Make framecheck ever so slightly async

This commit is contained in:
Tamius Han 2021-09-14 19:12:54 +02:00
parent 820af9b133
commit b1ec4f7387

View File

@ -660,7 +660,7 @@ class ArDetector {
id = undefined;
}
frameCheck(){
async frameCheck(){
if(! this.video){
this.logger.log('error', 'debug', `%c[ArDetect::frameCheck] <@${this.arid}> Video went missing. Destroying current instance of videoData.`);
this.conf.destroy();
@ -680,7 +680,15 @@ class ArDetector {
//
try {
startTime = performance.now();
this.blackframeContext.drawImage(this.video, 0, 0, this.blackframeCanvas.width, this.blackframeCanvas.height);
// do it in ghetto async. This way, other javascript function should be able to
// get a chance to do something _before_ we process our data
await new Promise<void>(
resolve => {
this.blackframeContext.drawImage(this.video, 0, 0, this.blackframeCanvas.width, this.blackframeCanvas.height);
resolve();
}
);
partialDrawImageTime += performance.now() - startTime;
this.fallbackMode = false;
@ -726,7 +734,9 @@ class ArDetector {
return; // it's prolly just a fluke, so we do nothing special here
}
// draw blackframe sample from our main sample:
this.blackframeContext.drawImage(this.canvas, this.blackframeCanvas.width, this.blackframeCanvas.height);
await new Promise(resolve => {
this.blackframeContext.drawImage(this.canvas, this.blackframeCanvas.width, this.blackframeCanvas.height);
});
partialDrawImageTime += performance.now() - startTime;
this.logger.log('info', 'arDetect_verbose', `%c[ArDetect::frameCheck] canvas.drawImage seems to have worked`, "color:#000; backgroud:#2f5;");
@ -743,7 +753,9 @@ class ArDetector {
// if we are in normal mode though, the frame has yet to be drawn
if (!this.fallbackMode) {
startTime = performance.now();
this.context.drawImage(this.video, 0, 0, this.canvas.width, this.canvas.height);
await new Promise(resolve => {
this.context.drawImage(this.video, 0, 0, this.canvas.width, this.canvas.height);
})
partialDrawImageTime += performance.now() - startTime;
}