Every packet has a time stamp attached to it, what I don't recall is
wether its that accessible from the client libraries...
Here we go, for some reason the documentation for the ClientProxy class
is not being generated properly (its all in there)
/// Returns the received timestamp [s]
double GetDataTime() const { return GetVar(mInfo->datatime); };
/// Returns the received timestamp [s]
double GetElapsedTime() const
{ return GetVar(mInfo->datatime) - GetVar(mInfo->lasttime); };
You should be able to call these on any c++ proxy, there are equivalent
methods in the c client lib.
Toby
Kurt Konolige wrote:
> Folks, is there any support for timestamps in Player? They are useful
> when working with multiple sensors, and critical in a multi-PC
> environment. I can't find anything in the docs, but the
> laserinterpolator must make use of something like this.
>
> In any case, it would be great if Player would use timestamps in all
> drivers that provide sensor info, and had support for synchronizing time
> across multiple machines.
>
> CHeers --Kurt
>
>
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