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SenseHandler Class Reference

#include <SenseHandler.h>

Collaboration diagram for SenseHandler:

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List of all members.

Public Methods

 SenseHandler (Connection *c, WorldModel *wm, ServerSettings *ss, PlayerSettings *ps)
void handleMessagesFromServer ()
void setTimeSignal ()
bool analyzeMessage (char *strMsg)
bool analyzeSeeGlobalMessage (char *strMsg)
bool analyzeSeeMessage (char *strMsg)
bool analyzeSenseMessage (char *strMsg)
bool analyzeInitMessage (char *strMsg)
bool analyzeHearMessage (char *strMsg)
bool analyzePlayerMessage (char *strMsg)
bool analyzeChangePlayerTypeMessage (char *strMsg)
bool analyzeServerParamMessage (char *strMsg)
bool analyzeCheckBall (char *strMsg)
bool analyzePlayerTypeMessage (char *strMsg)
bool analyzePlayerParamMessage (char *strMsg)
bool readServerParam (char *strParam, char *strMsg)

Private Attributes

WorldModelWM
ServerSettingsSS
PlayerSettingsPS
Connectionconnection
int iTimeSignal
int iTriCounter
int m_iSeeCounter
int iSimStep
itimerval itv

Detailed Description

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.

Definition at line 69 of file SenseHandler.h.


Constructor & Destructor Documentation

SenseHandler::SenseHandler Connection   c,
WorldModel   wm,
ServerSettings   ss,
PlayerSettings   ps
 

Constructor for the SenseHandler. It needs a reference to a connection and a reference to a worldmodel.

Parameters:
c  Connection from which input is received
wm  WorldModel to which new information will be sent for processing
ss  ServerSettings that contain the parameters used by the server
ps  PlayerSettings that determine how to interact with messages.

Definition at line 79 of file SenseHandler.C.

References connection, ServerSettings::getSimulatorStep(), iSimStep, iTimeSignal, itv, PS, SS, and WM.


Member Function Documentation

bool SenseHandler::analyzeChangePlayerTypeMessage char *    strMsg
 

This method analyzes the change player type message. This method checks whether the player that changed type equals the agent. When this is the case, it adjust the ServerSettings according to the values associated with this player type.

Parameters:
strMsg  string that contains the player type message.
Returns:
bool indicating whether player type of agent changed.

Definition at line 513 of file SenseHandler.C.

References WorldModel::getPlayerNumber(), Parse::parseFirstInt(), WorldModel::updateSSToHeteroPlayerType(), and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeCheckBall char *    strMsg
 

This method analyzes the check_ball message that is only received by the coach. It sets the information in the Worldmodel what the status of the ball is. The format is as follows (check_ball <time> <status>).

Parameters:
strMsg  string that contains the check_ball message
Returns:
bool indicating whether update succeeded.

Definition at line 499 of file SenseHandler.C.

References SoccerTypes::getBallStatusFromStr(), Parse::parseFirstInt(), WorldModel::setCheckBallStatus(), WorldModel::setTimeCheckBall(), and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeHearMessage char *    strMsg
 

This method analyzes a hear message. When the message is from the referee the message is parsed and the new play mode is set or the goal difference is adjusted. When the message comes from another player the method analyzePlayerMessage is called A hear message looks like (hear 0 self|referee|dir message)

Parameters:
strMsg  message that should be parsed
Returns:
bool indicating whether the message was parsed correctly.

Definition at line 408 of file SenseHandler.C.

References WorldModel::addOneToGoalDiff(), analyzePlayerMessage(), WorldModel::getCurrentTime(), SoccerTypes::getPlayModeFromRefereeMessage(), SoccerTypes::getRefereeMessageFromStr(), SoccerTypes::getRefereeMessageStr(), WorldModel::getSide(), Parse::gotoFirstNonSpace(), Parse::gotoFirstOccurenceOf(), OBJECT_BALL, Parse::parseFirstInt(), PlayModeT, PM_ILLEGAL, WorldModel::processCatchedBall(), WorldModel::processSeeGlobalInfo(), REFC_GOAL_LEFT, REFC_GOAL_RIGHT, REFC_GOALIE_CATCH_BALL_LEFT, REFC_GOALIE_CATCH_BALL_RIGHT, RefereeMessageT, WorldModel::setPlayMode(), WorldModel::setTimeLastRefereeMessage(), SIDE_LEFT, SIDE_RIGHT, WorldModel::strLastHearMessage, WorldModel::subtractOneFromGoalDiff(), and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeInitMessage char *    strMsg
 

This method analyzes an init message. All information from the initialization is parsed and updated in the WorldModel. An init message looks like (init [l|r] 10 before_kick_off)

Parameters:
strMsg  message that should be parsed
Returns:
bool indicating whether the message was parsed correctly.

Definition at line 384 of file SenseHandler.C.

