Custom ControlServer in 3.1
Hi all,
follow this guide when having troubles with running custom control server in Pogamut 3.1.
Basically you need to write two classes. A module with information for guice and the control server itself.
This control servers updates its current time variable and is also posting information from synchronous batches about FlagInfo and domination point objects it is receiving as a console log (note that you get FlagInfo only in BotCTFGame and domination points in BotDoubleDomination game type).
Best,
Michal
follow this guide when having troubles with running custom control server in Pogamut 3.1.
Basically you need to write two classes. A module with information for guice and the control server itself.
Guice module
package controlconnection;
import com.google.inject.AbstractModule;
import com.google.inject.name.Names;
import cz.cuni.amis.pogamut.base.agent.IAgent;
import cz.cuni.amis.pogamut.base.communication.translator.IWorldMessageTranslator;
import cz.cuni.amis.pogamut.base.communication.worldview.IWorldView;
import cz.cuni.amis.pogamut.base.component.controller.ComponentDependencies;
import cz.cuni.amis.pogamut.base.server.IWorldServer;
import cz.cuni.amis.pogamut.base3d.worldview.IVisionWorldView;
import cz.cuni.amis.pogamut.ut2004.communication.translator.server.ServerFSM;
import cz.cuni.amis.pogamut.ut2004.communication.worldview.UT2004WorldView;
import cz.cuni.amis.pogamut.ut2004.factory.guice.remoteagent.UT2004ServerModule;
import cz.cuni.amis.pogamut.ut2004.server.IUT2004Server;
/**
* Class used by UT2004Factory telling the guice that it should instantiate our
* custom class.
*
* @author Michal Bida
*/
public class ControlConnectionModule extends UT2004ServerModule {
@Override
protected void configureModules() {
super.configureModules();
addModule(new AbstractModule() {
@Override
public void configure() {
bind(IWorldMessageTranslator.class).to(ServerFSM.class);
bind(IWorldView.class).to(IVisionWorldView.class);
bind(IVisionWorldView.class).to(UT2004WorldView.class);
bind(ComponentDependencies.class).annotatedWith(Names.named(UT2004WorldView.WORLDVIEW_DEPENDENCY)).toProvider(worldViewDependenciesProvider);
bind(IAgent.class).to(IWorldServer.class);
bind(IWorldServer.class).to(IUT2004Server.class);
bind(IUT2004Server.class).to(ControlConnection.class); //Here we tell guice it should create our custom Control server class
}
});
}
}ControlServer code
package controlconnection;
import com.google.inject.Inject;
import cz.cuni.amis.pogamut.base.agent.impl.AgentId;
import cz.cuni.amis.pogamut.base.communication.command.IAct;
import cz.cuni.amis.pogamut.base.communication.connection.impl.socket.SocketConnection;
import cz.cuni.amis.pogamut.base.communication.connection.impl.socket.SocketConnectionAddress;
import cz.cuni.amis.pogamut.base.communication.worldview.event.IWorldEventListener;
import cz.cuni.amis.pogamut.base.communication.worldview.object.IWorldObjectEvent;
import cz.cuni.amis.pogamut.base.communication.worldview.object.IWorldObjectListener;
import cz.cuni.amis.pogamut.base.component.bus.IComponentBus;
import cz.cuni.amis.pogamut.base.utils.logging.IAgentLogger;
import cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Player;
import cz.cuni.amis.pogamut.ut2004.agent.params.UT2004AgentParameters;
import cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.BeginMessage;
import cz.cuni.amis.pogamut.ut2004.communication.worldview.UT2004WorldView;
import cz.cuni.amis.pogamut.ut2004.factory.guice.remoteagent.UT2004ServerFactory;
import cz.cuni.amis.pogamut.ut2004.server.IUT2004Server;
import cz.cuni.amis.pogamut.ut2004.server.impl.UT2004Server;
import cz.cuni.amis.utils.exception.PogamutException;
/**
* Control server connected to UT environment. Through this connection we get global
* information about the game and can control the game.
*
* @author Michal Bida
*/
public class ControlConnection extends UT2004Server implements IUT2004Server {
private double currentUTTime;
/*
* BeginMessage listener - we get current server time here.
*/
IWorldEventListener<BeginMessage> myBeginMessageListener = new IWorldEventListener<BeginMessage>() {
public void notify(BeginMessage event) {
currentUTTime = event.getTime();
System.out.println("Begin: " + event.toString());
}
};
/*
* Player listener - we simply print out all player messages we receive.
*/
IWorldObjectListener<Player> myPlayerListener = new IWorldObjectListener<Player>() {
public void notify(IWorldObjectEvent<Player> event) {
System.out.println("Player: " + event.getObject().toString());
}
};
@Inject
public ControlConnection(UT2004AgentParameters params, IAgentLogger agentLogger, IComponentBus bus, SocketConnection connection, UT2004WorldView worldView, IAct act) {
super(params, agentLogger, bus, connection, worldView, act);
}
/*
* Our custom hook, where we initialize our listeners. Note that UT2004Server class
* is just stub, so no helper methods are present (no prepareBot, botInitialized, etc
as with Bot classes)
*/
public void initialize() {
getWorldView().addEventListener(BeginMessage.class, myBeginMessageListener);
getWorldView().addObjectListener(Player.class, myPlayerListener);
System.out.println("ControlConnection initialized.");
}
/**
* This method is called when the server is started either from IDE or from command line.
* It connects the server to the game.
* @param args
*/
public static void main(String args[]) throws PogamutException {
//creating agent parameters - setting module name and connection adress
UT2004AgentParameters params = new UT2004AgentParameters();
params.setAgentId(new AgentId("ControlConnection"));
params.setWorldAddress(new SocketConnectionAddress("127.0.0.1", 3001));
//create module that tells guice it should instantiate OUR (this) class
ControlConnectionModule module = new ControlConnectionModule();
//creating pogamut factory
UT2004ServerFactory fac = new UT2004ServerFactory(module);
ControlConnection cts = (ControlConnection) fac.newAgent(params);
//starting the connection - connecting to the server
cts.start();
//launching our custom method
cts.initialize();
}
}This control servers updates its current time variable and is also posting information from synchronous batches about FlagInfo and domination point objects it is receiving as a console log (note that you get FlagInfo only in BotCTFGame and domination points in BotDoubleDomination game type).
Best,
Michal
