Make framecheck ever so slightly async
This commit is contained in:
parent
820af9b133
commit
b1ec4f7387
@ -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;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user