/// <summary>
    /// Initialize the agent's parameters when it is invoked.
    /// </summary>
    public override void Initialize()
    {
        m_BehaviorParameters = gameObject.GetComponent <BehaviorParameters>();
        if (m_BehaviorParameters.TeamId == (int)Team.Red)
        {
            team = Team.Red;
        }
        else
        {
            team = Team.Blue;
        }

        agentVirtualCam.enabled = false;
        // Register the agent to the Team Manager's activeAgents list.
        var activeAgent = new ActiveAgents {
            agentScript = this,
            agentCam    = agentVirtualCam,
            checkpoint  = 0
        };

        teamManager.activeAgents.Add(activeAgent);
        m_AgentIndex = teamManager.activeAgents.IndexOf(activeAgent);

        TryGetComponent(out engine.RB);
        lastPosition = this.transform.position;
    }
Ejemplo n.º 2
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    public void DestroyAgent(GameObject go)
    {
        if (SimulatorManager.Instance.IsAPI)
        {
            SimulatorManager.Instance.EnvironmentEffectsManager.ClearRainVFX(go.transform);
        }

        var controller = go.GetComponent <IAgentController>();

        if (controller != null)
        {
            SimulatorManager.Instance.SegmentationIdMapping.RemoveSegmentationId(controller.GTID);
        }

        ActiveAgents.RemoveAll(config => config.AgentGO == go);
        Destroy(go);

        if (ActiveAgents.Count == 0)
        {
            SimulatorManager.Instance.CameraManager.SetFreeCameraState();
        }
        else
        {
            SetCurrentActiveAgent(0);
        }
    }
Ejemplo n.º 3
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    public void Reset()
    {
        List <AgentConfig> configs = new List <AgentConfig>(ActiveAgents);

        foreach (var config in configs)
        {
            DestroyAgent(config.AgentGO);
        }

        ActiveAgents.Clear();
    }
Ejemplo n.º 4
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    public void Reset()
    {
        List <GameObject> agents = new List <GameObject>(ActiveAgents);

        foreach (var agent in agents)
        {
            DestroyAgent(agent);
        }

        ActiveAgents.Clear();
    }
Ejemplo n.º 5
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    public void DestroyAgent(GameObject go)
    {
        ActiveAgents.RemoveAll(config => config.AgentGO == go);
        Destroy(go);

        if (ActiveAgents.Count == 0)
        {
            SimulatorManager.Instance.CameraManager.SetFreeCameraState();
        }
        else
        {
            SetCurrentActiveAgent(0);
        }
    }
Ejemplo n.º 6
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    public void DestroyAgent(GameObject go)
    {
        if (SimulatorManager.Instance.IsAPI)
        {
            SimulatorManager.Instance.EnvironmentEffectsManager.ClearRainVFX(go.transform);
        }

        ActiveAgents.RemoveAll(config => config.AgentGO == go);
        Destroy(go);

        if (ActiveAgents.Count == 0)
        {
            SimulatorManager.Instance.CameraManager.SetFreeCameraState();
        }
        else
        {
            SetCurrentActiveAgent(0);
        }
    }
Ejemplo n.º 7
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    public void DestroyAgent(GameObject go)
    {
        ActiveAgents.RemoveAll(config => config.AgentGO == go);
        var agentController = go.GetComponent <AgentController>();

        if (agentController != null)
        {
            agentController.SensorsChanged -= AgentControllerOnSensorsChanged;
        }
        Destroy(go);

        if (ActiveAgents.Count == 0)
        {
            SimulatorManager.Instance.CameraManager.SetFreeCameraState();
        }
        else
        {
            SetCurrentActiveAgent(0);
        }
    }
Ejemplo n.º 8
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        public void activate_agents(IEnumerable <string> agent_ids)
        {
            if (agent_ids == null || agent_ids.Count() == 0)
            {
                return;
            }

            var agent_manager = new AgentManager(Application.ICSession);
            var active_agents = ActiveAgents;
            var campaign_ids  = new Collection <ConfigurationId> {
                configuration.ConfigurationId
            };
            var empty_ids = new Collection <ConfigurationId>();

