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Classes |
struct | player_connection |
| Connection structure. More...
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Defines |
#define | PLAYER_CCLIENT_DEBUG_LEVEL_DEFAULT 5 |
Typedefs |
typedef player_connection | player_connection_t |
| Connection structure.
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Functions |
int | player_debug_level (int level) |
| Adjust debug ouput.
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int | player_connect (player_connection_t *conn, const char *host, const int port) |
| Connect to server listening at host:port.
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int | player_connect_host (player_connection_t *conn, const char *host, const int port) |
int | player_connect_ip (player_connection_t *conn, const struct in_addr *addr, const int port) |
| Connect to server listening at addr:port.
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int | player_connect_sockaddr (player_connection_t *conn, const struct sockaddr_in *server) |
| Connect to server listening at the address specified in sockaddr.
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int | player_disconnect (player_connection_t *conn) |
| Close a connection.
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int | player_request (player_connection_t *conn, uint16_t device, uint16_t device_index, const char *payload, size_t payloadlen, player_msghdr_t *replyhdr, char *reply, size_t replylen) |
| Issue some request to the server.
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int | player_request_device_access (player_connection_t *conn, uint16_t device, uint16_t device_index, uint8_t req_access, uint8_t *grant_access, char *driver_name, int driver_name_len) |
| Issue a single device request (special case of player_request()).
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int | player_peek (player_connection_t *conn, int timeout) |
| Test to see if there is pending data on the connection.
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int | player_read (player_connection_t *conn, player_msghdr_t *hdr, char *payload, size_t payloadlen) |
| Read from the indicated connection.
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int | player_read_tcp (player_connection_t *conn, player_msghdr_t *hdr, char *payload, size_t payloadlen) |
int | player_read_udp (player_connection_t *conn, player_msghdr_t *hdr, char *payload, size_t payloadlen) |
int | player_write (player_connection_t *conn, uint16_t device, uint16_t device_index, const char *command, size_t commandlen) |
Define Documentation
#define PLAYER_CCLIENT_DEBUG_LEVEL_DEFAULT 5
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Typedef Documentation
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Connection structure.
A pointer to this structure is passed into all functions; it keeps track of connection state. |
Function Documentation
int player_debug_level |
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int |
level |
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Adjust debug ouput.
Higher numbers are more output, 0 is none. Incidentally, it returns the current level, and if you give -1 for <level>, then the current level is unchanged. |
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Connect to server listening at host:port.
conn is filled in with relevant information, and is used in subsequent player function calls.
Returns:
- 0 if everything is OK (connection opened)
- -1 if something went wrong (connection NOT opened)
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int player_connect_ip |
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player_connection_t * |
conn, |
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const struct in_addr * |
addr, |
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const int |
port |
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Connect to server listening at addr:port.
conn is filled in with relevant information, and is used in subsequent player function calls. (alternative to player_connect() using binary address)
Returns:
- 0 if everything is OK (connection opened)
- -1 if something went wrong (connection NOT opened)
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Connect to server listening at the address specified in sockaddr.
conn is filled in with relevant information, and is used in subsequent player function calls. player_connect() and player_connect_ip use this function.
Returns:
- 0 if everything is OK (connection opened)
- -1 if something went wrong (connection NOT opened)
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Close a connection.
conn should be a value that was previously returned by a call to player_connect()
Returns:
- 0 if everything is OK (connection closed)
- -1 if something went wrong (connection not closed)
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int player_request |
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player_connection_t * |
conn, |
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uint16_t |
device, |
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uint16_t |
device_index, |
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const char * |
payload, |
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size_t |
payloadlen, |
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player_msghdr_t * |
replyhdr, |
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char * |
reply, |
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size_t |
replylen |
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Issue some request to the server.
requestlen is the length of the request. reply, if non-NULL, will be used to hold the reply; replylen is the size of the buffer (player_request() will not overrun your buffer)
Returns:
- 0 if everything went OK
- -1 if something went wrong (you should probably close the connection!)
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int player_request_device_access |
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player_connection_t * |
conn, |
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uint16_t |
device, |
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uint16_t |
device_index, |
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uint8_t |
req_access, |
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uint8_t * |
grant_access, |
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char * |
driver_name, |
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int |
driver_name_len |
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Issue a single device request (special case of player_request()).
If grant_access is non-NULL, then the actual granted access will be written there.
Returns:
- 0 if everything went OK
- -1 if something went wrong (you should probably close the connection!)
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Test to see if there is pending data on the connection.
Checks whether there is data waiting on the connection, blocking for up to timeout milliseconds (set to 0 to not block).
Returns:
- 0 if there is no data waiting
- 1 if there is data waiting
- -1 if something went wrong
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Read from the indicated connection.
Put the data in buffer, up to bufferlen.
Returns:
- 0 if everything went OK
- -1 if something went wrong (you should probably close the connection!)
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int player_write |
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player_connection_t * |
conn, |
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uint16_t |
device, |
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uint16_t |
device_index, |
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const char * |
command, |
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size_t |
commandlen |
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brief Write commands to the indicated connection.
Writes the data contained in command, up to commandlen.
Returns:
- 0 if everything goes OK
- -1 if something went wrong (you should probably close the connection!)
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Generated on Tue May 3 14:16:15 2005 for Player by 1.3.6
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