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563 行
20 KiB
563 行
20 KiB
# if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX
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using Grpc.Core;
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#endif
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using MLAgents.CommunicatorObjects;
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using System.IO;
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using Google.Protobuf;
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using MLAgents.Sensor;
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namespace MLAgents
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{
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/// Responsible for communication with External using gRPC.
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public class RpcCommunicator : ICommunicator
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{
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public struct IdCallbackPair
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{
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public int AgentId;
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public Action<AgentAction> Callback;
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}
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public event QuitCommandHandler QuitCommandReceived;
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public event ResetCommandHandler ResetCommandReceived;
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/// If true, the communication is active.
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bool m_IsOpen;
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/// The default number of agents in the scene
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const int k_NumAgents = 32;
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List<string> m_BehaviorNames = new List<string>();
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bool m_NeedCommunicateThisStep;
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WriteAdapter m_WriteAdapter = new WriteAdapter();
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Dictionary<string, SensorShapeValidator> m_SensorShapeValidators = new Dictionary<string, SensorShapeValidator>();
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Dictionary<string, List<IdCallbackPair>> m_ActionCallbacks = new Dictionary<string, List<IdCallbackPair>>();
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/// The current UnityRLOutput to be sent when all the brains queried the communicator
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UnityRLOutputProto m_CurrentUnityRlOutput =
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new UnityRLOutputProto();
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Dictionary<string, Dictionary<int, AgentAction>> m_LastActionsReceived =
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new Dictionary<string, Dictionary<int, AgentAction>>();
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// Brains that we have sent over the communicator with agents.
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HashSet<string> m_SentBrainKeys = new HashSet<string>();
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Dictionary<string, BrainParameters> m_UnsentBrainKeys = new Dictionary<string, BrainParameters>();
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# if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX
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/// The Unity to External client.
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UnityToExternalProto.UnityToExternalProtoClient m_Client;
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#endif
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/// The communicator parameters sent at construction
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CommunicatorInitParameters m_CommunicatorInitParameters;
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Dictionary<int, SideChannel> m_SideChannels = new Dictionary<int, SideChannel>();
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/// <summary>
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/// Initializes a new instance of the RPCCommunicator class.
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/// </summary>
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/// <param name="communicatorInitParameters">Communicator parameters.</param>
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public RpcCommunicator(CommunicatorInitParameters communicatorInitParameters)
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{
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m_CommunicatorInitParameters = communicatorInitParameters;
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}
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#region Initialization
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/// <summary>
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/// Sends the initialization parameters through the Communicator.
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/// Is used by the academy to send initialization parameters to the communicator.
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/// </summary>
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/// <returns>The External Initialization Parameters received.</returns>
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/// <param name="initParameters">The Unity Initialization Parameters to be sent.</param>
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public UnityRLInitParameters Initialize(CommunicatorInitParameters initParameters)
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{
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var academyParameters = new UnityRLInitializationOutputProto
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{
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Name = initParameters.name,
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Version = initParameters.version
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};
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UnityInputProto input;
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UnityInputProto initializationInput;
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try
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{
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initializationInput = Initialize(
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new UnityOutputProto
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{
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RlInitializationOutput = academyParameters
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},
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out input);
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}
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catch
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{
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var exceptionMessage = "The Communicator was unable to connect. Please make sure the External " +
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"process is ready to accept communication with Unity.";
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// Check for common error condition and add details to the exception message.
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var httpProxy = Environment.GetEnvironmentVariable("HTTP_PROXY");
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var httpsProxy = Environment.GetEnvironmentVariable("HTTPS_PROXY");
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if (httpProxy != null || httpsProxy != null)
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{
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exceptionMessage += " Try removing HTTP_PROXY and HTTPS_PROXY from the" +
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"environment variables and try again.";
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}
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throw new UnityAgentsException(exceptionMessage);
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}
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UpdateEnvironmentWithInput(input.RlInput);
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return initializationInput.RlInitializationInput.ToUnityRLInitParameters();
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}
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/// <summary>
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/// Adds the brain to the list of brains which will be sending information to External.
