Beispiel #1
0
    def run(self):
        # Set up shared memory map (offset makes it so bot only writes to its own input!) and map to buffer
        buff = mmap.mmap(-1, ctypes.sizeof(bi.GameInputPacket),
                         INPUT_SHARED_MEMORY_TAG)
        bot_input = bi.GameInputPacket.from_buffer(buff)
        player_input = bot_input.sPlayerInput[self.index]
        player_input_lock = (ctypes.c_long).from_address(
            ctypes.addressof(player_input))

        # Set up shared memory for game data
        game_data_shared_memory = mmap.mmap(
            -1, ctypes.sizeof(gd.GameTickPacketWithLock),
            OUTPUT_SHARED_MEMORY_TAG)
        bot_output = gd.GameTickPacketWithLock.from_buffer(
            game_data_shared_memory)
        lock = ctypes.c_long(0)
        game_tick_packet = gd.GameTickPacket(
        )  # We want to do a deep copy for game inputs so people don't mess with em

        # Create Ratelimiter
        r = rate_limiter.RateLimiter(GAME_TICK_PACKET_REFRESHES_PER_SECOND)
        last_tick_game_time = None  # What the tick time of the last observed tick was
        last_call_real_time = datetime.now()  # When we last called the Agent

        # Find car with same name and assign index
        for i in range(MAX_CARS):
            if str(bot_output.gamecars[i].wName) == self.name:
                self.index = i
                continue

        # Get bot module
        agent_module = importlib.import_module(self.module_name)
        # Create bot from module
        agent = agent_module.Agent(self.name, self.team, self.index)
        last_module_modification_time = os.stat(agent_module.__file__).st_mtime

        # Run until main process tells to stop
        while not self.terminateEvent.is_set():
            before = datetime.now()
            # Read from game data shared memory
            game_data_shared_memory.seek(
                0)  # Move to beginning of shared memory
            ctypes.memmove(
                ctypes.addressof(lock),
                game_data_shared_memory.read(ctypes.sizeof(lock)),
                ctypes.sizeof(lock)
            )  # dll uses InterlockedExchange so this read will return the correct value!

            if lock.value != REFRESH_IN_PROGRESS:
                game_data_shared_memory.seek(
                    4, os.SEEK_CUR)  # Move 4 bytes past error code
                ctypes.memmove(
                    ctypes.addressof(game_tick_packet),
                    game_data_shared_memory.read(
                        ctypes.sizeof(gd.GameTickPacket)),
                    ctypes.sizeof(
                        gd.GameTickPacket))  # copy shared memory into struct

            # Run the Agent only if the gameInfo has updated.
            tick_game_time = game_tick_packet.gameInfo.TimeSeconds
            should_call_while_paused = datetime.now(
            ) - last_call_real_time >= MAX_AGENT_CALL_PERIOD
            if tick_game_time != last_tick_game_time or should_call_while_paused:
                last_tick_game_time = tick_game_time
                last_call_real_time = datetime.now()

                try:
                    # Reload the Agent if it has been modified.
                    new_module_modification_time = os.stat(
                        agent_module.__file__).st_mtime
                    if new_module_modification_time != last_module_modification_time:
                        last_module_modification_time = new_module_modification_time
                        print('Reloading Agent: ' + agent_module.__file__)
                        importlib.reload(agent_module)
                        old_agent = agent
                        agent = agent_module.Agent(self.name, self.team,
                                                   self.index)
                        # Retire after the replacement initialized properly.
                        if hasattr(old_agent, 'retire'):
                            old_agent.retire()

                    # Call agent
                    controller_input = agent.get_output_vector(
                        game_tick_packet)

                    if not controller_input:
                        raise Exception(
                            'Agent "{}" did not return a player_input tuple.'.
                            format(agent_module.__file__))

