Add realtime replay support to SimulatedEventLoopFactory

"realtime" is heavily overloaded here, but this adds support
for making it so that you can play a SimulatedEventLoopFactory at
realtime speed (rather than just "as fast as possible"). This
can be useful in a variety of situations (e.g., debugging
tooling that will run in realtime on a robot).

Adds a demonstration of using this in an piece of AOS tooling for
plotting (this change also makes it so that that binary no longer spins
at 100% CPU indefinitely by consequence of better integrating
the EPoll object into the log replay).

Change-Id: Ia01ecd850a50c9b78dd72bfb0e8862672a716067
Signed-off-by: James Kuszmaul <james.kuszmaul@bluerivertech.com>
diff --git a/aos/events/logging/log_reader.h b/aos/events/logging/log_reader.h
index 6ea3193..157249c 100644
--- a/aos/events/logging/log_reader.h
+++ b/aos/events/logging/log_reader.h
@@ -231,6 +231,13 @@
     exit_on_finish_ = exit_on_finish;
   }
 
+  // Sets the realtime replay rate. A value of 1.0 will cause the scheduler to
+  // try to play events in realtime. 0.5 will run at half speed. Use infinity
+  // (the default) to run as fast as possible. This can be changed during
+  // run-time.
+  // Only applies when running against a SimulatedEventLoopFactory.
+  void SetRealtimeReplayRate(double replay_rate);
+
  private:
   void Register(EventLoop *event_loop, const Node *node);