds (`t` of last sample / end). |
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| `entities` | array | Ball + pucks. Order defines pose array indices in every frame. |
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| `frames` | array | Time-ordered pose samples (~every FixedUpdate). |
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| `events` | array | Time-ordered discrete events (hits, goals, resets). |
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Time `t` everywhere is **seconds since recording start** (match start), not wall-clock UTC.
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---
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## Entities
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```json
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{ "id": 0, "type": "ball", "team": "" }
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{ "id": 1, "type": "puck", "team": "Red" }
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{ "id": 2, "type": "puck", "team": "Blue" }
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```
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| Field | Type | Values |
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|-------|------|--------|
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| `id` | int | Stable index `0 .. N-1`. Matches array index in each frame’s `x`/`y`/`vx`/`vy`. |
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| `type` | string | `"ball"` or `"puck"` |
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| `team` | string | `"Red"`, `"Blue"`, or `""` for ball |
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Entity list is fixed for the whole file. **Index `i` in a frame’s pose arrays always refers to `entities[i]`.**
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Typical order: ball first, then pucks sorted by team then spawn position.
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---
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## Frames (motion samples)
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```json
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{
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"t": 12.40,
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"x": [0.0, 1.2, -0.5],
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"y": [0.1, -0.3, 2.0],
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"vx": [0.0, 3.1, -1.0],
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"vy": [0.2, 0.0, 0.5]
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}
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```
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| Field | Type | Description |
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|-------|------|-------------|
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| `t` | float | Sample time in seconds (monotonic, increasing). |
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| `x`, `y` | float[] | World position per entity (Unity 2D world units). |
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| `vx`, `vy` | float[] | Linear velocity per entity at that sample (world units / second). |
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- Array length always equals `entities.length`.
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- Samples are dense (~`1 / fixedDeltaTime` Hz). Do **not** treat them as render frames.
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### Coordinate system
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Unity 2D world space:
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- Origin at field center
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- `+X` right, `+Y` up (as in Unity)
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- Scale matches the in-game pitch (see game `fieldSize` / art for admin canvas mapping)
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---
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## Events
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```json
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{ "t": 12.4, "type": "hit", "kind": "ball_wall", "vol": 0.6, "id": 0, "team": "", "redScore": 0, "blueScore": 0, "kickoff": false }
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{ "t": 30.1, "type": "goal", "kind": "", "vol": 0, "id": -1, "team": "Blue", "redScore": 1, "blueScore": 0, "kickoff": false }
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{ "t": 32.2, "type": "reset", "kind": "", "vol": 0, "id": -1, "team": "", "redScore": 0, "blueScore": 0, "kickoff": false }
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```
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All event objects share the same fields (Unity `JsonUtility` shape). Unused fields are empty / zero / `-1`.
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| Field | Used by | Description |
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|-------|---------|-------------|
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| `t` | all | Event time in seconds. |
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| `type` | all | `"hit"` \| `"goal"` \| `"reset"` |
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| `kind` | `hit` | `"puck_puck"` \| `"ball_puck"` \| `"ball_wall"` |
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| `vol` | `hit` | SFX volume `0..1` (from relative impact speed). |
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| `id` | `hit` | Entity id involved (spatial cue). `-1` if unknown. |
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| `team` | `goal` | **Conceding** side / goal owner (`"Red"` or `"Blue"`). The other team scored. |
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| `redScore` | `goal` | Score after this goal. |
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| `blueScore` | `goal` | Score after this goal. |
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| `kickoff` | `goal`, `reset` | Kickoff-goal / kickoff-style reset when `true`. |
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### Event semantics
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| `type` | Meaning for the viewer |
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|--------|-------------------------|
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| `hit` | Play collision SFX at `vol`. Optional: flash near entity `id`. |
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| `goal` | Goal scored against `team`. Update scoreboard to `redScore`/`blueScore`. Play goal SFX. **Discontinuity** — do not interpolate motion across this time. |
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| `reset` | Pieces are lerping / teleporting back. **Discontinuity** — snap poses; do not blend across. |
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First-to-3 wins; a completed match usually ends shortly after a goal that makes a score `3`.
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---
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## Playback contract (required for smooth motion)
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Recording is FixedUpdate (~50 Hz). Snapping happens if the viewer steps sample-by-sample without blending. Follow this:
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### 1. Drive time with wall clock
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```text
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playbackTime += (deltaMs / 1000) * playbackSpeed
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playbackTime = clamp(playbackTime, 0, duration)
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```
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Use `requestAnimationFrame` (or equivalent). Do **not** advance one JSON frame per rAF tick.
