using System.Collections; using System.Collections.Generic; using UnityEngine; using Newtonsoft.Json; using System.Linq; using System.Net.Sockets; using System.Text; using System.IO; /// Responsible for communication with Python API. public class ExternalCommunicator : Communicator { ExternalCommand command = ExternalCommand.QUIT; Academy academy; Dictionary> current_agents; List brains; Dictionary hasSentState; Dictionary triedSendState; const int messageLength = 12000; const int defaultNumAgents = 32; const int defaultNumObservations = 32; int comPort; int randomSeed; Socket sender; byte[] messageHolder; byte[] lengthHolder; StreamWriter logWriter; string logPath; const string api = "API-2"; /// Placeholder for state information to send. [System.Serializable] [HideInInspector] public struct StepMessage { public string brain_name; public List agents; public List vectorObservations; public List rewards; public List previousVectorActions; public List previousTextActions; public List memories; public List textObservations; public List dones; public List maxes; } StepMessage sMessage; string sMessageString; AgentMessage rMessage; StringBuilder rMessageString = new StringBuilder(messageLength); /// Placeholder for returned message. struct AgentMessage { public Dictionary> vector_action { get; set; } public Dictionary> memory { get; set; } public Dictionary> text_action { get; set; } } /// Placeholder for reset parameter message struct ResetParametersMessage { public Dictionary parameters { get; set; } public bool train_model { get; set; } } /// Consrtuctor for the External Communicator public ExternalCommunicator(Academy aca) { academy = aca; brains = new List(); current_agents = new Dictionary>(); hasSentState = new Dictionary(); triedSendState = new Dictionary(); } /// Adds the brain to the list of brains which have already decided their /// actions. public void SubscribeBrain(Brain brain) { brains.Add(brain); triedSendState[brain.gameObject.name] = false; hasSentState[brain.gameObject.name] = false; } /// Attempts to make handshake with external API. public bool CommunicatorHandShake() { try { ReadArgs(); } catch { return false; } return true; } /// Contains the logic for the initializtation of the socket. public void InitializeCommunicator() { Application.logMessageReceived += HandleLog; logPath = Path.GetFullPath(".") + "/unity-environment.log"; logWriter = new StreamWriter(logPath, false); logWriter.WriteLine(System.DateTime.Now.ToString()); logWriter.WriteLine(" "); logWriter.Close(); messageHolder = new byte[messageLength]; lengthHolder = new byte[4]; // Create a TCP/IP socket. sender = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); sender.Connect("localhost", comPort); var accParamerters = new AcademyParameters(); accParamerters.brainParameters = new List(); accParamerters.brainNames = new List(); accParamerters.externalBrainNames = new List(); accParamerters.apiNumber = api; accParamerters.logPath = logPath; foreach (Brain b in brains) { accParamerters.brainParameters.Add(b.brainParameters); accParamerters.brainNames.Add(b.gameObject.name); if (b.brainType == BrainType.External) { accParamerters.externalBrainNames.Add(b.gameObject.name); } } accParamerters.AcademyName = academy.gameObject.name; accParamerters.resetParameters = academy.resetParameters; SendParameters(accParamerters); sMessage = new StepMessage(); sMessage.agents = new List(defaultNumAgents); sMessage.vectorObservations = new List(defaultNumAgents * defaultNumObservations); sMessage.rewards = new List(defaultNumAgents); sMessage.memories = new List(defaultNumAgents * defaultNumObservations); sMessage.dones = new List(defaultNumAgents); sMessage.previousVectorActions = new List(defaultNumAgents * defaultNumObservations); sMessage.previousTextActions = new List(defaultNumAgents); sMessage.maxes = new List(defaultNumAgents); sMessage.textObservations = new List(defaultNumAgents); // Initialize the list of brains the Communicator must listen to // Issue : This assumes all brains are broadcasting. foreach (string k in accParamerters.brainNames) { current_agents[k] = new List(defaultNumAgents); hasSentState[k] = false; triedSendState[k] = false; } } void HandleLog(string logString, string stackTrace, LogType type) { logWriter = new StreamWriter(logPath, true); logWriter.WriteLine(type.ToString()); logWriter.WriteLine(logString); logWriter.WriteLine(stackTrace); logWriter.Close(); } /// Listens to the socket for a command and returns the corresponding /// External Command. public void UpdateCommand() { int location = sender.Receive(messageHolder); string message = Encoding.ASCII.GetString(messageHolder, 0, location); switch (message) { case "STEP": command = ExternalCommand.STEP; break; case "RESET": command = ExternalCommand.RESET; break; case "QUIT": command = ExternalCommand.QUIT; break; default: command = ExternalCommand.QUIT; break; } } public ExternalCommand GetCommand() { return command; } public void SetCommand(ExternalCommand c) { command = c; } /// Listens to the socket for the new resetParameters public Dictionary GetResetParameters() { sender.Send(Encoding.ASCII.GetBytes("CONFIG_REQUEST")); Receive(); var resetParams = JsonConvert.DeserializeObject(rMessageString.ToString()); academy.SetIsInference(!resetParams.train_model); return resetParams.parameters; } /// Used to read Python-provided environment parameters private void ReadArgs() { string[] args = System.Environment.GetCommandLineArgs(); var