def test_float_properties(): sender = FloatPropertiesChannel() receiver = FloatPropertiesChannel() sender.set_property("prop1", 1.0) data = UnityEnvironment._generate_side_channel_data( {sender.channel_id: sender}) UnityEnvironment._parse_side_channel_message( {receiver.channel_id: receiver}, data) val = receiver.get_property("prop1") assert val == 1.0 val = receiver.get_property("prop2") assert val is None sender.set_property("prop2", 2.0) data = UnityEnvironment._generate_side_channel_data( {sender.channel_id: sender}) UnityEnvironment._parse_side_channel_message( {receiver.channel_id: receiver}, data) val = receiver.get_property("prop1") assert val == 1.0 val = receiver.get_property("prop2") assert val == 2.0 assert len(receiver.list_properties()) == 2 assert "prop1" in receiver.list_properties() assert "prop2" in receiver.list_properties() val = sender.get_property("prop1") assert val == 1.0 assert receiver.get_property_dict_copy() == {"prop1": 1.0, "prop2": 2.0} assert receiver.get_property_dict_copy() == sender.get_property_dict_copy()
def test_float_properties(): sender = FloatPropertiesChannel() receiver = FloatPropertiesChannel() sender.set_property("prop1", 1.0) data = SideChannelManager([sender]).generate_side_channel_messages() SideChannelManager([receiver]).process_side_channel_message(data) val = receiver.get_property("prop1") assert val == 1.0 val = receiver.get_property("prop2") assert val is None sender.set_property("prop2", 2.0) data = SideChannelManager([sender]).generate_side_channel_messages() SideChannelManager([receiver]).process_side_channel_message(data) val = receiver.get_property("prop1") assert val == 1.0 val = receiver.get_property("prop2") assert val == 2.0 assert len(receiver.list_properties()) == 2 assert "prop1" in receiver.list_properties() assert "prop2" in receiver.list_properties() val = sender.get_property("prop1") assert val == 1.0 assert receiver.get_property_dict_copy() == {"prop1": 1.0, "prop2": 2.0} assert receiver.get_property_dict_copy() == sender.get_property_dict_copy()
def worker( parent_conn: Connection, step_queue: Queue, pickled_env_factory: str, worker_id: int, engine_configuration: EngineConfig, ) -> None: env_factory: Callable[[int, List[SideChannel]], UnityEnvironment] = cloudpickle.loads( pickled_env_factory) shared_float_properties = FloatPropertiesChannel() engine_configuration_channel = EngineConfigurationChannel() engine_configuration_channel.set_configuration(engine_configuration) stats_channel = StatsSideChannel() env: BaseEnv = env_factory( worker_id, [shared_float_properties, engine_configuration_channel, stats_channel], ) def _send_response(cmd_name, payload): parent_conn.send(EnvironmentResponse(cmd_name, worker_id, payload)) def _generate_all_results() -> AllStepResult: all_step_result: AllStepResult = {} for brain_name in env.get_agent_groups(): all_step_result[brain_name] = env.get_step_result(brain_name) return all_step_result def external_brains(): result = {} for brain_name in env.get_agent_groups(): result[brain_name] = group_spec_to_brain_parameters( brain_name, env.get_agent_group_spec(brain_name)) return result try: while True: cmd: EnvironmentCommand = parent_conn.recv() if cmd.name == "step": all_action_info = cmd.payload for brain_name, action_info in all_action_info.items(): if len(action_info.action) != 0: env.set_actions(brain_name, action_info.action) env.step() all_step_result = _generate_all_results() # The timers in this process are independent from all the processes and the "main" process # So after we send back the root timer, we can safely clear them. # Note that we could randomly return timers a fraction of the time if we wanted to reduce # the data transferred. # TODO get gauges from the workers and merge them in the main process too. env_stats = stats_channel.get_and_reset_stats() step_response = StepResponse(all_step_result, get_timer_root(), env_stats) step_queue.put( EnvironmentResponse("step", worker_id, step_response)) reset_timers() elif cmd.name == "external_brains": _send_response("external_brains", external_brains()) elif cmd.name == "get_properties": reset_params = shared_float_properties.get_property_dict_copy() _send_response("get_properties", reset_params) elif cmd.name == "reset": for k, v in cmd.payload.items(): shared_float_properties.set_property(k, v) env.reset() all_step_result = _generate_all_results() _send_response("reset", all_step_result) elif cmd.name == "close": break except (KeyboardInterrupt, UnityCommunicationException, UnityTimeOutException): logger.info( f"UnityEnvironment worker {worker_id}: environment stopping.") step_queue.put(EnvironmentResponse("env_close", worker_id, None)) finally: # If this worker has put an item in the step queue that hasn't been processed by the EnvManager, the process # will hang until the item is processed. We avoid this behavior by using Queue.cancel_join_thread() # See https://docs.python.org/3/library/multiprocessing.html#multiprocessing.Queue.cancel_join_thread for # more info. logger.debug(f"UnityEnvironment worker {worker_id} closing.") step_queue.cancel_join_thread() step_queue.close() env.close() logger.debug(f"UnityEnvironment worker {worker_id} done.")