GameWindowCoroutineDispatcher   
    class GameWindowCoroutineDispatcher(var nowProvider: () -> TimeSpan = { PerformanceCounter.reference }, var fast: Boolean = false) : CoroutineDispatcher, Delay, Closeable
Types
Properties
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                  Allows to configure how much time per frame is available to execute pending tasks, despite time available in the frame. When not set it uses the remaining available time in frame
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                  Functions
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                  fun informTooManyCallbacksToHandleInThisFrame(elapsedTime: TimeSpan, availableTime: TimeSpan, processedTimedTasks: Int, processedTasks: Int)
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                  open override fun invokeOnTimeout(timeMillis: Long, block: Runnable, context: CoroutineContext): DisposableHandle
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                  open override fun scheduleResumeAfterDelay(timeMillis: Long, continuation: CancellableContinuation<Unit>)