using System.Collections.Generic;
using System;
namespace Unity.MLAgents.SideChannels
{
///
/// Side channel that is comprised of a collection of float variables.
///
public class FloatPropertiesChannel : SideChannel
{
Dictionary m_FloatProperties = new Dictionary();
Dictionary> m_RegisteredActions = new Dictionary>();
const string k_FloatPropertiesDefaultId = "60ccf7d0-4f7e-11ea-b238-784f4387d1f7";
///
/// Initializes the side channel with the provided channel ID.
///
/// ID for the side channel.
public FloatPropertiesChannel(Guid channelId = default(Guid))
{
if (channelId == default(Guid))
{
ChannelId = new Guid(k_FloatPropertiesDefaultId);
}
else
{
ChannelId = channelId;
}
}
///
protected override void OnMessageReceived(IncomingMessage msg)
{
var key = msg.ReadString();
var value = msg.ReadFloat32();
m_FloatProperties[key] = value;
Action action;
m_RegisteredActions.TryGetValue(key, out action);
action?.Invoke(value);
}
///
/// Sets one of the float properties of the environment. This data will be sent to Python.
///
/// The string identifier of the property.
/// The float value of the property.
public void Set(string key, float value)
{
m_FloatProperties[key] = value;
using (var msgOut = new OutgoingMessage())
{
msgOut.WriteString(key);
msgOut.WriteFloat32(value);
QueueMessageToSend(msgOut);
}
Action action;
m_RegisteredActions.TryGetValue(key, out action);
action?.Invoke(value);
}
///
/// Get an Environment property with a default value. If there is a value for this property,
/// it will be returned, otherwise, the default value will be returned.
///
/// The string identifier of the property.
/// The default value of the property.
///
public float GetWithDefault(string key, float defaultValue)
{
float valueOut;
bool hasKey = m_FloatProperties.TryGetValue(key, out valueOut);
return hasKey ? valueOut : defaultValue;
}
///
/// Registers an action to be performed everytime the property is changed.
///
/// The string identifier of the property.
/// The action that ill be performed. Takes a float as input.
public void RegisterCallback(string key, Action action)
{
m_RegisteredActions[key] = action;
}
///
/// Returns a list of all the string identifiers of the properties currently present.
///
/// The list of string identifiers
public IList Keys()
{
return new List(m_FloatProperties.Keys);
}
}
}