PlayerCc::PlayerClient Class Reference
#include <playerclient.h>
Detailed Description
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.
Public Member Functions | |
PlayerClient (const std::string aHostname=PLAYER_HOSTNAME, uint aPort=PLAYER_PORTNUM, int transport=PLAYERC_TRANSPORT_TCP) | |
Make a client and connect it as indicated. | |
~PlayerClient () | |
destructor | |
void | StartThread () |
Start the run thread. | |
void | StopThread () |
Stop the run thread. | |
void | Run (uint aTimeout=10) |
This starts a blocking loop on Read(). | |
void | Stop () |
Stops the Run() loop. | |
bool | Peek (uint timeout=0) |
Check whether there is data waiting on the connection, blocking for up to timeout milliseconds (set to 0 to not block). | |
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. | |
int | GetRetryLimit () |
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. | |
double | GetRetryTime () |
Get connection retry time, which is number of seconds to wait between reconnection attempts. | |
void | Read () |
A blocking Read. | |
void | ReadIfWaiting () |
A nonblocking Read. | |
void | SetDataMode (uint 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. | |
void | RequestDeviceList () |
Get the list of available device ids. | |
std::list< playerc_device_info_t > | GetDeviceList () |
std::string | GetHostname () const |
Returns the hostname. | |
uint | 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. | |
Public Attributes | |
mutex_t | mMutex |
A mutex for handling synchronization. |
Member Function Documentation
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Check whether there is data waiting on the connection, blocking for up to
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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. |
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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 |
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Get the list of available device ids. The data is written into the proxy structure rather than retured to the caller. |
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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
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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).
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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. |
The documentation for this class was generated from the following file: