Coordinator of one or more clients. Used to start, step and stop games and replays.
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#include <sc2_coordinator.h>
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bool | LoadSettings (int argc, char **argv) |
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void | SetMultithreaded (bool value) |
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void | SetRealtime (bool value) |
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void | SetStepSize (int step_size) |
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void | SetProcessPath (const std::string &path) |
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void | SetDataVersion (const std::string &version) |
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void | SetTimeoutMS (uint32_t timeout_ms=kDefaultProtoInterfaceTimeout) |
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void | SetPortStart (int port_start) |
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void | SetFeatureLayers (const FeatureLayerSettings &settings) |
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void | SetRender (const RenderSettings &settings) |
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void | SetWindowSize (int width, int height) |
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void | SetWindowLocation (int x, int y) |
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void | SetUseGeneralizedAbilityId (bool value) |
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void | AddCommandLine (const std::string &option) |
| Appends a command line argument to be fed to StarCraft II when starting.
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void | SetParticipants (const std::vector< PlayerSetup > &participants) |
| Sets up the bots and whether they are controlled by in-built AI, human or a custom bot.
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void | SetReplayRecovery (bool value) |
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void | AddReplayObserver (ReplayObserver *replay_observer) |
| Add an instance of ReplayObserver, each ReplayObserver will run a separate StarCraft II client.
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void | LaunchStarcraft () |
| Uses settings gathered from LoadSettings, specifically the path to the executable, to run StarCraft II.
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void | Connect (int port) |
| Attaches to a running Starcraft.
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bool | StartGame (const std::string &map_path=std::string()) |
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bool | CreateGame (const std::string &map_path=std::string()) |
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bool | JoinGame () |
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void | SetupPorts (size_t num_agents, int port_start, bool check_single=true) |
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bool | Update () |
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void | LeaveGame () |
| Requests for the currently running game to end.
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bool | AllGamesEnded () const |
| Returns true if all running games have ended.
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bool | SetReplayPath (const std::string &path) |
| Sets the path for to a folder of replays to analyze.
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bool | LoadReplayList (const std::string &file_path) |
| Loads replays from a file.
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void | SaveReplayList (const std::string &file_path) |
| Saves replays to a file.
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bool | HasReplays () const |
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void | WaitForAllResponses () |
| Blocks for all bots to receive any pending responses.
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bool | RemoteSaveMap (const void *data, int data_size, std::string remote_path) |
| Saves a binary blob as a map to a remote location. More...
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std::string | GetExePath () const |
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Coordinator of one or more clients. Used to start, step and stop games and replays.
bool sc2::Coordinator::CreateGame |
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const std::string & |
map_path = std::string() | ) |
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Creates a game but does not join the agents to the game
- Parameters
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map_path | Path to the map to run. Returns true if the game was successfully created |
std::string sc2::Coordinator::GetExePath |
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const |
Gets the game executable path.
- Returns
- The game executable path.
bool sc2::Coordinator::HasReplays |
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const |
Determines if there are unprocessed replays.
- Returns
- Is true if there are replays left.
bool sc2::Coordinator::JoinGame |
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Joins agents to the game Returns true if the agents were successfully connected to the game
bool sc2::Coordinator::LoadSettings |
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int |
argc, |
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char ** |
argv |
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Used to load settings. Settings will be discovered in the following order:
- If command line arguments are provided it will use them. Invoke binary with –help to see expected arguments.
- (Recommended) If the StarCraft II binary has been run the function will auto discover its location.
- Parameters
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argc | Provided in main signature. |
argv | Provided in main signature. |
game_settings | The name of the settings file. |
- Returns
- True if settings were found or discovered, false otherwise.
bool sc2::Coordinator::RemoteSaveMap |
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const void * |
data, |
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int |
data_size, |
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std::string |
remote_path |
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Saves a binary blob as a map to a remote location.
<
- Returns
- Is true if the save is successful.
void sc2::Coordinator::SetDataVersion |
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const std::string & |
version | ) |
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Set the correct data version of a replay to allow faster replay loading. Saves a few seconds if replay is not up to date. Works only in combination with correct process path set by "SetProcessPath".
