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166 行
5.5 KiB
166 行
5.5 KiB
using Google.Protobuf;
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using Grpc.Core;
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using System.Net.Sockets;
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using UnityEngine;
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using MLAgents.CommunicatorObjects;
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using System.Threading.Tasks;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace MLAgents
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{
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public class SocketCommunicator : Communicator
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{
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private const float TimeOut = 10f;
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private const int MessageLength = 12000;
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byte[] m_messageHolder = new byte[MessageLength];
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int m_comPort;
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Socket m_sender;
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byte[] m_lengthHolder = new byte[4];
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CommunicatorParameters communicatorParameters;
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public SocketCommunicator(CommunicatorParameters communicatorParameters)
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{
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this.communicatorParameters = communicatorParameters;
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}
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/// <summary>
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/// Initialize the communicator by sending the first UnityOutput and receiving the
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/// first UnityInput. The second UnityInput is stored in the unityInput argument.
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/// </summary>
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/// <returns>The first Unity Input.</returns>
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/// <param name="unityOutput">The first Unity Output.</param>
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/// <param name="unityInput">The second Unity input.</param>
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public UnityInput Initialize(UnityOutput unityOutput,
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out UnityInput unityInput)
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{
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m_sender = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Stream,
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ProtocolType.Tcp);
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m_sender.Connect("localhost", communicatorParameters.port);
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UnityMessage initializationInput =
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UnityMessage.Parser.ParseFrom(Receive());
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Send(WrapMessage(unityOutput, 200).ToByteArray());
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unityInput = UnityMessage.Parser.ParseFrom(Receive()).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 initializationInput.UnityInput;
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}
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/// <summary>
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/// Uses the socke to receive a byte[] from External. Reassemble a message that was split
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/// by External if it was too long.
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/// </summary>
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/// <returns>The byte[] sent by External.</returns>
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byte[] Receive()
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{
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m_sender.Receive(m_lengthHolder);
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int totalLength = System.BitConverter.ToInt32(m_lengthHolder, 0);
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int location = 0;
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byte[] result = new byte[totalLength];
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while (location != totalLength)
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{
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int fragment = m_sender.Receive(m_messageHolder);
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System.Buffer.BlockCopy(
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m_messageHolder, 0, result, location, fragment);
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location += fragment;
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}
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return result;
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}
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/// <summary>
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/// Send the specified input via socket to External. Split the message into smaller
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/// parts if it is too long.
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/// </summary>
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/// <param name="input">The byte[] to be sent.</param>
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void Send(byte[] input)
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{
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byte[] newArray = new byte[input.Length + 4];
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input.CopyTo(newArray, 4);
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System.BitConverter.GetBytes(input.Length).CopyTo(newArray, 0);
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m_sender.Send(newArray);
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}
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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 Close()
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{
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Send(WrapMessage(null, 400).ToByteArray());
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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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public UnityInput Exchange(UnityOutput unityOutput)
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{
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Send(WrapMessage(unityOutput, 200).ToByteArray());
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byte[] received = null;
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var task = Task.Run(() => received = Receive());
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if (!task.Wait(System.TimeSpan.FromSeconds(TimeOut)))
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{
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throw new UnityAgentsException(
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"The communicator took too long to respond.");
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}
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var message = UnityMessage.Parser.ParseFrom(received);
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if (message.Header.Status != 200)
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{
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return null;
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}
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return message.UnityInput;
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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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private static UnityMessage WrapMessage(UnityOutput content, int status)
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{
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return new UnityMessage
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{
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Header = new Header { Status = status },
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UnityOutput = content
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};
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}
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/// <summary>
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/// When the Unity application quits, the communicator must be closed
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/// </summary>
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private void OnApplicationQuit()
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{
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Close();
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}
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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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Close();
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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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