                    # Write all player inputs
                    player_input.fThrottle = controller_input[0]
                    player_input.fSteer = controller_input[1]
                    player_input.fPitch = controller_input[2]
                    player_input.fYaw = controller_input[3]
                    player_input.fRoll = controller_input[4]
                    player_input.bJump = controller_input[5]
                    player_input.bBoost = controller_input[6]
                    player_input.bHandbrake = controller_input[7]

                except Exception as e:
                    traceback.print_exc()

                # Workaround for windows streams behaving weirdly when not in command prompt
                sys.stdout.flush()
                sys.stderr.flush()

            # Ratelimit here
            after = datetime.now()
            # print('Latency of ' + self.name + ': ' + str(after - before))
            r.acquire(after - before)

        if hasattr(agent, 'retire'):
            agent.retire()
        # If terminated, send callback
        self.callbackEvent.set()
Beispiel #2
0
    def run(self):
        # Set up shared memory map (offset makes it so bot only writes to its own input!) and map to buffer
        filename = ""
        buff = mmap.mmap(-1, ctypes.sizeof(bi.GameInputPacket),
                         INPUT_SHARED_MEMORY_TAG)
        bot_input = bi.GameInputPacket.from_buffer(buff)
        player_input = bot_input.sPlayerInput[self.index]
        player_input_lock = (ctypes.c_long).from_address(
            ctypes.addressof(player_input))

        # Set up shared memory for game data
        game_data_shared_memory = mmap.mmap(
            -1, ctypes.sizeof(gd.GameTickPacketWithLock),
            OUTPUT_SHARED_MEMORY_TAG)
        bot_output = gd.GameTickPacketWithLock.from_buffer(
            game_data_shared_memory)
        lock = ctypes.c_long(0)
        game_tick_packet = gd.GameTickPacket(
        )  # We want to do a deep copy for game inputs so people don't mess with em

        # Create Ratelimiter
        r = rate_limiter.RateLimiter(GAME_TICK_PACKET_REFRESHES_PER_SECOND)
        last_tick_game_time = None  # What the tick time of the last observed tick was
        last_call_real_time = datetime.now()  # When we last called the Agent

        # Find car with same name and assign index
        for i in range(MAX_CARS):
            if str(bot_output.gamecars[i].wName) == self.name:
                self.index = i
                continue

        # Get bot module
        agent_module = importlib.import_module(self.module_name)
        # Create bot from module
        agent = self.load_agent(agent_module)

        if hasattr(agent, 'create_model_hash'):
            self.model_hash = agent.create_model_hash()
        else:
            self.model_hash = 0

        self.server_manager.set_model_hash(self.model_hash)
        last_module_modification_time = os.stat(agent_module.__file__).st_mtime

        if hasattr(agent, 'is_evaluating'):
            self.is_eval = agent.is_evaluating
            self.server_manager.set_is_eval(self.is_eval)

        if self.save_data:
            filename = self.create_file_name()
            print('creating file ' + filename)
            self.create_new_file(filename)
        old_time = 0
        counter = 0

        last_module_modification_time = os.stat(agent_module.__file__).st_mtime

        # Run until main process tells to stop
        while not self.terminateEvent.is_set():
            before = datetime.now()
            before2 = time.time()

            # Read from game data shared memory
            game_data_shared_memory.seek(
                0)  # Move to beginning of shared memory
            ctypes.memmove(
                ctypes.addressof(lock),
                game_data_shared_memory.read(ctypes.sizeof(lock)),
                ctypes.sizeof(lock)
            )  # dll uses InterlockedExchange so this read will return the correct value!

            if lock.value != REFRESH_IN_PROGRESS:
                game_data_shared_memory.seek(
                    4, os.SEEK_CUR)  # Move 4 bytes past error code
                ctypes.memmove(
                    ctypes.addressof(game_tick_packet),
                    game_data_shared_memory.read(
                        ctypes.sizeof(gd.GameTickPacket)),
                    ctypes.sizeof(
                        gd.GameTickPacket))  # copy shared memory into struct
            if game_tick_packet.gameInfo.bMatchEnded:
                print('\n\n\n\n Match has ended so ending bot loop\n\n\n\n\n')
                break
            import sys
            sys.stdout.flush()

            controller_input = None
            # Run the Agent only if the gameInfo has updated.
            tick_game_time = game_tick_packet.gameInfo.TimeSeconds
            should_call_while_paused = datetime.now(
            ) - last_call_real_time >= MAX_AGENT_CALL_PERIOD
            if tick_game_time != last_tick_game_time or should_call_while_paused:
                last_tick_game_time = tick_game_time
                last_call_real_time = datetime.now()

                try:
                    # Reload the Agent if it has been modified.
                    new_module_modification_time = os.stat(
                        agent_module.__file__).st_mtime
                    if new_module_modification_time != last_module_modification_time:
                        last_module_modification_time = new_module_modification_time
                        print('Reloading Agent: ' + agent_module.__file__)

                        importlib.reload(agent_module)
                        old_agent = agent
                        agent = self.load_agent(agent_module)
                        # Retire after the replacement initialized properly.
                        if hasattr(old_agent, 'retire'):
                            old_agent.retire()

                    # Call agent
                    controller_input = agent.get_output_vector(
                        game_tick_packet)

                    if not controller_input:
                        raise Exception(
                            'Agent "{}" did not return a player_input tuple.'.
                            format(agent_module.__file__))

                    # Write all player inputs
                    player_input.fThrottle = controller_input[0]
                    player_input.fSteer = controller_input[1]
                    player_input.fPitch = controller_input[2]
                    player_input.fYaw = controller_input[3]
                    player_input.fRoll = controller_input[4]
                    player_input.bJump = controller_input[5]
                    player_input.bBoost = controller_input[6]
                    player_input.bHandbrake = controller_input[7]

                except Exception as e:
                    traceback.print_exc()

                # Workaround for windows streams behaving weirdly when not in command prompt
                sys.stdout.flush()
                sys.stderr.flush()

            current_time = game_tick_packet.gameInfo.TimeSeconds

            if self.save_data and game_tick_packet.gameInfo.bRoundActive and not old_time == current_time and not current_time == -10:
                np_input = self.input_converter.create_input_array(
                    game_tick_packet, passed_time=current_time - old_time)
                np_output = np.array(controller_input, dtype=np.float32)
                self.input_array = np.append(self.input_array, np_input)
                self.output_array = np.append(self.output_array, np_output)
                if self.frames % self.batch_size == 0 and not self.frames == 0:
                    print('writing big array',
                          self.frames % (self.batch_size * self.upload_size))
                    compressor.write_array_to_file(self.game_file,
                                                   self.input_array)
                    compressor.write_array_to_file(self.game_file,
                                                   self.output_array)
                    self.input_array = np.array([])
                    self.output_array = np.array([])
                if self.frames % (self.batch_size * self.upload_size
                                  ) == 0 and not self.frames == 0:
                    print('adding new file and uploading')
                    self.file_number += 1
                    self.game_file.close()
                    print('creating file ' + filename)
                    self.maybe_compress_and_upload(filename)
                    filename = self.create_file_name()
                    self.create_new_file(filename)
                    self.maybe_delete(self.file_number - 3)
                if self.frames % (
                        self.batch_size * self.upload_size *
                        self.retry_size) == 0 and not self.frames == 0:
                    try:
                        self.server_manager.retry_files()
                    except Exception:
                        print('failed to retry uploading files')
                self.frames += 1

            old_time = current_time

            # Ratelimit here
            after = datetime.now()

            after2 = time.time()
            # cant ever drop below 40 frames
            if after2 - before2 > 0.025:
                print('Too slow for ' + self.name + ': ' +
                      str(after2 - before2) + ' frames since slowdown ' +
                      str(counter))
                counter = 0
            else:
                counter += 1

            r.acquire(after - before)

        if hasattr(agent, 'retire'):
            agent.retire()
        # If terminated, send callback
        print("something ended closing file")
        if self.save_data:
            self.maybe_compress_and_upload(filename)
            self.server_manager.retry_files()