References SoccerTypes::getPlayModeFromStr(), SoccerTypes::getSideFromStr(), SoccerTypes::getTeammateObjectFromIndex(), Parse::parseFirstInt(), WorldModel::setAgentObjectType(), WorldModel::setPlayerNumber(), WorldModel::setPlayMode(), WorldModel::setSide(), and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeMessage char *    strMsg
 

This method analyzes the type of the incoming message and calls the message that corresponds to this message.

Parameters:
strMsg  message that should be parsed.
Returns:
bool indicating whether the message was parsed or not

Definition at line 167 of file SenseHandler.C.

References analyzeChangePlayerTypeMessage(), analyzeCheckBall(), analyzeHearMessage(), analyzeInitMessage(), analyzePlayerParamMessage(), analyzePlayerTypeMessage(), analyzeSeeGlobalMessage(), analyzeSeeMessage(), analyzeSenseMessage(), analyzeServerParamMessage(), WorldModel::getCurrentTime(), WorldModel::getPlayerNumber(), and WM.

Referenced by handleMessagesFromServer().

bool SenseHandler::analyzePlayerMessage char *    strMsg
 

This message analyzes an incoming communication message. Messages from opponents are discarded. First it is checked whether the message arrived from a teammate using a specific encoding string and then the contents are parsed and stored in the world model, which will process it when it updates the world model.

Definition at line 467 of file SenseHandler.C.

References WorldModel::getCurrentCycle(), WorldModel::getPlayerNumber(), Parse::gotoFirstNonSpace(), Parse::parseFirstInt(), WorldModel::storePlayerMessage(), and WM.

Referenced by analyzeHearMessage().

bool SenseHandler::analyzePlayerParamMessage char *    strMsg
 

This method analyzes the player_param message that indicates the ranges of the possible values for the heterogeneous player types. Nothing is done with this information.

Parameters:
strMsg  string that contains the player_param message. \bool will always be true.

Definition at line 689 of file SenseHandler.C.

References readServerParam().

Referenced by analyzeMessage().

bool SenseHandler::analyzePlayerTypeMessage char *    strMsg
 

This method analyze a player type message. This message contains the values associated with a specific heterogeneous player type. The values are parsed from the message and supplied to the WorldModel method processNewHeteroPlayer.

Parameters:
strMsg  string that contains the player type information
Returns:
bool indicating whether the message was parsed correctly.

Definition at line 659 of file SenseHandler.C.

References Parse::parseFirstDouble(), Parse::parseFirstInt(), WorldModel::processNewHeteroPlayer(), and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeSeeGlobalMessage char *    strMsg
 

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) ....

Parameters:
strMsg  message that should be parsed
Returns:
bool indicating whether the message was parsed correctly.

Definition at line 260 of file SenseHandler.C.

References AngDeg, WorldModel::getCurrentTime(), SoccerTypes::getObjectFromStr(), WorldModel::getTeamName(), OBJECT_ILLEGAL, ObjectT, Parse::parseFirstDouble(), Parse::parseFirstInt(), WorldModel::processSeeGlobalInfo(), WorldModel::setTimeLastSeeGlobalMessage(), WorldModel::strLastSeeMessage, UnknownAngleValue, UnknownDoubleValue, Time::updateTime(), and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeSeeMessage char *    strMsg
 

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.

Returns:
bool indicating whether the message was parsed correctly.

Definition at line 211 of file SenseHandler.C.

References WorldModel::getAgentViewFrequency(), WorldModel::getRelativeDistance(), Time::getTime(), Time::getTimeDifference(), WorldModel::getTimeLastSeeMessage(), WorldModel::getTimeLastSenseMessage(), ServerSettings::getVisibleDistance(), iTriCounter, m_iSeeCounter, OBJECT_BALL, Parse::parseFirstInt(), WorldModel::setTimeLastSeeMessage(), SS, WorldModel::strLastSeeMessage, and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeSenseMessage char *    strMsg
 

This method analyzes a sense message. All information from the player is parsed and updated in the WorldModel. A sense message looks like (sense_body 0 (view_mode high normal) (stamina 2000 1) (speed 0 0) (head_angle 0) (kick 0) (dash 0) (turn 0) (say 0) (turn_neck 0) (catch 0) (move 0) (change_view 0))

Parameters:
strMsg  message that should be parsed
Returns:
bool indicating whether the message was parsed correctly.

Definition at line 320 of file SenseHandler.C.

