Hello,

It looks like you have your code setup properly. What exactly is the problem?

-nate

On Thu, Aug 21, 2008 at 5:07 AM, Benjamin Kloster
<[EMAIL PROTECTED]> wrote:
> Hello again,
> after delving into the player documentation, I think I found what I need. Or
> so I thought. This is what I do now:
>
> // Initialization: Set data mode to pull, tell player with SetReplaceRule to
> discard old messages in the queue.
>     client = new PlayerCc::PlayerClient(host, port);
>     client->SetDataMode(PLAYER_DATAMODE_PULL);
>     client->SetReplaceRule(true, PLAYER_MSGTYPE_DATA, -1, -1);
>     simulation = new PlayerCc::SimulationProxy(client);
>     //simulation->SetReplaceRule(true, PLAYER_MSGTYPE_DATA, -1);
> // [...]
> //Read out the sensors:
>   if(client->Peek()) {
>     client->Read();
>     // [...]
>     simulation->GetProperty("world", "sim_time", &sim_time, sizeof(double));
>   }
>
> The "SetReplaceRule" should take care of the queue overflow, at least
> according to the player documentation. Am I doing something wrong or do I
> have to change something in the server settings for this to work?
>
> Thanks for your help,
> Ben
>
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