15 unstable releases (3 breaking)
0.4.4 | Feb 18, 2024 |
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0.4.2 | Dec 7, 2023 |
0.4.0 | Nov 29, 2023 |
0.1.1 | May 24, 2023 |
#234 in Embedded development
48KB
530 lines
Event Sync
EventSync is a crate that can be used to synchronize events to only occur between fixed gaps of time.
Say you wanted an event to occur every 10ms, but it takes a few milliseconds to setup that event. You'd end up having to sleep 10ms + the time it took to setup the event.
That's where EventSync comes in. You can create an EventSync with a tickrate of 10ms, setup your event, then wait until the next tick. Aslong as the time it took to setup the event was <10ms, waiting for the next tick would ensure exactly 10ms had ocurred since the last event. That would look something like this
use event_sync::*;
let tickrate = 10; // 10ms between every tick.
let event_sync = EventSync::new(tickrate);
// multi-ms long task
event_sync.wait_for_tick();
// repeat the task
Getting Started
In order to use event_sync, you start by creating an instance of EventSync
with EventSync::new()
. You then pass in the desired tickrate for the EventSync
to know how long a tick should last. (For more ways of creating an EventSync, check
the examples)
The tickrate will be an integer represented as milliseconds, and cannot go below 1. If you pass in 0, 1 millisecond will be set as the tickrate.
use event_sync::*;
let tickrate = 10; // 10ms between every tick
// Create an event synchronizer with a 10ms tickrate.
let event_sync = EventSync::new(tickrate);
With this, you can call methods such as wait_for_x_ticks()
. Which will wait
for the amount of ticks passed in.
That would look something like this:
use event_sync::*;
let tickrate = 10;
let event_sync = EventSync::new(tickrate);
// multi-ms long task.
// wait for the next 2 ticks
event_sync.wait_for_x_ticks(2);
// repeat the task
This would make it so the task in question would only start running every 20ms.
What even is a Tick
?
A Tick
can be thought of as imaginary markers in time, starting at creation of
the EventSync, and separated by the duration of the Tickrate
.
When you wait for 1 tick, EventSync will sleep its current thread up to the next tick. If you were to wait for multiple ticks, EventSync sleeps up to the next tick, plus the duration of the remaining ticks to wait for.
Another way to describe it. Say we had a tickrate of 10ms, and it's been 5ms since the last tick. If you then waited 1 tick, EventSync will sleep for 5ms, which is the duration until the next tick marker.
Permissions
EventSync can exist in two states, Mutable
and Immutable
.
These states indicate which methods can be called on an instance of EventSync
.
The reason these exist is due to the connectedness of an EventSync. There needs to be some sort of hierarchy involved so that not just anybody can change the world.
If you had some sort of master struct that holds an EventSync, this is what would hold a Mutable copy:
use event_sync::*;
struct MasterTimeKeeper {
synchronizer: EventSync<Mutable>,
}
If you wanted to pass this around to any other threads you wanted to synchronize, you would want to pass Immutable copies of this master synchronizer:
use event_sync::*;
struct MasterTimeKeeper {
synchronizer: EventSync<Mutable>,
}
let tickrate = 10;
let who = MasterTimeKeeper { synchronizer: EventSync::new(tickrate) };
let connected_who: EventSync<Immutable> = who.synchronizer.clone_immutable();
// Pass the connected EventSync anywhere it's needed.
Dependencies
~0.4–1MB
~23K SLoC