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Add LZMA compression & improve replay world handling
Add configurable replay compression (None/Lzma) and presets, with LZMA save/load support and format auto-detection; expose Serializer.LastErr for better error messages. Improve timeline/playback world handling: more robust pickup spawn/fallback logic, replay-world cleanup, deterministic pickup destruction, seed-fixing for old files, and door interaction spatial matching. Remove legacy locker serialization/handling and related event code. Wire server round events to stop/cleanup timeline on round end/restart/waiting, adjust voice timestamping, and update protocol/version metadata and README. Project file updated with NuGet references and an ILRepack merge target; assembly description bumped to V1.0.1 and added app/packages/release docs.
Copy file name to clipboardExpand all lines: Causality0Config.cs
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namespaceCausality0;
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publicenumC0CompressionMode
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{
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None,
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Lzma
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}
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publicenumC0CompressionPreset
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{
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FastestSpeed,
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FastSpeed,
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Normal,
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HighCompression,
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MaximumCompression
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}
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publicsealedclassCausality0Config
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{
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[Description("默认录制帧率 只影响新开始的录制,不影响加载已有回放。推荐 15-120 / Default recording FPS. Only affects new recordings and does not affect loading existing replays. Recommended range: 15-120.")]
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publicintDefaultRecordFps{get;set;}=60;
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[Description("是否录制玩家语音 关闭时仍可正常录制与回放其他数据,只是不保存语音包 / Whether to record player voice. When disabled, other data can still be recorded and replayed normally, but voice packets will not be saved.")]
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publicboolRecordVoice{get;set;}=false;
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[Description("回放文件压缩模式 可选 None、Lzma。保存时按所选协议写入,加载时会自动识别格式,不影响回放解码 / Replay file compression mode. Available values: None, Lzma. Saving uses the selected format, and loading auto-detects the format so playback decoding remains compatible.")]
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