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View/edit binary Protocol Buffers messages
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Represents a field marking as a circular arc segment represented by center point, a start angle, an end angle, and an arc thickness.
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Name of this field marking.
Center point of the circular arc.
Radius of the arc.
Start angle in counter-clockwise order.
End angle in counter-clockwise order.
Thickness of the arc.
Represents a field marking as a line segment represented by a start point p1, and end point p2, and a line thickness. The start and end points are along the center of the line, so the thickness of the line extends by thickness / 2 on either side of the line.
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Name of this field marking.
Start point of the line segment.
End point of the line segment.
Thickness of the line segment.
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Each UDP packet contains one of these messages.
The UNIX timestamp when the packet was sent, in microseconds. Divide by 1,000,000 to get a time_t.
The number of microseconds left in the stage. The following stages have this value; the rest do not: NORMAL_FIRST_HALF NORMAL_HALF_TIME NORMAL_SECOND_HALF EXTRA_TIME_BREAK EXTRA_FIRST_HALF EXTRA_HALF_TIME EXTRA_SECOND_HALF PENALTY_SHOOTOUT_BREAK If the stage runs over its specified time, this value becomes negative.
The number of commands issued since startup (mod 2^32).
The UNIX timestamp when the command was issued, in microseconds. This value changes only when a new command is issued, not on each packet.
Information about the two teams.
These are the "fine" states of play on the field.
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All robots should completely stop moving.
Robots must keep 50 cm from the ball.
A prepared kickoff or penalty may now be taken.
The ball is dropped and free for either team.
The yellow team may move into kickoff position.
The blue team may move into kickoff position.
The yellow team may move into penalty position.
The blue team may move into penalty position.
The yellow team may take a direct free kick.
The blue team may take a direct free kick.
The yellow team may take an indirect free kick.
The blue team may take an indirect free kick.
The yellow team is currently in a timeout.
The blue team is currently in a timeout.
The yellow team just scored a goal. For information only. For rules compliance, teams must treat as STOP.
The blue team just scored a goal.
Equivalent to STOP, but the yellow team must pick up the ball and drop it in the Designated Position.
Equivalent to STOP, but the blue team must pick up the ball and drop it in the Designated Position.
The coordinates of the Designated Position. These are measured in millimetres and correspond to SSL-Vision coordinates. These fields are always either both present (in the case of a ball placement command) or both absent (in the case of any other command).
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These are the "coarse" stages of the game.
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The first half is about to start. A kickoff is called within this stage. This stage ends with the NORMAL_START.
The first half of the normal game, before half time.
Half time between first and second halves.
The second half is about to start. A kickoff is called within this stage. This stage ends with the NORMAL_START.
The second half of the normal game, after half time.
The break before extra time.
The first half of extra time is about to start. A kickoff is called within this stage. This stage ends with the NORMAL_START.
The first half of extra time.
Half time between first and second extra halves.
The second half of extra time is about to start. A kickoff is called within this stage. This stage ends with the NORMAL_START.
The second half of extra time.
The break before penalty shootout.
The penalty shootout.
The game is over.
Information about a single team.
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The team's name (empty string if operator has not typed anything).
The number of goals scored by the team during normal play and overtime.
The number of red cards issued to the team since the beginning of the game.
The amount of time (in microseconds) left on each yellow card issued to the team. If no yellow cards are issued, this array has no elements. Otherwise, times are ordered from smallest to largest.
The total number of yellow cards ever issued to the team.
The number of timeouts this team can still call. If in a timeout right now, that timeout is excluded.
The number of microseconds of timeout this team can use.
The pattern number of this team's goalie.
A 2D float vector.
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