3#include "behaviortree_cpp/action_node.h"
4#include "behaviortree_cpp/utils/timer_queue.h"
11
12
13
14
15
19 SleepNode(
const std::string& name,
const NodeConfig& config);
37 static PortsList providedPorts()
39 return { InputPort<
unsigned>(
"msec") };
44 uint64_t timer_id_ = 0;
46 std::atomic_bool timer_waiting_ =
false;
47 std::mutex delay_mutex_;
Sleep for a certain amount of time. Consider also using the decorator <Delay>
Definition: sleep_node.h:17
NodeStatus onStart() override
NodeStatus onRunning() override
method invoked when the action is already in the RUNNING state.
The StatefulActionNode is the preferred way to implement asynchronous Actions. It is actually easier ...
Definition: action_node.h:174
void halt() override final
Definition: action_node.h:24
NodeStatus
Definition: basic_types.h:34
Definition: tree_node.h:105