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/// </summary>
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/// <param name="brainKey">Brain key.</param>
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/// <param name="brainParameters">Brain parameters needed to send to the trainer.</param>
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public void SubscribeBrain(string brainKey, BrainParameters brainParameters)
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{
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if (m_BehaviorNames.Contains(brainKey))
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{
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return;
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}
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m_BehaviorNames.Add(brainKey);
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m_CurrentUnityRlOutput.AgentInfos.Add(
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brainKey,
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new UnityRLOutputProto.Types.ListAgentInfoProto()
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);
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CacheBrainParameters(brainKey, brainParameters);
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}
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void UpdateEnvironmentWithInput(UnityRLInputProto rlInput)
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{
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ProcessSideChannelData(m_SideChannels, rlInput.SideChannel.ToArray());
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SendCommandEvent(rlInput.Command);
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}
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UnityInputProto Initialize(UnityOutputProto unityOutput,
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out UnityInputProto unityInput)
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{
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# if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX
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m_IsOpen = true;
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var channel = new Channel(
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"localhost:" + m_CommunicatorInitParameters.port,
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ChannelCredentials.Insecure);
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m_Client = new UnityToExternalProto.UnityToExternalProtoClient(channel);
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var result = m_Client.Exchange(WrapMessage(unityOutput, 200));
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unityInput = m_Client.Exchange(WrapMessage(null, 200)).UnityInput;
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#if UNITY_EDITOR
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EditorApplication.playModeStateChanged += HandleOnPlayModeChanged;
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#endif
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return result.UnityInput;
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#else
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throw new UnityAgentsException(
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"You cannot perform training on this platform.");
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#endif
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}
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#endregion
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#region Destruction
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/// <summary>
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/// Close the communicator gracefully on both sides of the communication.
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/// </summary>
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public void Dispose()
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{
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# if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX
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if (!m_IsOpen)
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{
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return;
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}
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try
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{
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m_Client.Exchange(WrapMessage(null, 400));
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m_IsOpen = false;
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}
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catch
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{
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// ignored
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}
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#else
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throw new UnityAgentsException(
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"You cannot perform training on this platform.");
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#endif
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}
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#endregion
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#region Sending Events
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void SendCommandEvent(CommandProto command)
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{
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switch (command)
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{
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case CommandProto.Quit:
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{
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QuitCommandReceived?.Invoke();
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return;
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}
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case CommandProto.Reset:
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{
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foreach (var brainName in m_ActionCallbacks.Keys)
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{
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m_ActionCallbacks[brainName].Clear();
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}
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ResetCommandReceived?.Invoke();
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return;
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}
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default:
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{
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return;
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}
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}
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}
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#endregion
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#region Sending and retreiving data
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public void DecideBatch()
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{
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if (!m_NeedCommunicateThisStep)
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{
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return;
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}
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m_NeedCommunicateThisStep = false;
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SendBatchedMessageHelper();
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}
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/// <summary>
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/// Sends the observations of one Agent.
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/// </summary>
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/// <param name="brainKey">Batch Key.</param>
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/// <param name="agent">Agent info.</param>
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public void PutObservations(string brainKey, AgentInfo info, List<ISensor> sensors, Action<AgentAction> action)
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{
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# if DEBUG
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if (!m_SensorShapeValidators.ContainsKey(brainKey))
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{
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m_SensorShapeValidators[brainKey] = new SensorShapeValidator();
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}
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m_SensorShapeValidators[brainKey].ValidateSensors(sensors);
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#endif
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using (TimerStack.Instance.Scoped("AgentInfo.ToProto"))
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{
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var agentInfoProto = info.ToAgentInfoProto();
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using (TimerStack.Instance.Scoped("GenerateSensorData"))
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{
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foreach (var sensor in sensors)
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{
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var obsProto = sensor.GetObservationProto(m_WriteAdapter);
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agentInfoProto.Observations.Add(obsProto);
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}
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}
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m_CurrentUnityRlOutput.AgentInfos[brainKey].Value.Add(agentInfoProto);
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}
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m_NeedCommunicateThisStep = true;
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if (!m_ActionCallbacks.ContainsKey(brainKey))
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{
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m_ActionCallbacks[brainKey] = new List<IdCallbackPair>();
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}
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m_ActionCallbacks[brainKey].Add(new IdCallbackPair { AgentId = info.episodeId, Callback = action });
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}
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/// <summary>
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/// Helper method that sends the current UnityRLOutput, receives the next UnityInput and
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/// Applies the appropriate AgentAction to the agents.