inputPort = ""; var inputSeed = ""; for (int i = 0; i < args.Length; i++) { if (args[i] == "--port") { inputPort = args[i + 1]; } if (args[i] == "--seed") { inputSeed = args[i + 1]; } } comPort = int.Parse(inputPort); randomSeed = int.Parse(inputSeed); Random.InitState(randomSeed); } /// Sends Academy parameters to external agent private void SendParameters(AcademyParameters envParams) { string envMessage = JsonConvert.SerializeObject(envParams, Formatting.Indented); sender.Send(Encoding.ASCII.GetBytes(envMessage)); } /// Receives messages from external agent private void Receive() { int location = sender.Receive(messageHolder); rMessageString.Clear(); rMessageString.Append(Encoding.ASCII.GetString(messageHolder, 0, location)); } /// Receives a message and can reconstruct a message if was too long private void ReceiveAll() { sender.Receive(lengthHolder); int totalLength = System.BitConverter.ToInt32(lengthHolder, 0); int location = 0; rMessageString.Clear(); while (location != totalLength) { int fragment = sender.Receive(messageHolder); location += fragment; rMessageString.Append(Encoding.ASCII.GetString(messageHolder, 0, fragment)); } } /// Ends connection and closes environment private void OnApplicationQuit() { sender.Close(); sender.Shutdown(SocketShutdown.Both); } /// Contains logic for coverting texture into bytearray to send to /// external agent. private byte[] TexToByteArray(Texture2D tex) { byte[] bytes = tex.EncodeToPNG(); Object.DestroyImmediate(tex); Resources.UnloadUnusedAssets(); return bytes; } private byte[] AppendLength(byte[] input) { byte[] newArray = new byte[input.Length + 4]; input.CopyTo(newArray, 4); System.BitConverter.GetBytes(input.Length).CopyTo(newArray, 0); return newArray; } /// Collects the information from the brains and sends it accross the socket public void GiveBrainInfo(Brain brain, Dictionary agentInfo) { var brainName = brain.gameObject.name; triedSendState[brainName] = true; current_agents[brainName].Clear(); foreach (Agent agent in agentInfo.Keys) { current_agents[brainName].Add(agent); } if (current_agents[brainName].Count() > 0) { hasSentState[brainName] = true; sMessage.brain_name = brainName; sMessage.agents.Clear(); sMessage.vectorObservations.Clear(); sMessage.rewards.Clear(); sMessage.memories.Clear(); sMessage.dones.Clear(); sMessage.previousVectorActions.Clear(); sMessage.previousTextActions.Clear(); sMessage.maxes.Clear(); sMessage.textObservations.Clear(); int memorySize = 0; foreach (Agent agent in current_agents[brainName]) { memorySize = Mathf.Max(agentInfo[agent].memories.Count, memorySize); } foreach (Agent agent in current_agents[brainName]) { sMessage.agents.Add(agentInfo[agent].id); sMessage.vectorObservations.AddRange(agentInfo[agent].stackedVectorObservation); sMessage.rewards.Add(agentInfo[agent].reward); sMessage.memories.AddRange(agentInfo[agent].memories); for (int j = 0; j < memorySize - agentInfo[agent].memories.Count; j++) { sMessage.memories.Add(0f); } sMessage.dones.Add(agentInfo[agent].done); sMessage.previousVectorActions.AddRange(agentInfo[agent].storedVectorActions.ToList()); sMessage.previousTextActions.Add(agentInfo[agent].storedTextActions); sMessage.maxes.Add(agentInfo[agent].maxStepReached); sMessage.textObservations.Add(agentInfo[agent].textObservation); } sMessageString = JsonUtility.ToJson(sMessage); sender.Send(AppendLength(Encoding.ASCII.GetBytes(sMessageString))); Receive(); int i = 0; foreach (resolution res in brain.brainParameters.cameraResolutions) { foreach (Agent agent in current_agents[brainName]) { sender.Send(AppendLength(TexToByteArray(agentInfo[agent].visualObservations[i]))); Receive(); } i++; } } if (triedSendState.Values.All(x => x)) { if (hasSentState.Values.Any(x => x) || academy.IsDone()) { // if all the brains listed have sent their state sender.Send(AppendLength(Encoding.ASCII.GetBytes("END_OF_MESSAGE:" + (academy.IsDone() ? "True" : "False")))); UpdateCommand(); if (GetCommand() == ExternalCommand.STEP) { UpdateActions(); } } foreach (string k in current_agents.Keys) { hasSentState[k] = false; triedSendState[k] = false; } } } public Dictionary GetHasTried() { return triedSendState; } public Dictionary GetSent() { return hasSentState; } /// Listens for actions, memories, and values and sends them /// to the corrensponding brains. public void UpdateActions() { sender.Send(Encoding.ASCII.GetBytes("STEPPING")); ReceiveAll(); rMessage = JsonConvert.DeserializeObject(rMessageString.ToString()); foreach (Brain brain in brains) { if (brain.brainType == BrainType.External) { var brainName = brain.gameObject.name; if (current_agents[brainName].Count() == 0) { continue; } var memorySize = rMessage.memory[brainName].Count() / current_agents[brainName].Count(); for (int i = 0; i < current_agents[brainName].Count(); i++) { if (brain.brainParameters.vectorActionSpaceType == SpaceType.continuous) { current_agents[brainName][i].UpdateVectorAction(rMessage.vector_action[brainName].GetRange( i * brain.brainParameters.vectorActionSize, brain.brainParameters.vectorActionSize).ToArray()); } else { current_agents[brainName][i].UpdateVectorAction(rMessage.vector_action[brainName].GetRange(i, 1).ToArray()); } current_agents[brainName][i].UpdateMemoriesAction( rMessage.memory[brainName].GetRange(i * memorySize, memorySize)); if (rMessage.text_action[brainName].Count > 0) current_agents[brainName][i].UpdateTextAction(rMessage.text_action[brainName][i]); } } } } }