Home
FAQ
Player
Stage
Gazebo
Contrib
Documentation
Publications
Contributors
Users

Project
Download
Bugs/Feedback
Mailing lists

Radish

Old news
Old stuff

Core functionality
[C client library]


Classes

struct  player_connection
 Connection structure. More...


Defines

#define PLAYER_CCLIENT_DEBUG_LEVEL_DEFAULT   5

Typedefs

typedef player_connection player_connection_t
 Connection structure.


Functions

int player_debug_level (int level)
 Adjust debug ouput.

int player_connect (player_connection_t *conn, const char *host, const int port)
 Connect to server listening at host:port.

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.

int player_connect_sockaddr (player_connection_t *conn, const struct sockaddr_in *server)
 Connect to server listening at the address specified in sockaddr.

int player_disconnect (player_connection_t *conn)
 Close a connection.

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.

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()).

int player_peek (player_connection_t *conn, int timeout)
 Test to see if there is pending data on the connection.

int player_read (player_connection_t *conn, player_msghdr_t *hdr, char *payload, size_t payloadlen)
 Read from the indicated connection.

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
 


Typedef Documentation

typedef struct player_connection player_connection_t
 

Connection structure.

A pointer to this structure is passed into all functions; it keeps track of connection state.


Function Documentation

int player_debug_level int  level  ) 
 

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.

int player_connect player_connection_t conn,
const char *  host,
const int  port
 

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)

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.

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)

int player_connect_sockaddr player_connection_t conn,
const struct sockaddr_in *  server
 

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)

int player_disconnect player_connection_t conn  ) 
 

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)

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.

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!)

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()).

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!)

int player_peek player_connection_t conn,
int  timeout
 

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

int player_read player_connection_t conn,
player_msghdr_t hdr,
char *  payload,
size_t  payloadlen
 

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!)

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
 

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!)


Generated on Tue May 3 14:16:15 2005 for Player by doxygen 1.3.6