ctrl+D
on linux / macOS, or ctrl+Z
on windowsctrl+c
```rust let hltas = HLTAS { properties: Properties::default(), lines: vec![ Line::FrameBulk(FrameBulk { frametime: "0.001".tostring(), framecount: NonZeroU32::new(150).unwrap(), autoactions: Default::default(), movementkeys: Default::default(), actionkeys: Default::default(), pitch: Default::default(), consolecommand: Default::default(), }), Line::FrameBulk(FrameBulk { frametime: "0.004".tostring(), framecount: NonZeroU32::new(150).unwrap(), autoactions: Default::default(), movementkeys: Default::default(), actionkeys: Default::default(), pitch: Default::default(), consolecommand: Default::default(), }), ], };
let analysis = analyze_hltas(&hltas).unwrap();
// prints in a nice format println!("{}", analysis);
asserteq!(analysis.estimatedtime, dec!(0.75)); asserteq!(analysis.frametimestats, vec![ FrametimeStats { frametime: dec!(0.001), framecount: BigUint::fromu32(150).unwrap(), }, FrametimeStats { frametime: dec!(0.004), framecount: BigUint::fromu32(150).unwrap(), }, ]); ```
It looks cool thats why
Why so many stats are printed on the console? It seems pointless
Idk more the better I guess
Why not analyze the bxt logs directly instead if hltas only gives an estimated time?