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📄 monitorserver.hh

📁 2007年机器人足球世界杯3D仿真组亚军
💻 HH
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/* *  Little Green BATS (2006) * *  Authors: 	Martin Klomp (martin@ai.rug.nl) *		Mart van de Sanden (vdsanden@ai.rug.nl) *		Sander van Dijk (sgdijk@ai.rug.nl) *		A. Bram Neijt (bneijt@gmail.com) *		Matthijs Platje (mplatje@gmail.com) * *  Date: 	September 14, 2006 * *  Website:	http://www.littlegreenbats.nl * *  Comment:	Please feel free to contact us if you have any  *		problems or questions about the code. * * *  License: 	This program is free software; you can redistribute  *		it and/or modify it under the terms of the GNU General *		Public License as published by the Free Software  *		Foundation; either version 2 of the License, or (at  *		your option) any later version. * *   		This program is distributed in the hope that it will *		be useful, but WITHOUT ANY WARRANTY; without even the *		implied warranty of MERCHANTABILITY or FITNESS FOR A *		PARTICULAR PURPOSE.  See the GNU General Public *		License for more details. * *   		You should have received a copy of the GNU General *		Public License along with this program; if not, write *		to the Free Software Foundation, Inc., 59 Temple Place -  *		Suite 330, Boston, MA  02111-1307, USA. * */#ifndef __INC_BATS_MONITORSERVER_H_#define __INC_BATS_MONITORSERVER_H_#include <string>#include <map>#include "server.hh"#include "gamemodel.hh"#include "parser.hh"using namespace mvds;namespace bats {  /**   *  This is a server with which the agents can communicate by   *  sending commands. It is used to enable the agents to   *  draw to the monitor (circle, arrows, lines, etc.). Which   *  is very usefull.   *  Commands are currently send in the predicate (list like) format   *  also used by the sockerserver and are, except for the identity message,   *  handled by Gamemodel.    */  class MonitorServer : public Server {    GameModel &d_gameModel;    Parser d_parser;    std::string d_buffer;        struct Data : public SocketData {      unsigned team, unum;      char buffer[2048];      unsigned bufLen;    };      void parseMessage(Data &info, std::string const &message);    static void cIdentify(Data &info, rPredicate const &pred);  public:    /**     *  @param _port the port to bind to.     */    MonitorServer(GameModel &gameModel, int _port)      : Server(_port), d_gameModel(gameModel)    {      //socket.setBlocking(false);    }    virtual ~MonitorServer()    {      std::cerr << "Socket: Monitor Server Destroy." << std::endl;      finish();    }    /**     *  This is automatically called when a new connection comes in.     */    virtual bool accept_connection(SocketInfo &_info)    {      Data* d = new Data;      d->bufLen = 0;      _info.data = d;      _info.socket.setBlocking(false);      std::cerr << "MonitorServer: accepting connection!" << std::endl;      return true;    }    /**     *  This method is called when new date is available to read.     */    virtual bool ready_to_read(SocketInfo &_info);    /**     *  This method is called when buffer space is available to write data to.     */    virtual bool ready_to_write(SocketInfo &_info);    /**     *  This method is called when an out of bounds message is received.     */    virtual bool ready_to_read_oob(SocketInfo &_info) { std::cerr << "OOB!?" << std::endl; return true; }    /**     *  This method is called when a connection is closed.     */    virtual void delete_connection(SocketInfo &_info)    {      delete _info.data;    }  };};#endif //  __INC_MVDS_MONITORSERVER_H_

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