References AngDeg, CMD_CATCH, CMD_CHANGEVIEW, CMD_DASH, CMD_KICK, CMD_MOVE, CMD_SAY, CMD_TURN, CMD_TURNNECK, WorldModel::getCurrentTime(), WorldModel::getRelativeDistance(), Time::getTime(), Time::getTimeDifference(), Time::getTimeStopped(), SoccerTypes::getViewAngleFromStr(), SoccerTypes::getViewQualityFromStr(), ServerSettings::getVisibleDistance(), Parse::gotoFirstOccurenceOf(), iTimeSignal, OBJECT_BALL, Parse::parseFirstDouble(), Parse::parseFirstInt(), WorldModel::processNewAgentInfo(), WorldModel::setNrOfCommands(), WorldModel::setTimeLastSenseMessage(), setTimeSignal(), SS, WorldModel::strLastSenseMessage, Time::updateTime(), ViewAngleT, ViewQualityT, and WM.

Referenced by analyzeMessage().

bool SenseHandler::analyzeServerParamMessage char *    strMsg
 

This method analyzes the server_param message. This message contains all the server parameters. All settings of the ServerSettings are changed according to the supplied values. This makes the reading from a server configuration file obsolete.

Parameters:
strMsg  string message with all the server parameters
Returns:
booli indicating whether string was parsed.

Definition at line 530 of file SenseHandler.C.

References ServerSettings::getBallSize(), ServerSettings::getKickableMargin(), ServerSettings::getPlayerSize(), readServerParam(), ServerSettings::setMaximalKickDist(), and SS.

Referenced by analyzeMessage().

void SenseHandler::handleMessagesFromServer  
 

This is the main routine of this class. It loops forever (till the thread is destroyed) and receives and parses the incoming messages.

Definition at line 105 of file SenseHandler.C.

References analyzeMessage(), connection, MAX_MSG, and Connection::receiveMessage().

Referenced by sense_callback().

bool SenseHandler::readServerParam char *    strParam,
char *    strMsg
 

This methods reads in the server param denoted by the string 'strParam'. This string is searched for in the string 'strMsg' and the value that is located immediately after it is parsed and used to set the associated variable in the ServerSettings class.

Parameters:
strParam  string representation of server parameter to read
strMsg  server_param message containing all server parameters with associated values
Returns:
bool indicating whether server parameter was read

Definition at line 628 of file SenseHandler.C.

References ServerSettings::setValue(), and SS.

Referenced by analyzePlayerParamMessage(), and analyzeServerParamMessage().

void SenseHandler::setTimeSignal  
 

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.

Definition at line 129 of file SenseHandler.C.

References WorldModel::getAgentViewFrequency(), PlayerSettings::getFractionWaitNoSee(), PlayerSettings::getFractionWaitSeeBegin(), PlayerSettings::getFractionWaitSeeEnd(), iSimStep, iTimeSignal, iTriCounter, itv, PS, and WM.

Referenced by analyzeSenseMessage().


Member Data Documentation

Connection* SenseHandler::connection [private]
 

Connection with server to receive messages

Definition at line 73 of file SenseHandler.h.

Referenced by handleMessagesFromServer(), and SenseHandler().

int SenseHandler::iSimStep [private]
 

Length (microsec) of server cycles

Definition at line 77 of file SenseHandler.h.

Referenced by SenseHandler(), and setTimeSignal().

int SenseHandler::iTimeSignal [private]
 

Wait time (microsec) before sense calls act

Definition at line 74 of file SenseHandler.h.

Referenced by analyzeSenseMessage(), SenseHandler(), and setTimeSignal().

int SenseHandler::iTriCounter [private]
 

Used to indicate when see message will arive

Definition at line 75 of file SenseHandler.h.

Referenced by analyzeSeeMessage(), and setTimeSignal().

struct itimerval SenseHandler::itv [private]
 

timer used to set alarm to send action

Definition at line 78 of file SenseHandler.h.

Referenced by SenseHandler(), and setTimeSignal().

int SenseHandler::m_iSeeCounter [private]
 

! Used to count number of see msg in 1 cycle

Definition at line 76 of file SenseHandler.h.

Referenced by analyzeSeeMessage().

PlayerSettings* SenseHandler::PS [private]
 

PlayerSettings with all client settings

Definition at line 72 of file SenseHandler.h.

Referenced by SenseHandler(), and setTimeSignal().

ServerSettings* SenseHandler::SS [private]
 

ServerSettings with all server settings

Definition at line 71 of file SenseHandler.h.

Referenced by analyzeSeeMessage(), analyzeSenseMessage(), analyzeServerParamMessage(), readServerParam(), and SenseHandler().

WorldModel* SenseHandler::WM [private]
 

Worldmodel containing all data of the match

Definition at line 70 of file SenseHandler.h.

Referenced by analyzeChangePlayerTypeMessage(), analyzeCheckBall(), analyzeHearMessage(), analyzeInitMessage(), analyzeMessage(), analyzePlayerMessage(), analyzePlayerTypeMessage(), analyzeSeeGlobalMessage(), analyzeSeeMessage(), analyzeSenseMessage(), SenseHandler(), and setTimeSignal().


The documentation for this class was generated from the following files:
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