Beispiel #1
0
  /**
   * The constructor sets up the structures required to communicate with NAOqi.
   * @param pBroker A NAOqi broker that allows accessing other NAOqi modules.
   */
  GameCtrl(boost::shared_ptr<AL::ALBroker> pBroker)
    : ALModule(pBroker, "GameCtrl"),
      proxy(0),
      memory(0),
      udp(0),
      teamNumber(0)
  {
    setModuleDescription("A module that provides packets from the GameController.");

    assert(numOfButtons == sizeof(buttonNames) / sizeof(*buttonNames));
    assert(numOfLEDs == sizeof(ledNames) / sizeof(*ledNames));

    init();

    try
    {
      memory = new AL::ALMemoryProxy(pBroker);
      proxy = new AL::DCMProxy(pBroker);

      AL::ALValue params;
      AL::ALValue result;
      params.arraySetSize(1);
      params.arraySetSize(2);

      params[0] = std::string("leds");
      params[1].arraySetSize(numOfLEDs);
      for(int i = 0; i < numOfLEDs; ++i)
        params[1][i] = std::string(ledNames[i]);
      result = proxy->createAlias(params);
      assert(result == params);

      ledRequest.arraySetSize(6);
      ledRequest[0] = std::string("leds");
      ledRequest[1] = std::string("ClearAll");
      ledRequest[2] = std::string("time-separate");
      ledRequest[3] = 0;
      ledRequest[4].arraySetSize(1);
      ledRequest[5].arraySetSize(numOfLEDs);
      for(int i = 0; i < numOfLEDs; ++i)
        ledRequest[5][i].arraySetSize(1);

      for(int i = 0; i < numOfButtons; ++i)
        buttons[i] = (float*) memory->getDataPtr(buttonNames[i]);

      // If no color was set, set it to black (no LED).
      // This actually has a race condition.
      if(memory->getDataList("GameCtrl/teamColour").empty())
        memory->insertData("GameCtrl/teamColour", TEAM_BLACK);

      playerNumber = (int*) memory->getDataPtr("GameCtrl/playerNumber");
      teamNumberPtr = (int*) memory->getDataPtr("GameCtrl/teamNumber");
      defaultTeamColour = (int*) memory->getDataPtr("GameCtrl/teamColour");

      // register "onPreProcess" and "onPostProcess" callbacks
      theInstance = this;
      proxy->getGenericProxy()->getModule()->atPreProcess(&onPreProcess);
      proxy->getGenericProxy()->getModule()->atPostProcess(&onPostProcess);

      udp = new UdpComm();
      if(!udp->setBlocking(false) ||
         !udp->setBroadcast(true) ||
         !udp->bind("0.0.0.0", GAMECONTROLLER_DATA_PORT) ||
         !udp->setLoopback(false))
      {
        fprintf(stderr, "libgamectrl: Could not open UDP port\n");
        delete udp;
        udp = 0;
        // continue, because button interface will still work
      }

      publish();
    }
    catch(AL::ALError& e)
    {
      fprintf(stderr, "libgamectrl: %s\n", e.what());
      close();
    }
  }
Beispiel #2
0
 /**
  * Publishes the current state of the GameController packet in ALMemory.
  */
 void publish()
 {
   AL::ALValue value((const char*) &gameCtrlData, sizeof(gameCtrlData));
   memory->insertData("GameCtrl/RoboCupGameControlData", value);
 }
Beispiel #3
0
  /** The method sets all actuators. */
  void setActuators()
  {
    // set all actuator values according to the values in the shared memory block
    try
    {
      dcmTime = proxy->getTime(0);

      data->readingActuators = data->newestActuators;
      if(data->readingActuators == lastReadingActuators)
      {
        if(actuatorDrops == 0)
          fprintf(stderr, "libbhuman: missed actuator request.\n");
        ++actuatorDrops;
      }
      else
        actuatorDrops = 0;
      lastReadingActuators = data->readingActuators;
      float* readingActuators = data->actuators[data->readingActuators];
      float* actuators = handleState(readingActuators);

      if(state != standing)
      {
        if(frameDrops > 0 || state == shuttingDown)
          setEyeLeds(actuators);
        else
          copyNonServos(readingActuators, actuators);
      }
      setBatteryLeds(actuators);

      // set position actuators
      positionRequest[4][0] = dcmTime; // 0 delay!
      for(int i = 0; i < lbhNumOfPositionActuatorIds; ++i)
        positionRequest[5][i][0] = actuators[i];
      proxy->setAlias(positionRequest);

      // set hardness actuators
      bool requestedHardness = false;
      for(int i = headYawHardnessActuator; i < headYawHardnessActuator + lbhNumOfHardnessActuatorIds; ++i)
        if(actuators[i] != requestedActuators[i])
        {
          hardnessRequest[4][0] = dcmTime; // 0 delay!
          for(int j = 0; j < lbhNumOfHardnessActuatorIds; ++j)
            hardnessRequest[5][j][0] = requestedActuators[headYawHardnessActuator + j] = actuators[headYawHardnessActuator + j];
          proxy->setAlias(hardnessRequest);
          requestedHardness = true;
          break;
        }

      // set us actuator
      bool requestedUs = false;
      if(requestedActuators[usActuator] != actuators[usActuator])
      {
        requestedActuators[usActuator] = actuators[usActuator];
        if(actuators[usActuator] >= 0.f)
        {
          resetUsMeasurements();
          usRequest[4][0] = dcmTime;
          usRequest[5][0][0] = actuators[usActuator];
          proxy->setAlias(usRequest);
          requestedUs = true;
        }
      }

      // set led
      if(!requestedHardness && !requestedUs)
        for(int i = 0; i < lbhNumOfLedActuatorIds; ++i)
        {
          int index = faceLedRedLeft0DegActuator + ledIndex;
          if(++ledIndex == lbhNumOfLedActuatorIds)
            ledIndex = 0;
          if(actuators[index] != requestedActuators[index])
          {
            ledRequest[0] = std::string(actuatorNames[index]);
            ledRequest[2][0][0] = requestedActuators[index] = actuators[index];
            ledRequest[2][0][1] = dcmTime;
            proxy->set(ledRequest);
            break;
          }
        }

      // set team info
      // since this should very rarely, we don't use a proxy here
      if(data->bhumanStartTime != lastBHumanStartTime)
      {
        for(int i = 0; i < lbhNumOfTeamInfoIds; ++i)
          memory->insertData(teamInfoNames[i], data->teamInfo[i]);
        lastBHumanStartTime = data->bhumanStartTime;
      }
    }
    catch(AL::ALError& e)
    {
      fprintf(stderr, "libbhuman: %s\n", e.toString().c_str());
    }
  }
Beispiel #4
0
  /**
   * Handles the button interface.
   * Resets the internal state when a new team number was set.
   * Receives packets from the GameController.
   * Initializes gameCtrlData when teamNumber and playerNumber are available.
   */
  void handleInput()
  {
    unsigned now = (unsigned) proxy->getTime(0);

    if(*teamNumberPtr != 0)
    {
      // new team number was set -> reset internal structure
      teamNumber = *teamNumberPtr;
      memory->insertData("GameCtrl/teamNumber", 0);
      init();
    }

    if(receive())
    {
      if(!whenPacketWasReceived)
        previousState = (uint8_t) -1; // force LED update on first packet received
      whenPacketWasReceived = now;
      publish();
    }

    if(teamNumber && *playerNumber)
    {
      // init gameCtrlData if invalid
      if(gameCtrlData.teams[0].teamNumber != teamNumber &&
         gameCtrlData.teams[1].teamNumber != teamNumber)
      {
        uint8_t teamColour = (uint8_t) *defaultTeamColour;
        if(teamColour != TEAM_BLUE && teamColour != TEAM_RED && teamColour != TEAM_YELLOW &&
           teamColour != TEAM_WHITE && teamColour != TEAM_GREEN && teamColour != TEAM_ORANGE &&
           teamColour != TEAM_PURPLE && teamColour != TEAM_BROWN && teamColour != TEAM_GRAY)
          teamColour = TEAM_BLACK;
        gameCtrlData.teams[0].teamNumber = (uint8_t) teamNumber;
        gameCtrlData.teams[0].teamColour = teamColour;
        gameCtrlData.teams[1].teamColour = teamColour ^ 1; // we don't know better
        if(!gameCtrlData.playersPerTeam)
          gameCtrlData.playersPerTeam = (uint8_t) *playerNumber; // we don't know better
        publish();
      }
      TeamInfo& team = gameCtrlData.teams[gameCtrlData.teams[0].teamNumber == teamNumber ? 0 : 1];

      if(*playerNumber <= gameCtrlData.playersPerTeam)
      {
        bool chestButtonPressed = *buttons[chest] != 0.f;
        if(chestButtonPressed != previousChestButtonPressed && now - whenChestButtonStateChanged >= BUTTON_DELAY)
        {
          if(chestButtonPressed && whenChestButtonStateChanged && now - whenPacketWasReceived >= GAMECONTROLLER_TIMEOUT) // ignore first press, e.g. for getting up
          {
            RobotInfo& player = team.players[*playerNumber - 1];
            if(player.penalty == PENALTY_NONE)
            {
              player.penalty = PENALTY_MANUAL;
            }
            else
            {
              player.penalty = PENALTY_NONE;
              gameCtrlData.state = STATE_PLAYING;
            }
            publish();
          }

          previousChestButtonPressed = chestButtonPressed;
          whenChestButtonStateChanged = now;
        }

        if(gameCtrlData.state == STATE_INITIAL)
        {
          bool leftFootButtonPressed = *buttons[leftFootLeft] != 0.f || *buttons[leftFootRight] != 0.f;
          if(leftFootButtonPressed != previousLeftFootButtonPressed && now - whenLeftFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(leftFootButtonPressed)
            {
              team.teamColour = (team.teamColour + 1) % 10; // cycle between TEAM_BLUE .. TEAM_GRAY
              publish();
            }
            previousLeftFootButtonPressed = leftFootButtonPressed;
            whenLeftFootButtonStateChanged = now;
          }

          bool rightFootButtonPressed = *buttons[rightFootLeft] != 0.f || *buttons[rightFootRight] != 0.f;
          if(rightFootButtonPressed != previousRightFootButtonPressed && now - whenRightFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(rightFootButtonPressed)
            {
              if(gameCtrlData.gamePhase == GAME_PHASE_NORMAL)
              {
                gameCtrlData.gamePhase = GAME_PHASE_PENALTYSHOOT;
                gameCtrlData.kickingTeam = team.teamNumber;
              }
              else if(gameCtrlData.kickingTeam == team.teamNumber)
                gameCtrlData.kickingTeam = 0;
              else
                gameCtrlData.gamePhase = GAME_PHASE_NORMAL;
              publish();
            }
            previousRightFootButtonPressed = rightFootButtonPressed;
            whenRightFootButtonStateChanged = now;
          }
        }
      }
      else
        fprintf(stderr, "Player number %d too big. Maximum number is %d.\n", *playerNumber, gameCtrlData.playersPerTeam);
    }
  }
  /**
   * Handles the button interface.
   * Resets the internal state when a new team number was set.
   * Receives packets from the GameController.
   * Initializes gameCtrlData when teamNumber and playerNumber are available.
   */
  void handleInput()
  {
    unsigned now = (unsigned) proxy->getTime(0);

    if(*teamNumberPtr != 0)
    { // new team number was set -> reset internal structure
      teamNumber = *teamNumberPtr;
      memory->insertData("GameCtrl/teamNumber", 0);
      init();
    }

    if(receive())
    {
      if(!whenPacketWasReceived)
        previousState = (uint8_t) -1; // force LED update on first packet received
      whenPacketWasReceived = now;
      publish();
    }

    if(teamNumber && *playerNumber)
    {
      // init gameCtrlData if invalid
      if(gameCtrlData.teams[0].teamNumber != teamNumber &&
         gameCtrlData.teams[1].teamNumber != teamNumber)
      {
        uint8_t teamColour = *defaultTeamColour == TEAM_RED ? 1 : 0;
        gameCtrlData.teams[teamColour].teamNumber = (uint8_t) teamNumber;
        gameCtrlData.teams[teamColour].teamColour = teamColour;
        gameCtrlData.teams[1 - teamColour].teamColour = 1 - teamColour;
        if(!gameCtrlData.playersPerTeam)
          gameCtrlData.playersPerTeam = (uint8_t) *playerNumber; // we don't know better
        publish();
      }
      TeamInfo& team = gameCtrlData.teams[gameCtrlData.teams[0].teamNumber == teamNumber ? 0 : 1];

      if(*playerNumber <= gameCtrlData.playersPerTeam)
      {
        bool chestButtonPressed = *buttons[chest] != 0.f;
        if(chestButtonPressed != previousChestButtonPressed && now - whenChestButtonStateChanged >= BUTTON_DELAY)
        {
          if(chestButtonPressed && whenChestButtonStateChanged) // ignore first press, e.g. for getting up
          {
            RobotInfo& player = team.players[*playerNumber - 1];
            if(player.penalty == PENALTY_NONE)
            {
              player.penalty = PENALTY_MANUAL;
              if(now - whenPacketWasReceived < GAMECONTROLLER_TIMEOUT &&
                 send(GAMECONTROLLER_RETURN_MSG_MAN_PENALISE))
                whenPacketWasSent = now;
            }
            else
            {
              player.penalty = PENALTY_NONE;
              gameCtrlData.state = STATE_PLAYING;
              if(now - whenPacketWasReceived < GAMECONTROLLER_TIMEOUT &&
                 send(GAMECONTROLLER_RETURN_MSG_MAN_UNPENALISE))
                whenPacketWasSent = now;
            }
            publish();
          }

          previousChestButtonPressed = chestButtonPressed;
          whenChestButtonStateChanged = now;
        }

        if(gameCtrlData.state == STATE_INITIAL)
        {
          bool leftFootButtonPressed = *buttons[leftFootLeft] != 0.f || *buttons[leftFootRight] != 0.f;
          if(leftFootButtonPressed != previousLeftFootButtonPressed && now - whenLeftFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(leftFootButtonPressed)
            {
              team.teamColour ^= 1;
              gameCtrlData.kickOffTeam ^= 1;
              publish();
            }
            previousLeftFootButtonPressed = leftFootButtonPressed;
            whenLeftFootButtonStateChanged = now;
          }

          bool rightFootButtonPressed = *buttons[rightFootLeft] != 0.f || *buttons[rightFootRight] != 0.f;
          if(rightFootButtonPressed != previousRightFootButtonPressed && now - whenRightFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(rightFootButtonPressed)
            {
              if(gameCtrlData.secondaryState == STATE2_NORMAL)
              {
                gameCtrlData.secondaryState = STATE2_PENALTYSHOOT;
                gameCtrlData.kickOffTeam = team.teamColour;
              }
              else if(gameCtrlData.kickOffTeam == team.teamColour)
                gameCtrlData.kickOffTeam ^= 1;
              else
                gameCtrlData.secondaryState = STATE2_NORMAL;
              publish();
            }
            previousRightFootButtonPressed = rightFootButtonPressed;
            whenRightFootButtonStateChanged = now;
          }
        }
      }
      else
        fprintf(stderr, "Player number %d too big. Maximum number is %d.\n", *playerNumber, gameCtrlData.playersPerTeam);
    }
  }