import logging import socket import struct from .communicator import Communicator from .communicator_objects import UnityMessage, UnityOutput, UnityInput from .exception import UnityTimeOutException logger = logging.getLogger("mlagents.envs") class SocketCommunicator(Communicator): def __init__(self, worker_id=0, base_port=5005): """ Python side of the socket communication :int base_port: Baseline port number to connect to Unity environment over. worker_id increments over this. :int worker_id: Number to add to communication port (5005) [0]. Used for asynchronous agent scenarios. """ self.port = base_port + worker_id self._buffer_size = 12000 self.worker_id = worker_id self._socket = None self._conn = None def initialize(self, inputs: UnityInput) -> UnityOutput: try: # Establish communication socket self._socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self._socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) self._socket.bind(("localhost", self.port)) except: raise UnityTimeOutException("Couldn't start socket communication because worker number {} is still in use. " "You may need to manually close a previously opened environment " "or use a different worker number.".format(str(self.worker_id))) try: self._socket.settimeout(30) self._socket.listen(1) self._conn, _ = self._socket.accept() self._conn.settimeout(30) except : raise UnityTimeOutException( "The Unity environment took too long to respond. Make sure that :\n" "\t The environment does not need user interaction to launch\n" "\t The Academy's Broadcast Hub is configured correctly\n" "\t The Agents are linked to the appropriate Brains\n" "\t The environment and the Python interface have compatible versions.") message = UnityMessage() message.header.status = 200 message.unity_input.CopyFrom(inputs) self._communicator_send(message.SerializeToString()) initialization_output = UnityMessage() initialization_output.ParseFromString(self._communicator_receive()) return initialization_output.unity_output def _communicator_receive(self): try: s = self._conn.recv(self._buffer_size) message_length = struct.unpack("I", bytearray(s[:4]))[0] s = s[4:] while len(s) != message_length: s += self._conn.recv(self._buffer_size) except socket.timeout as e: raise UnityTimeOutException("The environment took too long to respond.") return s def _communicator_send(self, message): self._conn.send(struct.pack("I", len(message)) + message) def exchange(self, inputs: UnityInput) -> UnityOutput: message = UnityMessage() message.header.status = 200 message.unity_input.CopyFrom(inputs) self._communicator_send(message.SerializeToString()) outputs = UnityMessage() outputs.ParseFromString(self._communicator_receive()) if outputs.header.status != 200: return None return outputs.unity_output def close(self): """ Sends a shutdown signal to the unity environment, and closes the socket connection. """ if self._socket is not None and self._conn is not None: message_input = UnityMessage() message_input.header.status = 400 self._communicator_send(message_input.SerializeToString()) if self._socket is not None: self._socket.close() self._socket = None if self._socket is not None: self._conn.close() self._conn = None