extends Node # --fixed-fps 2000 --disable-render-loop var action_repeat = 8 var n_action_steps = 0 const MAJOR_VERSION := "0" const MINOR_VERSION := "1" const DEFAULT_PORT := 11008 var client var connected = false var message_center var should_connect = true var agents var need_to_send_obs = false @onready var start_time = Time.get_ticks_msec() func _ready(): _get_agents() connected = connect_to_server() if connected: _set_heuristic("model") _handshake() _send_env_info() else: _set_heuristic("human") func _get_agents(): agents = get_tree().get_nodes_in_group("AGENT") func _set_heuristic(heuristic): for agent in agents: agent.set_heuristic(heuristic) func _handshake(): print("performing handshake") var json_dict = _get_dict_json_message() assert(json_dict["type"] == "handshake") var major_version = json_dict["major_version"] var minor_version = json_dict["minor_version"] if major_version != MAJOR_VERSION: print("WARNING: major verison mismatch ", major_version, " ", MAJOR_VERSION) if minor_version != MINOR_VERSION: print("WARNING: major verison mismatch ", minor_version, " ", MINOR_VERSION) func _get_dict_json_message(): # returns a dictionary from of the most recent message # this is not waiting while client.get_available_bytes() == 0: if client.get_status() == 3: print("server disconnected status 3, closing") get_tree().quit() return null if !client.is_connected_to_host(): print("server disconnected, closing") get_tree().quit() return null OS.delay_usec(10) var message = client.get_string() var test_json_conv = JSON.new() test_json_conv.parse(message).result var json_data = test_json_conv.get_data() return json_data func _send_dict_as_json_message(dict): client.put_string(JSON.new().stringify(dict)) func _send_env_info(): var json_dict = _get_dict_json_message() assert(json_dict["type"] == "env_info") var message = { "type" : "env_info", "obs_size": agents[0].get_obs_size(), "action_space":agents[0].get_action_space(), "n_agents": len(agents) } _send_dict_as_json_message(message) func connect_to_server(): print("trying to connect to server") client = StreamPeerTCP.new() client.set_no_delay(true) #set_process(true) var ip = "localhost" var port = _get_port() var connect = client.connect_to_host(ip, port) print(connect, client.get_status()) return client.get_status() == 2 func _get_port(): print("getting command line arguments") var arguments = {} for argument in OS.get_cmdline_args(): # Parse valid command-line arguments into a dictionary if argument.find("=") > -1: var key_value = argument.split("=") arguments[key_value[0].lstrip("--")] = key_value[1] print("got port ", arguments.get("port", DEFAULT_PORT)) return int(arguments.get("port", DEFAULT_PORT)) func disconnect_from_server(): client.disconnect_from_host() func _physics_process(delta): # two modes, human control, agent control # pause tree, send obs, get actions, set actions, unpause tree if n_action_steps % action_repeat != 0: n_action_steps += 1 return n_action_steps += 1 if connected: get_tree().set_pause(true) if need_to_send_obs: need_to_send_obs = false var reward = _get_reward_from_agents() var done = _get_done_from_agents() _reset_agents_if_done() # this ensures the new observation is from the next env instance var obs = _get_obs_from_agents() var reply = { "type": "step", "obs": obs, "reward": reward, "done": done } _send_dict_as_json_message(reply) var handled = handle_message() else: _reset_agents_if_done() func handle_message() -> bool: # get json message: reset, step, close var message = _get_dict_json_message() if message["type"] == "close": print("received close message, closing game") get_tree().quit() get_tree().set_pause(false) return true if message["type"] == "reset": _reset_all_agents() var obs = _get_obs_from_agents() var reply = { "type": "reset", "obs": obs } _send_dict_as_json_message(reply) return handle_message() if message["type"] == "action": var action = message["action"] _set_agent_actions(action) need_to_send_obs = true get_tree().set_pause(false) return true print("message was not handled") return false func _reset_agents_if_done(): for agent in agents: agent.reset_if_done() func _reset_all_agents(): for agent in agents: agent.reset() func _get_obs_from_agents(): var obs = [] for agent in agents: obs.append(agent.get_obs()) return obs func _get_reward_from_agents(): var rewards = [] for agent in agents: rewards.append(agent.get_reward()) return rewards func _get_done_from_agents(): var dones = [] for agent in agents: dones.append(agent.get_done()) return dones func _set_agent_actions(actions): for i in range(len(actions)): agents[i].set_action(actions[i])