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### 2. Interpolate poses between samples
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Binary-search `frames` for neighbors where:
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```text
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frames[i].t <= playbackTime < frames[i+1].t
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```
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Then for each entity index `e`:
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**Minimum (good):** linear lerp of `x`/`y`:
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```text
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u = (playbackTime - t0) / (t1 - t0)
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x = lerp(x0[e], x1[e], u)
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y = lerp(y0[e], y1[e], u)
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```
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**Recommended (smooth under acceleration):** cubic Hermite using velocities:
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```text
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dt = t1 - t0
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u = (playbackTime - t0) / dt
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u2 = u*u
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u3 = u2*u
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h00 = 2*u3 - 3*u2 + 1
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h10 = u3 - 2*u2 + u
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h01 = -2*u3 + 3*u2
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h11 = u3 - u2
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x = h00*x0 + h10*dt*vx0 + h01*x1 + h11*dt*vx1
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y = h00*y0 + h10*dt*vy0 + h01*y1 + h11*dt*vy1
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```
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(Same for each entity index.)
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### 3. Snap across discontinuities
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Treat every `goal` and `reset` event as a cut:
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- When `playbackTime` crosses that event’s `t`, **do not** interpolate from the previous sample across the cut.
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- Seek to the frame at or immediately after `t` and snap positions.
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Practical approach: build a sorted list of discontinuity times from events where `type === "goal" || type === "reset"`. If `t0` and `t1` straddle a discontinuity, snap to the post-cut sample instead of lerping.
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### 4. Fire events once when crossed
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Keep `lastEventIndex` (or last fired `t`). When `playbackTime` advances past an event’s `t`, fire it once:
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- `hit` → SFX by `kind` / `vol`
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- `goal` → score UI + goal audio
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- `reset` → optional reset cue (usually silent)
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On seek / scrub: reset event cursor; either skip SFX or replay only from the new time forward.
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---
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## Suggested viewer pipeline
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```text
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Load JSON
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→ map entities to sprites (ball / red pucks / blue pucks)
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→ sort events by t (already ordered, but verify)
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→ each animation frame:
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advance playbackTime
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resolve poses (Hermite + discontinuity snaps)
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draw entities
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dispatch newly crossed events
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```
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### Seeking / scrubbing
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1. Set `playbackTime` to the scrub value.
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2. Find the nearest frame (or interpolate as above).
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3. Recompute score from the last `goal` event with `t <= playbackTime` (else `0–0`).
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4. Reset the event-fire cursor to that time so SFX don’t spam.
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### Scoreboard without scrubbing
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Start at `0–0`. On each `goal` event, set scores from that event’s `redScore` / `blueScore`.
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---
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## Minimal TypeScript types
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```ts
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export interface ReplayFile {
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version: number;
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matchId: number;
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isPractice: boolean;
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fixedDeltaTime: number;
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duration: number;
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entities: ReplayEntity[];
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frames: ReplayFrame[];
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events: ReplayEvent[];
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}
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export interface ReplayEntity {
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id: number;
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type: "ball" | "puck" | string;
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team: "Red" | "Blue" | "" | string;
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}
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export interface ReplayFrame {
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t: number;
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x: number[];
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y: number[];
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vx: number[];
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vy: number[];
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}
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export interface ReplayEvent {
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t: number;
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type: "hit" | "goal" | "reset" | string;
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kind: "puck_puck" | "ball_puck" | "ball_wall" | "" | string;
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vol: number;
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id: number; // entity id, or -1
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team: "Red" | "Blue" | "" | string; // conceding team on goal
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redScore: number;
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blueScore: number;
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kickoff: boolean;
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}
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```
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---
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## Checklist for a correct viewer
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- [ ] Time driven by real elapsed time × speed, not frame index
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- [ ] Poses interpolated between samples (Hermite preferred)
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- [ ] No interpolation across `goal` / `reset`
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- [ ] Entity index `i` always matches `entities[i]`
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- [ ] Hit SFX use `kind` + `vol`
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- [ ] Goal `team` means **conceding** side
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- [ ] Practice files filtered via `isPractice` or negative `matchId`
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## Out of scope (not in the JSON)
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- Player names / user ids (use matchmaker / match API by `matchId` for ranked games)
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- Camera / UI layout
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- Launch aim lines / turn timer
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- Network latency or client prediction
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