        print('done with bot')

        self.callbackEvent.set()
Beispiel #3
0
_BACKEND_ROUTE = '/backend'
_PAGE_SIZE = 16
_PAGE_LOOKAHEAD = 4
_REQUESTS_PER_MIN = 30


def _is_prod():
    return os.getenv('GAE_ENV', '').startswith('standard')


if _is_prod():
    redis_host = os.environ.get('REDISHOST', 'localhost')
    redis_port = int(os.environ.get('REDISPORT', 6379))
    limiter = rate_limiter.RateLimiter(redis_host,
                                       redis_port,
                                       requests_per_min=_REQUESTS_PER_MIN)

    @blueprint.before_request
    def check_rate_limit():
        ip_addr = request.headers.get('X-Appengine-User-Ip', 'unknown')
        if not limiter.check_request(ip_addr):
            abort(429)


@blueprint.route('/')
def index():
    """Main page."""
    return render_template('index.html')

Beispiel #4
0
    def run(self):
        # Set up shared memory map (offset makes it so bot only writes to its own input!) and map to buffer
        buff = mmap.mmap(-1, ctypes.sizeof(bi.GameInputPacket),
                         INPUT_SHARED_MEMORY_TAG)
        bot_input = bi.GameInputPacket.from_buffer(buff)
        player_input = bot_input.sPlayerInput[self.index]
        player_input_lock = (ctypes.c_long).from_address(
            ctypes.addressof(player_input))

        # Set up shared memory for game data
        game_data_shared_memory = mmap.mmap(
            -1, ctypes.sizeof(gd.GameTickPacketWithLock),
            OUTPUT_SHARED_MEMORY_TAG)
        bot_output = gd.GameTickPacketWithLock.from_buffer(
            game_data_shared_memory)
        lock = ctypes.c_long(0)
        game_tick_packet = gd.GameTickPacket(
        )  # We want to do a deep copy for game inputs so people don't mess with em

        # Get bot module
        agent_module = importlib.import_module(self.module_name)

        # Create Ratelimiter
        r = rate_limiter.RateLimiter(RATE_LIMITED_ACTIONS_PER_SECOND)

        # Find car with same name and assign index
        for i in range(MAX_CARS):
            if str(bot_output.gamecars[i].wName) == self.name:
                self.index = i
                continue

        # Create bot from module
        agent = agent_module.Agent(self.name, self.team, self.index)

        # Run until main process tells to stop
        while not self.terminateEvent.is_set():
            before = datetime.now()

            # Read from game data shared memory
            game_data_shared_memory.seek(
                0)  # Move to beginning of shared memory
            ctypes.memmove(
                ctypes.addressof(lock),
                game_data_shared_memory.read(ctypes.sizeof(lock)),
                ctypes.sizeof(lock)
            )  # dll uses InterlockedExchange so this read will return the correct value!

            if lock.value != REFRESH_IN_PROGRESS:
                game_data_shared_memory.seek(
                    4, os.SEEK_CUR)  # Move 4 bytes past error code
                ctypes.memmove(
                    ctypes.addressof(game_tick_packet),
                    game_data_shared_memory.read(
                        ctypes.sizeof(gd.GameTickPacket)),
                    ctypes.sizeof(
                        gd.GameTickPacket))  # copy shared memory into struct

            # Call agent
            controller_input = agent.get_output_vector(game_tick_packet)

            # Write all player inputs
            player_input.fThrottle = controller_input[0]
            player_input.fSteer = controller_input[1]
            player_input.fPitch = controller_input[2]
            player_input.fYaw = controller_input[3]
            player_input.fRoll = controller_input[4]
            player_input.bJump = controller_input[5]
            player_input.bBoost = controller_input[6]
            player_input.bHandbrake = controller_input[7]

            # Ratelimit here
            after = datetime.now()
            # print('Latency of ' + self.name + ': ' + str(after - before))

            r.acquire(after - before)

        # If terminated, send callback
        self.callbackEvent.set()