Exemple #1
0
    public void run()
    {
        bool               result;
        AgentConnection    agentConnection;
        InstantiateRequest request;

        //simulationState.stdout.Send("CH: entering main loop\n");

        tcpListener.Start();

        while (!quit)
        {
            Thread.Sleep(0);
            tcpClient       = tcpListener.AcceptTcpClient();
            agentConnection = new AgentConnection(simulationState, tcpClient);

            //simulationState.stdout.Send(String.Format("CH: accepted client.\n"));

            if (agentConnection.init())
            {
                agentConnections.Add(agentConnection);

                request = new InstantiateRequest(agentConnection);
                simulationState.instantiateRequests.Send(request);
                // Block until we get the signal that the agent has been instantiated in the simulation.
                // Then, we can start running it's thread and it's perceive-act loop.
                if (instantiationResults.Recv(out result))
                {
                    if (result)
                    {
                        agentConnection.start();
                    }
                    else
                    {
                        Debug.Log("CH Error: instantiation unsuccesful.");
                    }
                }
                else
                {
                    Debug.LogError("CH Error: instantiation empty.");
                }
            }
        }
        //simulationState.stdout.Send("CH: exit main loop.\n");
    }
Exemple #2
0
    public void run()
    {
        int agentID = agentState.agentID;

        MailBox <PerceptRequest> perceptRequests = simulationState.perceptRequests; //To send percept requests to unity
        MailBox <Percept>        percepts        = agentState.percepts;             //To receive percepts from unity

        MailBox <Action>       actions = agentState.actions;                        //To send action request to unity
        MailBox <ActionResult> results = agentState.results;                        //To receive action result from unit

        Percept      percept;
        Action       action;
        ActionResult result;

        while (!quit)
        {
            Thread.Sleep(0);
            try {
                //Receive request: for perception or action.
                receiveRequest(out action);

                if (action == null)                     //Percept request received

                {
                    perceptRequests.Send(new PerceptRequest(agentID, percepts));        // send a percept request to unity

                    //simulationState.stdout.Send(String.Format("AC {0}: sending percept request.\n", name));

                    percepts.Recv(out percept);                                         // block until I receive percept from unity

                    //simulationState.stdout.Send(String.Format("AC {0}: percept ready, sending...\n", name));

                    sendPercept(percept);       // send percept to agent
                }
                else                            //Action request received
                //simulationState.stdout.Send(String.Format("AC {0}: action received.\n", name));

                {
                    if (action.type == ActionType.goodbye)                              // if the action is say goodbye, close the connection
                    {
                        sendResult(ActionResult.success);
                        quit = true;
                    }
                    else
                    {
                        //simulationState.stdout.Send(String.Format("AC {0}: sending action to handler...\n", name));
                        actions.Send(action);                                       // send action to handler
                        if (results.Recv(out result))                               // get action result from handler
                        //simulationState.stdout.Send(String.Format("AC {0}: action result received.\n", name));
                        //Thread.Sleep(action.duration);                          // sleep for the duration of the action.
                        //simulationState.stdout.Send(String.Format("AC {0}: sending action result to agent.\n", name));
                        {
                            sendResult(result);                                         // send action result to agent
                        }
                    }
                    //sendResult(ActionResult.success); //PETOR

                    //simulationState.stdout.Send(String.Format("AC {0}: perceive-act loop iteration complete.\n", name));
                }
            }
            catch (System.ObjectDisposedException) {
                quit = true;
            }
            catch (System.IO.IOException) {
                quit = true;
            }
        }
        //simulationState.stdout.Send(String.Format("AC {0}: quitting...\n", name));
        try {
            tcpClient.Close();

            //simulationState.stdout.Send(String.Format("AC {0}: Connection closed.\n", name));
        }
        catch (System.ObjectDisposedException) {
            //simulationState.stdout.Send(String.Format("AC {0}: Error while closing connection.\n", name));
        }
    }