_playerc_client_t Struct Reference

Client object data. More...

#include <playerc.h>

Collaboration diagram for _playerc_client_t:
Collaboration graph

Detailed Description

Client object data.

Public Attributes

void * id
 A useful ID for identifying devices; mostly used by other language bindings. More...
 
char * host
 Server address. More...
 
int port
 
int transport
 
struct sockaddr_in server
 
int connected
 Whether or not we're currently connected. More...
 
int retry_limit
 How many times we'll try to reconnect after a socket error. More...
 
double retry_time
 How long to sleep, in seconds, to sleep between reconnect attempts. More...
 
uint32_t overflow_count
 How many messages were lost on the server due to overflows, incremented by player, cleared by user. More...
 
int sock
 
uint8_t mode
 
int data_requested
 
int data_received
 
playerc_device_info_t devinfos [PLAYER_MAX_DEVICES]
 List of available (but not necessarily subscribed) devices. More...
 
int devinfo_count
 
struct _playerc_device_tdevice [PLAYER_MAX_DEVICES]
 List of subscribed devices.
 
int device_count
 
playerc_client_item_t qitems [PLAYERC_QUEUE_RING_SIZE]
 
int qfirst
 
int qlen
 
int qsize
 
char * data
 
char * read_xdrdata
 
size_t read_xdrdata_len
 
double datatime
 Server time stamp on the last packet. More...
 
double lasttime
 Server time stamp on the previous packet. More...
 
double request_timeout
 

Member Data Documentation

◆ connected

int _playerc_client_t::connected

Whether or not we're currently connected.

Set by playerc_client_connect() and playerc_client_disconnect(). Read-only.

Referenced by PlayerCc::PlayerClient::Connected().

◆ data

char* _playerc_client_t::data

Temp buffers for incoming / outgoing packets.

◆ data_received

int _playerc_client_t::data_received

Data request flag; if mode == PLAYER_DATAMODE_PULL, have we received any data in this round?

◆ data_requested

int _playerc_client_t::data_requested

Data request flag; if mode == PLAYER_DATAMODE_PULL, have we requested and not yet received a round of data?

◆ datatime

double _playerc_client_t::datatime

Server time stamp on the last packet.

◆ devinfos

playerc_device_info_t _playerc_client_t::devinfos[PLAYER_MAX_DEVICES]

List of available (but not necessarily subscribed) devices.

This list is filled in by playerc_client_get_devlist().

◆ host

char* _playerc_client_t::host

Server address.

◆ id

void* _playerc_client_t::id

A useful ID for identifying devices; mostly used by other language bindings.

◆ lasttime

double _playerc_client_t::lasttime

Server time stamp on the previous packet.

◆ mode

uint8_t _playerc_client_t::mode

Data delivery mode

◆ overflow_count

uint32_t _playerc_client_t::overflow_count

How many messages were lost on the server due to overflows, incremented by player, cleared by user.

◆ qitems

playerc_client_item_t _playerc_client_t::qitems[PLAYERC_QUEUE_RING_SIZE]

A circular queue used to buffer incoming data packets.

◆ retry_limit

int _playerc_client_t::retry_limit

How many times we'll try to reconnect after a socket error.

Use playerc_client_set_retry_limit() to set this value. Set to -1 for infinite retry.

Referenced by PlayerCc::PlayerClient::GetRetryLimit().

◆ retry_time

double _playerc_client_t::retry_time

How long to sleep, in seconds, to sleep between reconnect attempts.

Use playerc_client_set_retry_time() to set this value.

Referenced by PlayerCc::PlayerClient::GetRetryTime().

◆ sock

int _playerc_client_t::sock

Socket descriptor


The documentation for this struct was generated from the following file: