Auto merge of #113753 - dvdsk:master, r=dtolnay
Add implementation for thread::sleep_until - Feature gate is `thread::sleep_until` - Tracking issue is: #113752 - APC: https://github.com/rust-lang/libs-team/issues/237
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d7229c479c
@ -178,7 +178,7 @@
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use crate::sys_common::thread_info;
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use crate::sys_common::thread_info;
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use crate::sys_common::thread_parking::Parker;
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use crate::sys_common::thread_parking::Parker;
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use crate::sys_common::{AsInner, IntoInner};
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use crate::sys_common::{AsInner, IntoInner};
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use crate::time::Duration;
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use crate::time::{Duration, Instant};
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#[stable(feature = "scoped_threads", since = "1.63.0")]
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#[stable(feature = "scoped_threads", since = "1.63.0")]
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mod scoped;
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mod scoped;
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@ -872,6 +872,86 @@ pub fn sleep(dur: Duration) {
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imp::Thread::sleep(dur)
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imp::Thread::sleep(dur)
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}
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}
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/// Puts the current thread to sleep until the specified deadline has passed.
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///
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/// The thread may still be asleep after the deadline specified due to
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/// scheduling specifics or platform-dependent functionality. It will never
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/// wake before.
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///
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/// This function is blocking, and should not be used in `async` functions.
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///
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/// # Platform-specific behavior
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///
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/// This function uses [`sleep`] internally, see its platform-specific behaviour.
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///
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///
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/// # Examples
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///
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/// A simple game loop that limits the game to 60 frames per second.
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///
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/// ```no_run
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/// #![feature(thread_sleep_until)]
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/// # use std::time::{Duration, Instant};
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/// # use std::thread;
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/// #
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/// # fn update() {}
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/// # fn render() {}
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/// #
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/// let max_fps = 60.0;
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/// let frame_time = Duration::from_secs_f32(1.0/max_fps);
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/// let mut next_frame = Instant::now();
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/// loop {
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/// thread::sleep_until(next_frame);
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/// next_frame += frame_time;
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/// update();
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/// render();
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/// }
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/// ```
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///
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/// A slow api we must not call too fast and which takes a few
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/// tries before succeeding. By using `sleep_until` the time the
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/// api call takes does not influence when we retry or when we give up
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///
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/// ```no_run
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/// #![feature(thread_sleep_until)]
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/// # use std::time::{Duration, Instant};
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/// # use std::thread;
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/// #
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/// # enum Status {
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/// # Ready(usize),
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/// # Waiting,
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/// # }
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/// # fn slow_web_api_call() -> Status { Status::Ready(42) }
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/// #
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/// # const MAX_DURATION: Duration = Duration::from_secs(10);
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/// #
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/// # fn try_api_call() -> Result<usize, ()> {
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/// let deadline = Instant::now() + MAX_DURATION;
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/// let delay = Duration::from_millis(250);
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/// let mut next_attempt = Instant::now();
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/// loop {
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/// if Instant::now() > deadline {
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/// break Err(());
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/// }
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/// if let Status::Ready(data) = slow_web_api_call() {
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/// break Ok(data);
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/// }
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///
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/// next_attempt = deadline.min(next_attempt + delay);
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/// thread::sleep_until(next_attempt);
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/// }
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/// # }
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/// # let _data = try_api_call();
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/// ```
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#[unstable(feature = "thread_sleep_until", issue = "113752")]
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pub fn sleep_until(deadline: Instant) {
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let now = Instant::now();
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if let Some(delay) = deadline.checked_duration_since(now) {
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sleep(delay);
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}
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}
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/// Used to ensure that `park` and `park_timeout` do not unwind, as that can
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/// Used to ensure that `park` and `park_timeout` do not unwind, as that can
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/// cause undefined behaviour if not handled correctly (see #102398 for context).
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/// cause undefined behaviour if not handled correctly (see #102398 for context).
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struct PanicGuard;
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struct PanicGuard;
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