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/// </summary>
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void SendBatchedMessageHelper()
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{
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var message = new UnityOutputProto
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{
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RlOutput = m_CurrentUnityRlOutput,
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};
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var tempUnityRlInitializationOutput = GetTempUnityRlInitializationOutput();
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if (tempUnityRlInitializationOutput != null)
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{
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message.RlInitializationOutput = tempUnityRlInitializationOutput;
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}
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byte[] messageAggregated = GetSideChannelMessage(m_SideChannels);
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message.RlOutput.SideChannel = ByteString.CopyFrom(messageAggregated);
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var input = Exchange(message);
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UpdateSentBrainParameters(tempUnityRlInitializationOutput);
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foreach (var k in m_CurrentUnityRlOutput.AgentInfos.Keys)
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{
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m_CurrentUnityRlOutput.AgentInfos[k].Value.Clear();
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}
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var rlInput = input?.RlInput;
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if (rlInput?.AgentActions == null)
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{
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return;
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}
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UpdateEnvironmentWithInput(rlInput);
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m_LastActionsReceived.Clear();
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foreach (var brainName in rlInput.AgentActions.Keys)
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{
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if (!m_ActionCallbacks[brainName].Any())
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{
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continue;
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}
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if (!rlInput.AgentActions[brainName].Value.Any())
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{
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continue;
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}
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var agentActions = rlInput.AgentActions[brainName].ToAgentActionList();
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var numAgents = m_ActionCallbacks[brainName].Count;
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var agentActionDict = new Dictionary<int, AgentAction>(numAgents);
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m_LastActionsReceived[brainName] = agentActionDict;
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for (var i = 0; i < numAgents; i++)
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{
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var agentAction = agentActions[i];
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var agentId = m_ActionCallbacks[brainName][i].AgentId;
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agentActionDict[agentId] = agentAction;
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m_ActionCallbacks[brainName][i].Callback.Invoke(agentAction);
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}
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}
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foreach (var brainName in m_ActionCallbacks.Keys)
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{
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m_ActionCallbacks[brainName].Clear();
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}
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}
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public Dictionary<int, AgentAction> GetActions(string key)
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{
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return m_LastActionsReceived[key];
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}
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/// <summary>
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/// Send a UnityOutput and receives a UnityInput.
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/// </summary>
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/// <returns>The next UnityInput.</returns>
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/// <param name="unityOutput">The UnityOutput to be sent.</param>
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UnityInputProto Exchange(UnityOutputProto unityOutput)
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{
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# if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX
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if (!m_IsOpen)
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{
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return null;
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}
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try
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{
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var message = m_Client.Exchange(WrapMessage(unityOutput, 200));
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if (message.Header.Status == 200)
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{
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return message.UnityInput;
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}
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m_IsOpen = false;
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// Not sure if the quit command is actually sent when a
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// non 200 message is received. Notify that we are indeed
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// quitting.
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QuitCommandReceived?.Invoke();
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return message.UnityInput;
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}
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catch
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{
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m_IsOpen = false;
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QuitCommandReceived?.Invoke();
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return null;
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}
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#else
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throw new UnityAgentsException(
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"You cannot perform training on this platform.");
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#endif
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}
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/// <summary>
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/// Wraps the UnityOuptut into a message with the appropriate status.
