📄 sensehandler.cpp
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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.cpp<pre><b>File:</b> SenseHandler.cpp<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>*/#include "SenseHandler.h"#include "ActHandler.h" // sigalarmHandler#include "Parse.h"#include <signal.h> // needed for SIGALARM#include <string.h> // needed for strlen#include <stdio.h> // needed for printf#include <iostream> // needed for cout/*****************************************************************************//********************* CLASS SENSEHANDLER ************************************//*****************************************************************************//*! This function is needed to start the Sense Thread (thread that continually waits for input and parses the input). This function is needed since it is not possible to call a method from a class using a thread. So this function calls handleMessagesFromServer from the SenseHandler class. \param v pointer to a SenseHandler class.*/#ifdef WIN32DWORD WINAPI sense_callback( LPVOID v )#elsevoid* sense_callback( void *v )#endif{ Log.log( 1, "Starting to listen for server messages" ); SenseHandler* s = (SenseHandler*)v; s->handleMessagesFromServer( ); return NULL;}/*! Constructor for the SenseHandler. It needs a reference to a connection and a reference to a worldmodel. \param c Connection from which input is received \param wm WorldModel to which new information will be sent for processing \param ss ServerSettings that contain the parameters used by the server \param ps PlayerSettings that determine how to interact with messages. */SenseHandler::SenseHandler( Connection *c, WorldModel *wm, ServerSettings *ss, PlayerSettings *ps ){ connection = c; SS = ss; PS = ps; WM = wm; iSimStep = SS->getSimulatorStep()*1000; iTimeSignal = (int)(iSimStep*0.85);#ifdef WIN32 TIMECAPS tc; UINT resolution = 1; // timer resolution for the application (ms) iTimer = NULL; // set the minimum timer resolution for an application if (TIMERR_NOERROR == timeGetDevCaps( &tc, sizeof(TIMECAPS) )) { timerRes = min( max( tc.wPeriodMin, resolution ), tc.wPeriodMax ); timeBeginPeriod( timerRes ); }#else struct sigaction sigact; sigact.sa_flags = SA_RESTART; // do not unblock primitives (like recvfrom) sigact.sa_handler = (void (*)(int))sigalarmHandler; sigaction( SIGALRM, &sigact, NULL ); // set timer signal to indicate when ActHandler should sent commands to the // server, this structure will later be filled with exact timing values itv.it_interval.tv_sec = 0; itv.it_interval.tv_usec = 0; itv.it_value.tv_sec = 0; itv.it_value.tv_usec = 0;#endif}/*! This is the main routine of this class. It loops forever (till the thread is destroyed) and receives and parses the incoming messages. */void SenseHandler::handleMessagesFromServer( ){ char strBuf[MAX_MSG]; int i=0; while( 1 ) { strBuf[0]='\0'; if( i != -1 ) // if no error i = connection->receiveMessage( strBuf, MAX_MSG ); // get message if( strBuf[0] != '\0' ) // if not empty analyzeMessage( strBuf ); // parse message }}/*! This method sets the time signal. This is the time that should be waited before the next action should be sent to the server. As soon as a sense message arrives this method is called. Using the information from the member variable 'iTriCounter' which denotes when the see message will arrive in this cycle (0=first half, 1=2nd half, 2=no see, all for the default view frequency) the timer is set. The values that denote the fraction of the simulation step that is waited are all defined in PlayerSettings, such that they can be easily changed. */void SenseHandler::setTimeSignal( ){ if( WM->getAgentViewFrequency() == 1.0 ) // VA_NORMAL AND VQ_HIGH (default) { if( iTriCounter % 3 == 0 ) // see will arrive first half cycle { iTimeSignal = (int)(iSimStep * PS->getFractionWaitSeeBegin() ); iTriCounter = 0; } else if( iTriCounter % 3 == 1 ) // see will arrive 2nd half of cycle { iTimeSignal = (int)(iSimStep * PS->getFractionWaitSeeEnd() ); } else // no see will arrive iTimeSignal = (int)(iSimStep * PS->getFractionWaitNoSee( ) ); } else if( WM->getAgentViewFrequency() == 2.0 ) // VA_WIDE AND VQ_HIGH { if( iTriCounter % 3 == 0 ) // see will arrive { iTimeSignal = (int)(iSimStep * PS->getFractionWaitSeeEnd() ); iTriCounter = 0; } else // no see will arrive iTimeSignal = (int)(iSimStep * PS->getFractionWaitNoSee() ); } else // VA_NARROW AND VQ_HIGH iTimeSignal = (int)(iSimStep * PS->getFractionWaitSeeEnd() ); iTriCounter++;#ifdef WIN32 // kill the previous timer if (iTimer != NULL) timeKillEvent( iTimer ); // start a new one iTimer = timeSetEvent( iTimeSignal / 1000, timerRes, sigalarmHandler, (DWORD)0, TIME_ONESHOT );#else itv.it_value.tv_usec = iTimeSignal; setitimer( ITIMER_REAL, &itv, NULL );#endif}/*! This method analyzes the type of the incoming message and calls the message that corresponds to this message. \param strMsg message that should be parsed. \return bool indicating whether the message was parsed or not */bool SenseHandler::analyzeMessage( char *strMsg ){ Log.log( 1, strMsg ); bool bReturn = false; switch( strMsg[1] ) { case 'c': if( strMsg[2] == 'h' ) return analyzeChangePlayerTypeMessage( strMsg ); // ( c hange_ else ; // (clang break; case 'f': return analyzeFullStateMessage( strMsg ); // ( f ullstate_ case 'o': // ( o k if( strlen(strMsg) > 14 && strMsg[4] == 'c' && strMsg[10] == 'b' ) analyzeCheckBall( strMsg ); // (ok check_ball return true; case 's': { switch( strMsg[3] ) { case 'e': if( strMsg[5] == 'g') return analyzeSeeGlobalMessage ( strMsg ); // (se e_g else if( WM->isFullStateOn( ) == false ) return analyzeSeeMessage ( strMsg ); // (se e break; case 'n': bReturn = analyzeSenseMessage ( strMsg ); // (se n se if( WM->isFullStateOn( ) == true ) WM->updateAfterSenseMessage( ); return bReturn; break; case 'r': return analyzeServerParamMessage( strMsg ); // (se r ver_param default : break; } } break; case 'i': return analyzeInitMessage ( strMsg ); // ( i nit case 'h': return analyzeHearMessage ( strMsg ); // ( h ear case 'p': return ( strMsg[8] == 't') ? analyzePlayerTypeMessage ( strMsg ) // (player_ t ype : analyzePlayerParamMessage( strMsg ); // (player_ p aram case 'e': printf("(%d,%d) %s\n", WM->getCurrentCycle(), WM->getPlayerNumber(),strMsg);// ( error break; case 't': Log.logWithTime( 2, " incoming think message" ); WM->processRecvThink( true ); // ( think break; default: cerr << "(" << WM->getCurrentTime() << ", " << WM->getPlayerNumber() << ") (SenseHandler::analyzeMessage) " << "ignored message: " << strMsg << "\n"; return false; } return false;}/*! This method analyzes a see Message. It gets the time from the message and tries to synchronize with the server. Then the message is stored in the world model, which processes it when it performs an update. \return bool indicating whether the message was parsed correctly. */bool SenseHandler::analyzeSeeMessage( char *strMsg ){ strcpy( WM->strLastSeeMessage, strMsg ); Log.logWithTime( 2, " %s",strMsg ); if( WM->getRelativeDistance( OBJECT_BALL ) < SS->getVisibleDistance() ) Log.logWithTime( 560, "%s", WM->strLastSeeMessage ); Time time = WM->getTimeLastRecvSenseMessage(); int iTime = Parse::parseFirstInt( &strMsg ); // get the time if( time.getTime() != iTime ) { cerr << "(SenseHandler:analyzeSeeMessage) see and different time as sense:" << time.getTime() << " vs. " << iTime << endl; return false; } // count number of see message in this cycle if( WM->getTimeLastSeeMessage() == time ) m_iSeeCounter++; else m_iSeeCounter = 1; // do nothing with second see, since it adds nothings if( m_iSeeCounter >= 2 ) { Log.logWithTime( 4, "second see message in cycle; do nothing " ); return true; } // reset the send pattern when previous cycle(s) no see arrived if( WM->getAgentViewFrequency() == 1.0 && // VA_NORMAL; previous cycle no see time.getTimeDifference( WM->getTimeLastSeeMessage() )== 2 ) iTriCounter = 1; // see will arive in 2nd half in next cycle else if( WM->getAgentViewFrequency() == 2.0 && // VA_WIDE; two cycles no see time.getTimeDifference( WM->getTimeLastSeeMessage() ) == 3 ) iTriCounter = 1; // no see will arrive next two cycles WM->setTimeLastSeeMessage( time ); // set time of last see message return true;}/*! This method analyzes a see Message. All information from the different objects that is stored in a see message is send to worldmodel. A see message looks like(see 0 ((g r) 64.1 13) ((f r t) 65.4 -16) .... \param strMsg message that should be parsed \return bool indicating whether the message was parsed correctly. */bool SenseHandler::analyzeSeeGlobalMessage( char *strMsg ){ Log.logWithTime( 2, " incoming see global message" ); strcpy( WM->strLastSeeMessage, strMsg ); ObjectT o; bool isGoalie; double dX, dY, dVelX, dVelY; int iTime; AngDeg angBody, angNeck; Time time = WM->getCurrentTime(); iTime = Parse::parseFirstInt( &strMsg ); // get the time time.updateTime( iTime ); while( *strMsg != ')' ) // " ((objname.." or ")" { dVelX = dVelY = UnknownDoubleValue; angBody = angNeck = UnknownAngleValue; strMsg += 2; // go the start of the object name
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