_playerc_client_t Struct Reference

Client object data. More...

#include <playerc.h>

Collaboration diagram for _playerc_client_t:

List of all members.


Detailed Description

Client object data.

Public Attributes

void * id
 A useful ID for identifying devices; mostly used by other language bindings.
char * host
 Server address.
int port
int transport
struct sockaddr_in server
int connected
 Whether or not we're currently connected.
int retry_limit
 How many times we'll try to reconnect after a socket error.
double retry_time
 How long to sleep, in seconds, to sleep between reconnect attempts.
uint32_t overflow_count
 How many messages were lost on the server due to overflows, incremented by player, cleared by user.
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.
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 * write_xdrdata
char * read_xdrdata
size_t read_xdrdata_len
double datatime
 Server time stamp on the last packet.
double lasttime
 Server time stamp on the previous packet.
double request_timeout

Member Data Documentation

Whether or not we're currently connected.

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

Temp buffers for incoming / outgoing packets.

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

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

Server time stamp on the last packet.

List of available (but not necessarily subscribed) devices.

This list is filled in by playerc_client_get_devlist().

Server address.

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

Server time stamp on the previous packet.

Data delivery mode

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

A circular queue used to buffer incoming data packets.

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.

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

Use playerc_client_set_retry_time() to set this value.

Socket descriptor


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