📄 acthandler.h
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/*********************************************************************************** In the name of Almighty ** ** ActHandler.h : Robocup 3D Soccer Simulation Team Zigorat ** (This team was previously named Gcyrus) ** ** Date: 03/20/2007 ** Author: Mahdi Hamdarsi ** Comments: This file contains class decleration for Acthandler which handles ** command sending to simulation server ** ***********************************************************************************//*! \file ActHandler.h<pre><b>File:</b> ActHandler.h<b>Project:</b> Robocup Soccer Simulation Team: Zigorat<b>Authors:</b> Mahdi Hamdarsi<b>Created:</b> 03/20/2007<b>Last Revision:</b> $ID$<b>Contents:</b> This file contains class decleration for Acthandler which handles command sending to server.<hr size=2><h2><b>Changes</b></h2><b>Date</b> <b>Author</b> <b>Comment</b>03/20/2007 Mahdi Initial version created</pre>*/#ifndef _ACTHANDLER_#define _ACTHANDLER_#include "Connection.h" // needed for TRoboCupConnection class#include "SoccerTypes.h" // needed for SoccerCommand/*****************************************************************************//********************** CLASS ACTHANDLER *************************************//*****************************************************************************//*! The ActHandler Class is used in the RoboCup Soccer environment to send the commands to the soccerserver. The ActHandler contains a queue in which the commands are put. When thinkin' finishes the commands that are currently in the queue are converted to text strings and send to the server. It is possible to send more than one command to the server at each time step, Therefore internally different queues are stored. Each time a command is put into the queue that is already there, the command is updated with the new information. Furthermore it is also possible to directly send commands (or text strings) to the server. These methods can be used when an initialization or beam command has to be sent to the server and you're sure this information is final, i.e. the message will not become better when new information arrives from the server. */class ActHandler { TRoboCupConnection *connection; /*!< Connection with the server */ SoccerCommand m_queueJointCommands[MAX_JOINTS]; /*!< joint commands are saved here */ SoccerCommand m_SayCommand; /*!< Say command */public: ActHandler ( TRoboCupConnection * c ); // methods related to putting and sending messages using the queue bool putCommandInQueue( SoccerCommand command ); void emptyQueue ( ); bool sendCommands ( ); // methods to send commands directly to the server bool sendCommand ( const SoccerCommand & soc ) const; bool sendMessage ( const char *str ) const;} ;#endif
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