- Parameters
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version | Look in "protocol/buildinfo/versions.json" for the property "data-hash". Or read it from "ReplayInfo.data_version". |
Indicates whether feature layers should be provided in the observation.
- Parameters
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settings | Configuration of feature layer settings. |
- See also
- FeatureLayerSettings
void sc2::Coordinator::SetMultithreaded |
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bool |
value | ) |
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Specifies whether bots or replays OnStep function should be run in parallel. If set to true make sure your bots are thread-safe if they reach into shared code.
- Parameters
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value | True to multithread, false otherwise. |
void sc2::Coordinator::SetPortStart |
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int |
port_start | ) |
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Sets the first port number to use. Subsequent port assignments are sequential.
- Parameters
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port_start | First port number. |
void sc2::Coordinator::SetProcessPath |
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const std::string & |
path | ) |
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Sets the path to the StarCraft II binary.
- Parameters
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void sc2::Coordinator::SetRealtime |
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bool |
value | ) |
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Specifies whether the game should run in realtime or not. If the game is running in real time that means the coordinator is not stepping it forward. The game is running and your bot reaches into it asynchronously to read state.
- Parameters
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value | True to be realtime, false otherwise. |
void sc2::Coordinator::SetStepSize |
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int |
step_size | ) |
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Sets the number of game loops to run for each step.
- Parameters
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step_size | Number of gameloops to run for each step. |
void sc2::Coordinator::SetTimeoutMS |
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uint32_t |
timeout_ms = kDefaultProtoInterfaceTimeout | ) |
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Sets the timeout for network operations.
- Parameters
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value | timeout_ms in milliseconds. |
void sc2::Coordinator::SetupPorts |
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size_t |
num_agents, |
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int |
port_start, |
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bool |
check_single = true |
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Sets up the sc2 game ports to use param num_agents Number of agents in the game param port_start Starting port number param check_single Checks if the game is a single player or multiplayer game
void sc2::Coordinator::SetUseGeneralizedAbilityId |
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bool |
value | ) |
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Uses generalized abilities where possible. Example: BUILD_TECHLAB_BARRACKS, BUILD_TECHLAB_FACTORY, BUILD_TECHLAB_STARPORT ability ids are generalized to BUILD_TECHLAB ability id in the observation.
void sc2::Coordinator::SetWindowLocation |
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int |
x, |
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int |
y |
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Sets the game window location.
- Parameters
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x | X position of game window. |
y | y position of game window. |
void sc2::Coordinator::SetWindowSize |
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int |
width, |
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int |
height |
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Sets the game window dimensions.
- Parameters
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width | Width of game window. |
height | Height of game window. |
bool sc2::Coordinator::StartGame |
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const std::string & |
map_path = std::string() | ) |
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Starts a game on a certain map. There are multiple ways to specify a map: Absolute path: Any .SC2Map file. Relative path: Any .SC2Map file relative to either the library or installation maps folder. Map name: Any BattleNet published map that has been locally cached.
- Parameters
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map_path | Path to the map to run. |
- Returns
- True if the game started, false if there was errors or the game didn't start, override OnError callback to see the exact errors.
bool sc2::Coordinator::Update |
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Helper function used to actually run a bot. This function will behave differently in real-time compared to non real-time. In real-time there is no step sent over the wire but instead will request and read observations as the game runs.
- For non-real time Update will perform the following:
- Step the simulation forward by a certain amount of game steps, this essentially moves the game loops forward.
- Wait for the step to complete, the step is completed when a response is received and read from the StarCraft II binary.
- When the step is completed an Observation has been received. It is parsed and various client events are dispatched.
- Call the user's OnStep function.
- Real time applications will perform the following:
- The Observation is directly requested. The process will block while waiting for it.
- The Observation is parsed and client events are dispatched.
- Unit actions batched from the ActionInterface are dispatched.
- Returns
- False if the game has ended, true otherwise.
The documentation for this class was generated from the following file: