Fred Labrosse writes:
> > Use netstat to see if data is piling up behind a socket somewhere.
> I will also try that, but I don't think this is the problem as I do receive
> something (unless Read() is not blocking, but according to the
> documentation, it should be).
Ah!!! I cracked it. And thanks to netstat, which allowed me to indeed see
data piling up.
Seeing this, I read a bit more carefully yhe documentation, looked at some
examples, read again the documentation, even more carefully, and finally
found the one very short paragraph in the player documentation that says
that player sends data to its clients regularly (10Hz by default). I had
seen this 10Hz mentioned here and there but was not too sure what it meant.
Because I'm currently writing loads of client/server comms classes and that
my servers only send data when asked, I did not realise that this is not
what player does, at least by default. I switched to pulled mode and do
data requests, and IT WORKS... At least in the simulator. Will try on the
real robot later on.
Thanks to Richard for his help, and sorry for wasting "bandwidth".
May I suggest to make this particular bit of the documentation more