The Player message types. More...

Detailed Description

The Player message types.

#define PLAYER_MSGTYPE_DATA   1
 A data message. More...
 
#define PLAYER_MSGTYPE_CMD   2
 A command message. More...
 
#define PLAYER_MSGTYPE_REQ   3
 A request message. More...
 
#define PLAYER_MSGTYPE_RESP_ACK   4
 A positive response message. More...
 
#define PLAYER_MSGTYPE_SYNCH   5
 A synch message. More...
 
#define PLAYER_MSGTYPE_RESP_NACK   6
 A negative response message. More...
 

Macro Definition Documentation

◆ PLAYER_MSGTYPE_CMD

◆ PLAYER_MSGTYPE_DATA

◆ PLAYER_MSGTYPE_REQ

◆ PLAYER_MSGTYPE_RESP_ACK

#define PLAYER_MSGTYPE_RESP_ACK   4

◆ PLAYER_MSGTYPE_RESP_NACK

#define PLAYER_MSGTYPE_RESP_NACK   6

A negative response message.

Such messages are published in response to a PLAYER_MSGTYPE_REQ. This messages indicates that the underlying driver did not process the message. Possible causes include: the driver's message queue was full, the driver failed to interpret the request, or the the driver does not support the request. This message will have no data in the body.

Referenced by FromRanger::ProcessMessage(), ToRanger::ProcessMessage(), SegwayRMP::ProcessMessage(), LaserTransform::ProcessMessage(), ER::ProcessMessage(), Khepera::ProcessMessage(), and P2OS::ProcessMessage().

◆ PLAYER_MSGTYPE_SYNCH

#define PLAYER_MSGTYPE_SYNCH   5

A synch message.

Only used in PLAYER_DATAMODE_PULL mode. Sent at the end of the set of messages that are sent in response to a PLAYER_PLAYER_REQ_DATA request.