📄 sensehandler.h
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/*Copyright (c) 2000-2003, Jelle Kok, University of AmsterdamAll rights reserved.Redistribution and use in source and binary forms, with or withoutmodification, are permitted provided that the following conditions are met:1. Redistributions of source code must retain the above copyright notice, thislist of conditions and the following disclaimer.2. Redistributions in binary form must reproduce the above copyright notice,this list of conditions and the following disclaimer in the documentationand/or other materials provided with the distribution.3. Neither the name of the University of Amsterdam nor the names of itscontributors may be used to endorse or promote products derived from thissoftware without specific prior written permission.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THEIMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AREDISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLEFOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIALDAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS ORSERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVERCAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USEOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.*//*! \file SenseHandler.h<pre><b>File:</b> SenseHandler.h<b>Project:</b> Robocup Soccer Simulation Team: UvA Trilearn<b>Authors:</b> Jelle Kok<b>Created:</b> 28/11/2000<b>Last Revision:</b> $ID$<b>Contents:</b> This file contains the class SenseHandler that is used to process the information coming from the server.<hr size=2><h2><b>Changes</b></h2><b>Date</b> <b>Author</b> <b>Comment</b>28/11/2000 Jelle Kok Initial version created</pre>*/#ifndef _SENSEHANDLER_#define _SENSEHANDLER_#include "Connection.h"#include "WorldModel.h"extern Logger Log; /*!< This is a reference to the Logger to write info to */#ifdef WIN32 DWORD WINAPI sense_callback( LPVOID v );#else void* sense_callback( void *v );#endifusing namespace std;/*****************************************************************************//********************* CLASS SENSEHANDLER ************************************//*****************************************************************************//*! Class SenseHandler receives input from a (Robocup Simulation) server (through an instance of Connection). The class contains methods to parse the incoming messages and sends these to the WorldModel accordingly. After this class is instantiated, a specific thread must call the function sense_callback. This thread will then automatically call handleMessagesFromServer() which loops forever. In this way all messages are received and parsed (since the receiveMessage from the Connection blocks till a message arrives). Other threads can think about the next action while the SenseHandler sends the new information to the WorldModel. */class SenseHandler { WorldModel *WM; /*!< Worldmodel containing all data of the match*/ ServerSettings *SS; /*!< ServerSettings with all server settings */ PlayerSettings *PS; /*!< PlayerSettings with all client settings */ Connection* connection; /*!< Connection with server to receive messages */ int iTimeSignal; /*!< Wait time (microsec) before sense calls act*/ int iTriCounter; /*!< Indicates when see message will arive */ int m_iSeeCounter; /*!<! Used to count number of see msg in 1 cycle*/ int iSimStep; /*!< Length (microsec) of server cycles */#ifdef WIN32 UINT iTimer; /*!< timer used to call sigalarmHandler function*/ UINT timerRes; /*!< timer resolution for the application */#else struct itimerval itv; /*!< timer used to set alarm to send action */#endifpublic: SenseHandler( Connection* c, WorldModel* wm, ServerSettings *ss, PlayerSettings *ps ); // start the loop to handle the messages from the server void handleMessagesFromServer ( ); // methods to determine when the next action should be sent to the server. void setTimeSignal ( ); // method to analyze incoming messages bool analyzeMessage ( char *strMsg ); bool analyzeSeeGlobalMessage ( char *strMsg ); bool analyzeFullStateMessage ( char *strMsg ); bool analyzeSeeMessage ( char *strMsg ); bool analyzeSenseMessage ( char *strMsg ); bool analyzeInitMessage ( char *strMsg ); bool analyzeHearMessage ( char *strMsg ); bool analyzePlayerMessage ( int iTime , char *strMsg ); bool analyzeCoachMessage ( char *strMsg ); bool analyzeChangePlayerTypeMessage( char *strMsg ); bool analyzeServerParamMessage ( char *strMsg ); bool analyzeCheckBall ( char *strMsg ); bool analyzePlayerTypeMessage ( char *strMsg ); bool analyzePlayerParamMessage ( char *strMsg ); // utility functions bool readServerParam ( char *strParam, char *strMsg );};#endif
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