spin_sleep
<a href="https://crates.io/crates/spin_sleep">
<img src="http://img.shields.io/crates/v/spin_sleep.svg">
</a>
<a href="https://docs.rs/spin_sleep">
<img src="https://docs.rs/spin_sleep/badge.svg">
</a>
==========
Accurate sleeping. Only use native sleep as far as it can be trusted, then spin.
The problem with `thread::sleep` is it isn't always very accurate, and this accuracy varies
on platform and state. Spinning is as accurate as we can get, but consumes the CPU
rather ungracefully.
This library adds a middle ground, using a configurable native accuracy setting allowing
thread::sleep to wait the bulk of a sleep time, and spin the final section to guarantee
accuracy.
### SpinSleeper
```rust
extern crate spin_sleep;
// Create a new sleeper that trusts native thread::sleep with 100μs accuracy
let spin_sleeper = spin_sleep::SpinSleeper::new(100_000);
// Sleep for 1.01255 seconds, this will:
// - thread:sleep for 1.01245 seconds, ie 100μs less than the requested duration
// - spin until total 1.01255 seconds have elapsed
spin_sleeper.sleep(Duration::new(1, 12_550_000));
```
Sleep can also requested in `f64` seconds or `u64` nanoseconds
(useful when used with `time` crate)
```rust
spin_sleeper.sleep_s(1.01255);
spin_sleeper.sleep_ns(1_012_550_000);
```
### LoopHelper
For controlling & report rates (e.g. game FPS) this crate provides `LoopHelper`. A `SpinSleeper` is used to maximise
sleeping accuracy.
```rust
use spin_sleep::LoopHelper;
let mut loop_helper = LoopHelper::builder()
.report_interval_s(0.5) // report every half a second
.build_with_target_rate(250.0); // limit to 250 FPS if possible
let mut current_fps = None;
loop {
let delta = loop_helper.loop_start(); // or .loop_start_s() for f64 seconds
// compute_something(delta);
if let Some(fps) = loop_helper.report_rate() {
current_fps = Some(fps);
}
// render_fps(current_fps);
loop_helper.loop_sleep(); // sleeps to acheive a 250 FPS rate
}
```