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/// # Game-oriented Metrics Collection
///
/// This library leverages `hdrhistogram` and `crossbeam-channel` to allow collecting non-blocking
/// timing metrics. This library is geared towards the specific needs of measuring metrics in a game-specific
/// context; meaning span metrics and frame metrics; although many better libraries exist, these are
/// all mainly geared towards web, server and async contexts.
///
/// The `disable` feature exists to disable the system at compile time.
///
/// # Example
/// ```
/// use game_metrics::{scope, instrument, Metrics};
///use std::time::Duration;
///
///#[instrument]
///fn long() {
/// std::thread::sleep(Duration::from_millis(500));
///}
///
///#[instrument]
///fn short() {
/// std::thread::sleep(Duration::from_millis(50));
///}
///
///
///fn long_scoped() {
/// scope!("long_scoped");
/// std::thread::sleep(Duration::from_millis(500));
///}
///
///
///fn short_scoped() {
/// scope!("short_scoped");
/// std::thread::sleep(Duration::from_millis(50));
///}
///
///
///let metrics = Metrics::new(1);
///
///let t1 = std::thread::spawn(|| {
/// (0..10).for_each(|_| long_scoped());
/// (0..10).for_each(|_| long());
/// (0..10).for_each(|_| short_scoped());
/// (0..10).for_each(|_| short());
///});
///
///let t2 = std::thread::spawn(|| {
/// (0..10).for_each(|_| long_scoped());
/// (0..10).for_each(|_| long());
/// (0..10).for_each(|_| short_scoped());
/// (0..10).for_each(|_| short());
///});
///
///t1.join().unwrap();
///t2.join().unwrap();
///
///metrics.for_each_histogram(|span_name, h| {
/// println!("{} -> {:.2}ms", span_name, h.mean() / 1_000_000.0);
///});
///
/// ```
pub use ;
pub use instrument;
pub use ;
pub use Level as LogLevel;