Table of Contents

Interface IReplayManager

Namespace
Sportradar.OddsFeed.SDK.Api.Replay
Assembly
Sportradar.OddsFeed.SDK.dll

Defines a contract implemented by classes capable of interacting with Replay Server

public interface IReplayManager

Methods

AddMessagesToReplayQueue(Urn, int?)

Adds event {eventId} to the end of the replay queue

IReplayResponse AddMessagesToReplayQueue(Urn eventId, int? startTime = null)

Parameters

eventId Urn

The Urn of the IMatch

startTime int?

The minutes relative to event start time

Returns

IReplayResponse

Returns an IReplayResponse

GetAvailableScenarios()

Gets a list of available replay scenarios

IEnumerable<IReplayScenario> GetAvailableScenarios()

Returns

IEnumerable<IReplayScenario>

A list of available replay scenarios

GetEventsInQueue()

Gets the events in replay queue.

IEnumerable<Urn> GetEventsInQueue()

Returns

IEnumerable<Urn>

Returns an array of event ids

GetReplayEventsInQueue()

Gets list of replay events in queue.

IEnumerable<IReplayEvent> GetReplayEventsInQueue()

Returns

IEnumerable<IReplayEvent>

Returns a list of replay events

GetStatusOfReplay()

Return the status of player. Possible values are: player is playing, player is stopped, player was never playing.

IReplayStatus GetStatusOfReplay()

Returns

IReplayStatus

Returns an IReplayResponse

RemoveEventFromReplayQueue(Urn)

Removes the event from replay queue

IReplayResponse RemoveEventFromReplayQueue(Urn eventId)

Parameters

eventId Urn

The Urn of the IMatch

Returns

IReplayResponse

Returns an IReplayResponse

StartReplay(int, int, int?, bool?)

Start replay the event from replay queue. Events are played in the order they were played in reality

IReplayResponse StartReplay(int speed = 10, int maxDelay = 10000, int? producerId = null, bool? rewriteTimestamps = null)

Parameters

speed int

The speed factor of the replay

maxDelay int

The maximum delay between messages in milliseconds

producerId int?

The id of the producer from which we want to get messages, or null for messages from all producers

rewriteTimestamps bool?

Should the timestamp in messages be rewritten with current time

Returns

IReplayResponse

Returns an IReplayResponse

Remarks

Start replay the event from replay queue. Events are played in the order they were played in reality, e.g. if there are some events that were played simultaneously in reality, they will be played in parallel as well here on replay server. If not specified, default values speed = 10 and max_delay = 10000 are used. This means that messages will be sent 10x faster than in reality, and that if there was some delay between messages that was longer than 10 seconds it will be reduced to exactly 10 seconds/10 000 ms (this is helpful especially in pre-match odds where delay can be even a few hours or more). If player is already in play, nothing will happen

StartReplay(int, int, int?, bool?, bool?)

Start replay the event from replay queue. Events are played in the order they were played in reality

IReplayResponse StartReplay(int speed, int maxDelay, int? producerId, bool? rewriteTimestamps, bool? runParallel)

Parameters

speed int

The speed factor of the replay

maxDelay int

The maximum delay between messages in milliseconds

producerId int?

The id of the producer from which we want to get messages, or null for messages from all producers

rewriteTimestamps bool?

Should the timestamp in messages be rewritten with current time

runParallel bool?

Should the events in queue replay independently

Returns

IReplayResponse

Returns an IReplayResponse

Remarks

Start replay the event from replay queue. Events are played in the order they were played in reality, e.g. if there are some events that were played simultaneously in reality, they will be played in parallel as well here on replay server. If not specified, default values speed = 10 and max_delay = 10000 are used. This means that messages will be sent 10x faster than in reality, and that if there was some delay between messages that was longer than 10 seconds it will be reduced to exactly 10 seconds/10 000 ms (this is helpful especially in pre-match odds where delay can be even a few hours or more). If player is already in play, nothing will happen

StartReplayScenario(int, int, int, int?, bool?)

Starts playing a predefined scenario

IReplayResponse StartReplayScenario(int scenarioId, int speed = 10, int maxDelay = 10000, int? producerId = null, bool? rewriteTimestamps = null)

Parameters

scenarioId int

The identifier of the scenario that should be played

speed int

The speed factor of the replay

maxDelay int

The maximum delay between messages in milliseconds

producerId int?

The id of the producer from which we want to get messages, or null for messages from all producers

rewriteTimestamps bool?

Should the timestamp in messages be rewritten with current time

Returns

IReplayResponse

Returns an IReplayResponse

Remarks

Start replay the event from replay queue. Events are played in the order they were played in reality, e.g. if there are some events that were played simultaneously in reality, they will be played in parallel as well here on replay server. If not specified, default values speed = 10 and max_delay = 10000 are used. This means that messages will be sent 10x faster than in reality, and that if there was some delay between messages that was longer than 10 seconds it will be reduced to exactly 10 seconds/10 000 ms (this is helpful especially in pre-match odds where delay can be even a few hours or more). If player is already in play, nothing will happen

StopAndClearReplay()

Stop the player if it is currently playing and clear the replay queue. If player is already stopped, the queue is cleared.

IReplayResponse StopAndClearReplay()

Returns

IReplayResponse

Returns an IReplayResponse

StopReplay()

Stop the player if it is currently playing. If player is already stopped, nothing will happen.

IReplayResponse StopReplay()

Returns

IReplayResponse

Returns an IReplayResponse