            // First deactivate agents (all agents that where active and are not in the new list
            var logoff = new Collection <string>(ActiveAgents.Where(x => !agent_ids.Any(y => y == x.id)).Select(agent => agent.id).ToList());

            agent_manager.AllocateAgents(logoff, campaign_ids, empty_ids);

            // Then activate agents
            var logon = new Collection <string>(agent_ids.ToList());

            agent_manager.AllocateAgents(logon, empty_ids, campaign_ids);
        }
Ejemplo n.º 9
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    public GameObject SpawnAgent(AgentConfig config)
    {
        var go = Instantiate(config.Prefab, transform);

        go.name = config.Name;
        var agentController = go.GetComponent <AgentController>();

        agentController.SensorsChanged += AgentControllerOnSensorsChanged;
        agentController.Config          = config;
        agentController.Config.AgentGO  = go;
        SIM.LogSimulation(SIM.Simulation.VehicleStart, config.Name);

        ActiveAgents.Add(agentController.Config);
        agentController.GTID        = ++SimulatorManager.Instance.GTIDs;
        agentController.Config.GTID = agentController.GTID;

        BridgeClient bridgeClient = null;

        if (config.Bridge != null)
        {
            bridgeClient = go.AddComponent <BridgeClient>();
            bridgeClient.Init(config.Bridge);

            if (config.Connection != null)
            {
                var split = config.Connection.Split(':');
                if (split.Length != 2)
                {
                    throw new Exception("Incorrect bridge connection string, expected HOSTNAME:PORT");
                }
                bridgeClient.Connect(split[0], int.Parse(split[1]));
            }
        }
        SIM.LogSimulation(SIM.Simulation.BridgeTypeStart, config.Bridge != null ? config.Bridge.Name : "None");
        var sensorsController = go.AddComponent <SensorsController>();

        agentController.AgentSensorsController = sensorsController;
        sensorsController.SetupSensors(config.Sensors);

        //Add required components for distributing rigidbody from master to clients
        var network = Loader.Instance.Network;

        if (network.IsClusterSimulation)
        {
            HierarchyUtilities.ChangeToUniqueName(go);
            if (network.IsClient)
            {
                //Disable controller and dynamics on clients so it will not interfere mocked components
                agentController.enabled = false;
                var vehicleDynamics = agentController.GetComponent <IVehicleDynamics>() as MonoBehaviour;
                if (vehicleDynamics != null)
                {
                    vehicleDynamics.enabled = false;
                }
            }

            //Change the simulation type only if it's not set in the prefab
            var distributedRigidbody = go.GetComponent <DistributedRigidbody>();
            if (distributedRigidbody == null)
            {
                distributedRigidbody = go.AddComponent <DistributedRigidbody>();
                distributedRigidbody.SimulationType = DistributedRigidbody.MockingSimulationType.ExtrapolateVelocities;
            }

            //Add the rest required components for cluster simulation
            ClusterSimulationUtilities.AddDistributedComponents(go);
        }

        go.transform.position = config.Position;
        go.transform.rotation = config.Rotation;
        agentController.Init();

#if UNITY_EDITOR
        // TODO remove hack for editor opaque with alpha clipping 2019.3.3
        Array.ForEach(go.GetComponentsInChildren <Renderer>(), renderer =>
        {
            foreach (var m in renderer.materials)
            {
                m.shader = Shader.Find(m.shader.name);
            }
        });

        Array.ForEach(go.GetComponentsInChildren <DecalProjector>(), decal =>
        {
            decal.material.shader = Shader.Find(decal.material.shader.name);
        });
#endif

        return(go);
    }
Ejemplo n.º 10
0
    public void SetupDevAgents()
    {
        var sceneAgents = GameObject.FindGameObjectsWithTag("Player");

        foreach (var agent in sceneAgents)
        {
            var config = agent.GetComponent <AgentController>().Config;
            config.AgentGO = agent;
            ActiveAgents.Add(config);
        }

        if (ActiveAgents.Count == 0)
        {
            string data = null;
#if UNITY_EDITOR
            data = UnityEditor.EditorPrefs.GetString("Simulator/DevelopmentSettings");
#endif
            if (data != null)
            {
                try
                {
                    var json          = JSONNode.Parse(data);
                    var createVehicle = json["CreateVehicle"];
                    var vehicleName   = json["VehicleName"];
                    if (createVehicle != null && createVehicle.AsBool && vehicleName != null)
                    {
                        using (var db = DatabaseManager.GetConfig(DatabaseManager.GetConnectionString()).Create())
                        {
                            var sql     = Sql.Builder.From("vehicles").Where("name = @0", vehicleName.Value);
                            var vehicle = db.SingleOrDefault <VehicleModel>(sql);
                            if (vehicle == null)
                            {
                                Debug.LogError($"Cannot find '{vehicleName.Value}' vehicle in database!");
                            }
                            else
                            {
                                var bundlePath = vehicle.LocalPath;

                                using (ZipFile zip = new ZipFile(bundlePath))
                                {
                                    Manifest manifest;
                                    ZipEntry entry = zip.GetEntry("manifest");
                                    using (var ms = zip.GetInputStream(entry))
                                    {
                                        int    streamSize = (int)entry.Size;
                                        byte[] buffer     = new byte[streamSize];
                                        streamSize = ms.Read(buffer, 0, streamSize);
                                        manifest   = new Deserializer().Deserialize <Manifest>(Encoding.UTF8.GetString(buffer, 0, streamSize));
                                    }

                                    if (manifest.bundleFormat != BundleConfig.Versions[BundleConfig.BundleTypes.Vehicle])
                                    {
                                        throw new Exception("Out of date Vehicle AssetBundle. Please check content website for updated bundle or rebuild the bundle.");
                                    }

                                    AssetBundle textureBundle = null;

                                    if (zip.FindEntry($"{manifest.assetGuid}_vehicle_textures", true) != -1)
                                    {
                                        var texStream = zip.GetInputStream(zip.GetEntry($"{manifest.assetGuid}_vehicle_textures"));
                                        textureBundle = AssetBundle.LoadFromStream(texStream, 0, 1 << 20);
                                    }

                                    string platform      = SystemInfo.operatingSystemFamily == OperatingSystemFamily.Windows ? "windows" : "linux";
                                    var    mapStream     = zip.GetInputStream(zip.GetEntry($"{manifest.assetGuid}_vehicle_main_{platform}"));
                                    var    vehicleBundle = AssetBundle.LoadFromStream(mapStream, 0, 1 << 20);

                                    if (vehicleBundle == null)
                                    {
                                        throw new Exception($"Failed to load '{bundlePath}' vehicle asset bundle");
                                    }

                                    try
                                    {
                                        var vehicleAssets = vehicleBundle.GetAllAssetNames();
                                        if (vehicleAssets.Length != 1)
                                        {
                                            throw new Exception($"Unsupported '{bundlePath}' vehicle asset bundle, only 1 asset expected");
                                        }

                                        textureBundle?.LoadAllAssets();

                                        if (manifest.fmuName != "")
                                        {
                                            var fmuDirectory = Path.Combine(Application.persistentDataPath, manifest.assetName);
                                            if (platform == "windows")
                                            {
                                                var dll = zip.GetEntry($"{manifest.fmuName}_windows.dll");
                                                if (dll == null)
                                                {
                                                    throw new ArgumentException($"{manifest.fmuName}.dll not found in Zip");
                                                }

                                                using (Stream s = zip.GetInputStream(dll))
                                                {
                                                    byte[] buffer = new byte[4096];
                                                    Directory.CreateDirectory(fmuDirectory);
                                                    var path = Path.Combine(Application.persistentDataPath, manifest.assetName, $"{manifest.fmuName}.dll");
                                                    using (FileStream streamWriter = File.Create(path))
                                                    {
                                                        StreamUtils.Copy(s, streamWriter, buffer);
                                                    }
                                                    vehicleBundle.LoadAsset <GameObject>(vehicleAssets[0]).GetComponent <VehicleFMU>().FMUData.Path = path;
                                                }
                                            }
                                            else
                                            {
                                                var dll = zip.GetEntry($"{manifest.fmuName}_linux.so");
                                                if (dll == null)
                                                {
                                                    throw new ArgumentException($"{manifest.fmuName}.so not found in Zip");
                                                }

                                                using (Stream s = zip.GetInputStream(dll))
                                                {
                                                    byte[] buffer = new byte[4096];
                                                    Directory.CreateDirectory(fmuDirectory);
                                                    var path = Path.Combine(Application.persistentDataPath, manifest.assetName, $"{manifest.fmuName}.so");
                                                    using (FileStream streamWriter = File.Create(path))
                                                    {
                                                        StreamUtils.Copy(s, streamWriter, buffer);
                                                    }
                                                    vehicleBundle.LoadAsset <GameObject>(vehicleAssets[0]).GetComponent <VehicleFMU>().FMUData.Path = path;
                                                }
                                            }
                                        }

                                        var prefab = vehicleBundle.LoadAsset <GameObject>(vehicleAssets[0]);
                                        var config = new AgentConfig()
                                        {
                                            Name       = vehicle.Name,
                                            Prefab     = prefab,
                                            Sensors    = vehicle.Sensors,
                                            Connection = json["Connection"].Value,
                                        };
                                        if (!string.IsNullOrEmpty(vehicle.BridgeType))
                                        {
                                            config.Bridge = Simulator.Web.Config.Bridges.Find(bridge => bridge.Name == vehicle.BridgeType);
                                            if (config.Bridge == null)
                                            {
                                                throw new Exception($"Bridge {vehicle.BridgeType} not found");
                                            }
                                        }

                                        var spawn = FindObjectsOfType <SpawnInfo>().OrderBy(s => s.name).FirstOrDefault();
                                        config.Position = spawn != null ? spawn.transform.position : Vector3.zero;
                                        config.Rotation = spawn != null ? spawn.transform.rotation : Quaternion.identity;

                                        SpawnAgent(config);
                                    }
                                    finally
                                    {
                                        textureBundle?.Unload(false);
                                        vehicleBundle.Unload(false);
                                    }
                                }
                            }
                        }
                    }
                }
                catch (Exception ex)
                {
                    Debug.LogException(ex);
                }
            }
        }
        else
        {
            var config = ActiveAgents[0];

            var bridgeClient = config.AgentGO.AddComponent <BridgeClient>();
            bridgeClient.Init(new Simulator.Bridge.Ros.RosApolloBridgeFactory());
            bridgeClient.Connect("localhost", 9090);

            var sensorsController = config.AgentGO.GetComponent <SensorsController>();
            if (sensorsController == null)
            {
                sensorsController = config.AgentGO.AddComponent <SensorsController>();
                var agentController = config.AgentGO.GetComponent <AgentController>();
                if (agentController != null)
                {
                    agentController.AgentSensorsController = sensorsController;
                }
            }

            sensorsController.SetupSensors(DefaultSensors.Apollo30);
        }

        ActiveAgents.ForEach(agent => agent.AgentGO.GetComponent <AgentController>().Init());

        SetCurrentActiveAgent(0);
    }
Ejemplo n.º 11
0
    public GameObject SpawnAgent(AgentConfig config)
    {
        var go = Instantiate(config.Prefab, transform);

        go.name = config.Name;
        // set it inactive until we can be sure setting up sensors etc worked without exceptions and it AgentController was initialized
        go.SetActive(false);
        var agentController = go.GetComponent <AgentController>();

        agentController.Config         = config;
        agentController.Config.AgentGO = go;

        var lane = go.AddComponent <VehicleLane>();

        var baseLink = go.GetComponentInChildren <BaseLink>();

        if (baseLink == null)
        {
            baseLink = new GameObject("BaseLink").AddComponent <BaseLink>();
            baseLink.transform.SetParent(go.transform, false);
        }

        ActiveAgents.Add(agentController.Config);
        agentController.GTID        = ++SimulatorManager.Instance.GTIDs;
        agentController.Config.GTID = agentController.GTID;

        BridgeClient bridgeClient = null;

        if (config.Bridge != null)
        {
            bridgeClient = go.AddComponent <BridgeClient>();
            bridgeClient.Init(config.Bridge);

            if (!String.IsNullOrEmpty(config.Connection))
            {
                bridgeClient.Connect(config.Connection);
            }
        }
        var sensorsController = go.AddComponent <SensorsController>();

        agentController.AgentSensorsController = sensorsController;

        //Add required components for distributing rigidbody from master to clients
        var network = Loader.Instance.Network;

        if (network.IsClusterSimulation)
        {
            HierarchyUtilities.ChangeToUniqueName(go);
            if (network.IsClient)
            {
                //Disable controller and dynamics on clients so it will not interfere mocked components
                agentController.enabled = false;
                var vehicleDynamics = agentController.GetComponent <IVehicleDynamics>() as MonoBehaviour;
                if (vehicleDynamics != null)
                {
                    vehicleDynamics.enabled = false;
                }
            }

            //Change the simulation type only if it's not set in the prefab
            var distributedRigidbody = go.GetComponent <DistributedRigidbody>();
            if (distributedRigidbody == null)
            {
                distributedRigidbody = go.AddComponent <DistributedRigidbody>();
                distributedRigidbody.SimulationType = DistributedRigidbody.MockingSimulationType.ExtrapolateVelocities;
            }

            //Add the rest required components for cluster simulation
            ClusterSimulationUtilities.AddDistributedComponents(go);
        }

        go.transform.position = config.Position;
        go.transform.rotation = config.Rotation;
        sensorsController.SetupSensors(config.Sensors);
        agentController.Init();

        go.SetActive(true);
        return(go);
    }
Ejemplo n.º 12
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    public GameObject SpawnAgent(AgentConfig config)
    {
        var go = Instantiate(config.Prefab, transform);

        go.name = config.Name;
        // set it inactive until we can be sure setting up sensors etc worked without exceptions and it AgentController was initialized
        go.SetActive(false);
        var controller = go.GetComponent <IAgentController>();

        if (controller == null)
        {
            Debug.LogWarning($"{nameof(IAgentController)} implementation not found on the {config.Name} vehicle. This vehicle can't be used as an ego vehicle.");
        }
        else
        {
            controller.Config         = config;
            controller.Config.AgentGO = go;
            ActiveAgents.Add(controller.Config);
            controller.GTID        = ++SimulatorManager.Instance.GTIDs;
            controller.Config.GTID = controller.GTID;
        }

        var lane = go.AddComponent <VehicleLane>();

        var baseLink = go.GetComponentInChildren <BaseLink>();

        if (baseLink == null)
        {
            baseLink = new GameObject("BaseLink").AddComponent <BaseLink>();
            baseLink.transform.SetParent(go.transform, false);
        }

        var sensorsController = go.GetComponent <ISensorsController>() ?? go.AddComponent <SensorsController>();

        if (controller != null)
        {
            controller.AgentSensorsController = sensorsController;
        }

        //Add required components for distributing rigidbody from master to clients
        var network = Loader.Instance.Network;

        if (network.IsClusterSimulation)
        {
            HierarchyUtilities.ChangeToUniqueName(go);

            //Add the rest required components for cluster simulation
            ClusterSimulationUtilities.AddDistributedComponents(go);
            if (network.IsClient)
            {
                controller?.DisableControl();
            }
        }

        BridgeClient bridgeClient = null;

        if (config.BridgeData != null)
        {
            var dir = Path.Combine(Simulator.Web.Config.PersistentDataPath, "Bridges");
            var vfs = VfsEntry.makeRoot(dir);
            Simulator.Web.Config.CheckDir(vfs.GetChild(config.BridgeData.AssetGuid), Simulator.Web.Config.LoadBridgePlugin);

            bridgeClient  = go.AddComponent <BridgeClient>();
            config.Bridge = BridgePlugins.Get(config.BridgeData.Type);
            bridgeClient.Init(config.Bridge);

            if (!String.IsNullOrEmpty(config.Connection))
            {
                bridgeClient.Connect(config.Connection);
            }
        }

        go.transform.position = config.Position;
        go.transform.rotation = config.Rotation;
        sensorsController.SetupSensors(config.Sensors);

        controller?.Init();

        if (SimulatorManager.Instance.IsAPI)
        {
            SimulatorManager.Instance.EnvironmentEffectsManager.InitRainVFX(go.transform);
        }

        go.SetActive(true);
        return(go);
    }