pub struct CoordProcessor {
pub cam_manager: ConnectedCamerasManager,
pub recon: Option<FlydraMultiCameraSystem<MyFloat>>,
pub braidz_write_tx: SingletonSender<SaveToDiskMsg>,
pub writer_join_handle: JoinHandle<Result<()>>,
/* private fields */
}Fields§
§cam_manager: ConnectedCamerasManager§recon: Option<FlydraMultiCameraSystem<MyFloat>>§braidz_write_tx: SingletonSender<SaveToDiskMsg>Channel to send messages to the writing thread.
writer_join_handle: JoinHandle<Result<()>>Implementations§
Source§impl CoordProcessor
impl CoordProcessor
pub fn new( cfg: CoordProcessorConfig, cam_manager: ConnectedCamerasManager, recon: Option<FlydraMultiCameraSystem<MyFloat>>, metadata_builder: BraidMetadataBuilder, ) -> Result<Self>
pub fn add_listener( &mut self, model_server: Sender<(SendType, TimeDataPassthrough)>, )
Sourcepub async fn consume_stream<S>(
self,
frame_data_rx: S,
expected_framerate: Option<f32>,
) -> Result<JoinHandle<Result<()>>>
pub async fn consume_stream<S>( self, frame_data_rx: S, expected_framerate: Option<f32>, ) -> Result<JoinHandle<Result<()>>>
Consume the CoordProcessor and the input stream.
Returns a future that completes when done. This is basically the “main loop”. It is async, though, and yields many times throughout this execution.
Upon completion, returns a std::thread::JoinHandle from a spawned writing thread. To ensure data is completely saved, this should be driven to completion before ending the process.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for CoordProcessor
impl !RefUnwindSafe for CoordProcessor
impl Send for CoordProcessor
impl Sync for CoordProcessor
impl Unpin for CoordProcessor
impl UnsafeUnpin for CoordProcessor
impl !UnwindSafe for CoordProcessor
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