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EngineClock

Struct EngineClock 

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pub struct EngineClock(/* private fields */);
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Patch form of a fingerprinted state envelope, against the last one sent to this seat. None the first time a seat is served, or if anything is missing, and the caller falls back to the full state, which is always correct. When the engine host last received a player’s response, as milliseconds on its own monotonic clock. The response path writes it and the emit path reads it, so an outgoing envelope can say how long the engine took without anyone comparing clocks across hosts.

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impl EngineClock

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pub fn mark_response(&self)

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pub fn mark_decision_complete(&self)

Cleared once the decision it was timing completes, so an envelope emitted later, while a player is thinking, cannot report that wait as engine time.

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pub fn elapsed_ms(&self) -> Option<u32>

Milliseconds since the last response, or None if none has arrived yet or the decision it was timing has already completed.

There is deliberately no upper bound. Idle time used to be excluded by discarding anything past 120s, which also discarded the slow decisions the metric exists to expose: a real 175s decision reported no engineMs at all, so the field was absent exactly when it mattered and every quantile built from it was understated. mark_decision_complete draws that line by state instead of by duration.

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impl Clone for EngineClock

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fn clone(&self) -> EngineClock

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for EngineClock

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fn default() -> EngineClock

Returns the “default value” for a type. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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