|PlayerClient (const std::string aHostname=PLAYER_HOSTNAME, uint32_t aPort=PLAYER_PORTNUM, int transport=PLAYERC_TRANSPORT_TCP)|
|Make a client and connect it as indicated. |
|Are we currently connected? |
|Start the run thread. |
|Stop the run thread. |
|void||Run (uint32_t aTimeout=10)|
|This starts a blocking loop on Read() |
|Stops the Run() loop. |
|bool||Peek (uint32_t timeout=0)|
|Check whether there is data waiting on the connection, blocking for up to |
|void||SetRequestTimeout (uint32_t seconds)|
|Set the timeout for client requests. |
|void||SetRetryLimit (int limit)|
|Set connection retry limit, which is the number of times that we'll try to reconnect to the server after a socket error. |
|Get connection retry limit, which is the number of times that we'll try to reconnect to the server after a socket error. |
|void||SetRetryTime (double time)|
|Set connection retry time, which is number of seconds to wait between reconnection attempts. |
|Get connection retry time, which is number of seconds to wait between reconnection attempts. |
|A blocking Read. |
|A nonblocking Read. |
|void||SetDataMode (uint32_t aMode)|
|Set whether the client operates in Push/Pull modes. |
|void||SetReplaceRule (bool aReplace, int aType=-1, int aSubtype=-1, int aInterf=-1)|
|Set a replace rule for the clients queue on the server. |
|Get the list of available device ids. |
|std::list< playerc_device_info_t >||GetDeviceList ()|
|std::string||GetHostname () const|
|Returns the hostname. |
|uint32_t||GetPort () const|
|Returns the port. |
|int||LookupCode (std::string aName) const|
|Get the interface code for a given name. |
|std::string||LookupName (int aCode) const|
|Get the name for a given interface code. |
|Get count of the number of discarded messages on the server since the last call to this method. |
|A mutex for handling synchronization. |
|void||Connect (const std::string aHostname, uint32_t aPort)|
< PlayerCc::ClientProxy * >
|std::list< playerc_device_info_t >||mDeviceList|
The PlayerClient is used for communicating with the player server.
One PlayerClient object is used to control each connection to a Player server. Contained within this object are methods for changing the connection parameters and obtaining access to devices.
Since the threading functionality of the PlayerClient is built on Boost, these options are conditionally available based on the Boost threading library being present on the system. The StartThread() and StopThread() are the only functions conditionally available based on this.
Member Function Documentation
Get connection retry limit, which is the number of times that we'll try to reconnect to the server after a socket error.
Get connection retry time, which is number of seconds to wait between reconnection attempts.
|bool PlayerCc::PlayerClient::Peek||(||uint32_t||timeout = ||)|
Check whether there is data waiting on the connection, blocking for up to
timeout milliseconds (set to 0 to not block).
- false if there is no data waiting
- true if there is data waiting
A blocking Read.
Use this method to read data from the server, blocking until at least one message is received. Use PlayerClient::Peek() to check whether any data is currently waiting. In pull mode, this will block until all data waiting on the server has been received, ensuring as up to date data as possible.
A nonblocking Read.
Use this method if you want to read in a nonblocking manner. This is the equivalent of checking if Peek is true and then reading
Get the list of available device ids.
The data is written into the proxy structure rather than retured to the caller.
Set whether the client operates in Push/Pull modes.
You can toggle the mode in which the server sends data to your client with this method. The
mode should be one of
- PLAYER_DATAMODE_PUSH (all data)
- PLAYER_DATAMODE_PULL (data on demand) When in pull mode, it is highly recommended that a replace rule is set for data packets to prevent the server message queue becoming flooded. For a more detailed description of data modes, see Client Data Modes.
throws PlayerError if unsuccessfull
Set a replace rule for the clients queue on the server.
If a rule with the same pattern already exists, it will be replaced with the new rule (i.e., its setting to replace will be updated).
aReplace Should we replace these messages? true/false aType type of message to set replace rule for (-1 for wildcard). See Message types. aSubtype message subtype to set replace rule for (-1 for wildcard). aInterf Interface to set replace rule for (-1 for wildcard). This can be used to set the replace rule for all members of a certain interface type. See Interface specifications.
throws PlayerError if unsuccessfull
Set connection retry limit, which is the number of times that we'll try to reconnect to the server after a socket error.
Set to -1 for inifinite retry.
Set connection retry time, which is number of seconds to wait between reconnection attempts.
The documentation for this class was generated from the following file: