/** * 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(); } }
/** * 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); }
/** 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()); } }
/** * 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); } }