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/// </summary>
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/// <returns>The UnityMessage corresponding.</returns>
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/// <param name="content">The UnityOutput to be wrapped.</param>
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/// <param name="status">The status of the message.</param>
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static UnityMessageProto WrapMessage(UnityOutputProto content, int status)
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{
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return new UnityMessageProto
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{
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Header = new HeaderProto { Status = status },
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UnityOutput = content
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};
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}
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void CacheBrainParameters(string brainKey, BrainParameters brainParameters)
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{
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if (m_SentBrainKeys.Contains(brainKey))
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{
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return;
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}
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// TODO We should check that if m_unsentBrainKeys has brainKey, it equals brainParameters
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m_UnsentBrainKeys[brainKey] = brainParameters;
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}
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UnityRLInitializationOutputProto GetTempUnityRlInitializationOutput()
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{
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UnityRLInitializationOutputProto output = null;
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foreach (var brainKey in m_UnsentBrainKeys.Keys)
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{
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if (m_CurrentUnityRlOutput.AgentInfos.ContainsKey(brainKey))
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{
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if (output == null)
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{
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output = new UnityRLInitializationOutputProto();
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}
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var brainParameters = m_UnsentBrainKeys[brainKey];
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output.BrainParameters.Add(brainParameters.ToProto(brainKey, true));
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}
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}
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return output;
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}
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void UpdateSentBrainParameters(UnityRLInitializationOutputProto output)
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{
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if (output == null)
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{
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return;
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}
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foreach (var brainProto in output.BrainParameters)
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{
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m_SentBrainKeys.Add(brainProto.BrainName);
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m_UnsentBrainKeys.Remove(brainProto.BrainName);
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}
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}
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#endregion
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#region Handling side channels
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/// <summary>
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/// Registers a side channel to the communicator. The side channel will exchange
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/// messages with its Python equivalent.
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/// </summary>
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/// <param name="sideChannel"> The side channel to be registered.</param>
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public void RegisterSideChannel(SideChannel sideChannel)
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{
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if (m_SideChannels.ContainsKey(sideChannel.ChannelType()))
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{
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throw new UnityAgentsException(string.Format(
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"A side channel with type index {} is already registered. You cannot register multiple " +
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"side channels of the same type."));
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}
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m_SideChannels.Add(sideChannel.ChannelType(), sideChannel);
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}
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/// <summary>
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/// Grabs the messages that the registered side channels will send to Python at the current step
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/// into a singe byte array.
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/// </summary>
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/// <param name="sideChannels"> A dictionary of channel type to channel.</param>
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/// <returns></returns>
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public static byte[] GetSideChannelMessage(Dictionary<int, SideChannel> sideChannels)
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{
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using (var memStream = new MemoryStream())
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{
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using (var binaryWriter = new BinaryWriter(memStream))
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{
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foreach (var sideChannel in sideChannels.Values)
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{
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var messageList = sideChannel.MessageQueue;
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foreach (var message in messageList)
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{
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binaryWriter.Write(sideChannel.ChannelType());
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binaryWriter.Write(message.Count());
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binaryWriter.Write(message);
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}
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sideChannel.MessageQueue.Clear();
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}
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return memStream.ToArray();
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}
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}
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}
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/// <summary>
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/// Separates the data received from Python into individual messages for each registered side channel.
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/// </summary>
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/// <param name="sideChannels">A dictionary of channel type to channel.</param>
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/// <param name="dataReceived">The byte array of data received from Python.</param>
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public static void ProcessSideChannelData(Dictionary<int, SideChannel> sideChannels, byte[] dataReceived)
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{
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if (dataReceived.Length == 0)
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{
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return;
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}
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using (var memStream = new MemoryStream(dataReceived))
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{
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using (var binaryReader = new BinaryReader(memStream))
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{
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while (memStream.Position < memStream.Length)
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{
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int channelType = 0;
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byte[] message = null;
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try
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{
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channelType = binaryReader.ReadInt32();
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var messageLength = binaryReader.ReadInt32();
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message = binaryReader.ReadBytes(messageLength);
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}
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catch (Exception ex)
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{
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throw new UnityAgentsException(
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"There was a problem reading a message in a SideChannel. Please make sure the " +
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"version of MLAgents in Unity is compatible with the Python version. Original error : "
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+ ex.Message);
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}
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if (sideChannels.ContainsKey(channelType))
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{
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sideChannels[channelType].OnMessageReceived(message);
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}
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else
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{
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Debug.Log(string.Format(
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"Unknown side channel data received. Channel type "
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+ ": {0}", channelType));
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}
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}
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}
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}
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}
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#endregion
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#if UNITY_EDITOR
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/// <summary>
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/// When the editor exits, the communicator must be closed
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/// </summary>
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/// <param name="state">State.</param>
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void HandleOnPlayModeChanged(PlayModeStateChange state)
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{
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// This method is run whenever the playmode state is changed.
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if (state == PlayModeStateChange.ExitingPlayMode)
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{
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Dispose();
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}
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}
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#endif
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}
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}
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