Module: Sc2::Connection::Requests
- Included in:
- Sc2::Connection
- Defined in:
- lib/sc2ai/connection/requests.rb
Overview
Sends protobuf requests over Connection to Client
Instance Method Summary collapse
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#action(actions) ⇒ Api::ResponseAction
Executes an array of [Api::Action] for a participant.
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#available_maps ⇒ Api::ResponseAvailableMaps
Returns directory of maps that can be played on.
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#create_game(map:, players:, realtime: false) ⇒ Object
Send to host to initialize game.
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#data(ability_id: true, unit_type_id: true, upgrade_id: true, buff_id: true, effect_id: true) ⇒ Api::ResponseData
Data about different gameplay elements.
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#debug(commands) ⇒ void
Display debug information and execute debug actions.
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#game_info ⇒ Api::ResponseGameInfo
Static data about the current game and map.
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#join_game(race:, name:, server_host:, port_config:, enable_feature_layer: false, interface_options: {}) ⇒ Object
Send to host and all clients for game to begin.
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#leave_game ⇒ Object
Multiplayer only.
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#observation(game_loop: nil) ⇒ Object
Snapshot of the current game state.
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#observer_action(actions) ⇒ Object
Executes an actions for an observer.
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#observer_action_camera_move(world_pos, distance = 0) ⇒ Object
Moves observer camera to a position at a distance.
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#ping ⇒ Object
Network ping for testing connection.
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#query(pathing: nil, abilities: nil, placements: nil, ignore_resource_requirements: false) ⇒ Api::ResponseQuery
Additional methods for inspecting game state.
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#query_abilities(queries, ignore_resource_requirements: false) ⇒ Array<Api::ResponseQueryAvailableAbilities>
Queries one or more ability-available checks.
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#query_abilities_for_unit_tags(unit_tags, ignore_resource_requirements: false) ⇒ Array<Api::ResponseQueryAvailableAbilities>
Queries available abilities for units.
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#query_ability_ids_for_unit(unit, ignore_resource_requirements: false) ⇒ Array<Integer>
Queries available ability ids for one unit Shortened response over #query_abilities_for_unit_tags, since we know the tag already and can just return an array of ability ids.
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#query_pathings(queries) ⇒ Array<Api::ResponseQueryPathing>
Queries one or more pathing queries.
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#query_placements(queries) ⇒ Array<Api::ResponseQueryBuildingPlacement>
Queries one or more pathing queries.
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#quit ⇒ Object
Quits Sc2.
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#replay_info(replay_path: nil, replay_data: nil, download_data: false) ⇒ Api::ResponseReplayInfo
Returns metadata about a replay file.
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#request_quick_load ⇒ Object
Loads from an in-memory bookmark.
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#request_quick_save ⇒ Object
Saves game to an in-memory bookmark.
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#restart_game ⇒ Object
Single player only.
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#save_map ⇒ Object
Saves binary map data to the local temp directory.
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#save_replay ⇒ Object
Generates a replay.
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#send_request_for(**kwargs) ⇒ Object
Sends request for type and returns response that type, i.e.
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#start_replay(replay_path: nil, replay_data: nil, map_data: nil, record_replay: true, interface_options: {}, **options) ⇒ Object
Given a replay file path or replay file contents, will start the replay.
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#step(step_count = 1) ⇒ Object
Advances the game simulation by step_count.
Instance Method Details
#action(actions) ⇒ Api::ResponseAction
Executes an array of [Api::Action] for a participant
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# File 'lib/sc2ai/connection/requests.rb', line 251 def action(actions) send_request_for action: Api::RequestAction.new( actions: actions ) end |
#available_maps ⇒ Api::ResponseAvailableMaps
Returns directory of maps that can be played on.
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# File 'lib/sc2ai/connection/requests.rb', line 398 def available_maps send_request_for available_maps: Api::RequestAvailableMaps.new end |
#create_game(map:, players:, realtime: false) ⇒ Object
Send to host to initialize game
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# File 'lib/sc2ai/connection/requests.rb', line 10 def create_game(map:, players:, realtime: false) send_request_for create_game: Api::RequestCreateGame.new( local_map: Api::LocalMap.new(map_path: map.path), player_setup: players.map do |player| Api::PlayerSetup.new( type: player.type, race: player.race, player_name: player.name, difficulty: player.difficulty, ai_build: player.ai_build ) end, realtime: ) end |
#data(ability_id: true, unit_type_id: true, upgrade_id: true, buff_id: true, effect_id: true) ⇒ Api::ResponseData
Data about different gameplay elements. May be different for different games. Note that buff_id and effect_id gives worse quality data than generated from stableids (EffectId and BuffId) Those options are disabled by default
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# File 'lib/sc2ai/connection/requests.rb', line 190 def data(ability_id: true, unit_type_id: true, upgrade_id: true, buff_id: true, effect_id: true) send_request_for data: Api::RequestData.new( ability_id:, unit_type_id:, upgrade_id:, buff_id:, effect_id: ) end |
#debug(commands) ⇒ void
This method returns an undefined value.
Display debug information and execute debug actions
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# File 'lib/sc2ai/connection/requests.rb', line 415 def debug(commands) send_request_for debug: Api::RequestDebug.new( debug: commands ) end |
#game_info ⇒ Api::ResponseGameInfo
Static data about the current game and map.
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# File 'lib/sc2ai/connection/requests.rb', line 177 def game_info send_request_for game_info: Api::RequestGameInfo.new end |
#join_game(race:, name:, server_host:, port_config:, enable_feature_layer: false, interface_options: {}) ⇒ Object
Send to host and all clients for game to begin.
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# File 'lib/sc2ai/connection/requests.rb', line 40 def join_game(race:, name:, server_host:, port_config:, enable_feature_layer: false, interface_options: {}) ||= {} send_request_for join_game: Api::RequestJoinGame.new( # TODO: For Observer support, get player_index for observer, # don't set race and pass observed_player_id: player_index # observed_player_id: 0, # For observer # -- race:, player_name: name, host_ip: server_host, server_ports: port_config.server_port_set, client_ports: port_config.client_port_sets, options: Api::InterfaceOptions.new( { raw: true, score: false, feature_layer: (enable_feature_layer), show_cloaked: true, show_burrowed_shadows: true, show_placeholders: true, raw_affects_selection: Sc2.ladder?, raw_crop_to_playable_area: true }.merge!() ) ) end |
#leave_game ⇒ Object
Multiplayer only. Disconnects from a multiplayer game, equivalent to surrender. Keeps client alive.
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# File 'lib/sc2ai/connection/requests.rb', line 152 def leave_game send_request_for leave_game: Api::RequestLeaveGame.new end |
#observation(game_loop: nil) ⇒ Object
Snapshot of the current game state. Primary source for raw information
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# File 'lib/sc2ai/connection/requests.rb', line 202 def observation(game_loop: nil) # Sc2.logger.debug { "#{self.class}.#{__method__} game_loop: #{game_loop}" } if game_loop.nil? # Uncomment to enable multiple gc # Async do # result = Async do @_cached_request_observation ||= Api::Request.new( observation: Api::RequestObservation.new ).to_proto @websocket.send_binary(@_cached_request_observation) response = Api::Response.decode(@websocket.read.to_str) if @status != response.status @status = response.status @listeners[StatusListener.name]&.each { _1.on_status_change(@status) } end response.observation # Uncomment to enable manual GC # end # Async do # # A step command is synchronous for both bots. # # Bot A will wait for Bot B, then both get responses. # # If we're ahead or even not, we can perform a minor GC sweep while we wait. # # If the server notifies the other machine first # # This smooths out unexpected hiccups and reduces overall major gc sweeps, possibly for free. # begin # GC.start(full_mark: false, immediate_sweep: true) # # if rand(100).zero? # Just below every 5 seconds # # GC.compact # # end # rescue # # noop - just here for cleaner exceptions on interrupt # end # end # result.wait # end.wait else send_request_for observation: Api::RequestObservation.new(game_loop:) end end |
#observer_action(actions) ⇒ Object
Executes an actions for an observer.
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# File 'lib/sc2ai/connection/requests.rb', line 259 def observer_action(actions) # ActionObserverCameraMove camera_move = 2; # ActionObserverCameraFollowPlayer camera_follow_player = 3; send_request_for obs_action: Api::RequestObserverAction.new( actions: actions ) end |
#observer_action_camera_move(world_pos, distance = 0) ⇒ Object
Moves observer camera to a position at a distance
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# File 'lib/sc2ai/connection/requests.rb', line 270 def observer_action_camera_move(world_pos, distance = 0) observer_action([Api::ObserverAction.new( camera_move: Api::ActionObserverCameraMove.new( world_pos:, distance: ) )]) end |
#ping ⇒ Object
Network ping for testing connection.
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# File 'lib/sc2ai/connection/requests.rb', line 408 def ping send_request_for ping: Api::RequestPing.new end |
#query(pathing: nil, abilities: nil, placements: nil, ignore_resource_requirements: false) ⇒ Api::ResponseQuery
Additional methods for inspecting game state. Synchronous and must wait on response
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# File 'lib/sc2ai/connection/requests.rb', line 295 def query(pathing: nil, abilities: nil, placements: nil, ignore_resource_requirements: false) send_request_for query: Api::RequestQuery.new( pathing:, abilities:, placements:, ignore_resource_requirements: ) end |
#query_abilities(queries, ignore_resource_requirements: false) ⇒ Array<Api::ResponseQueryAvailableAbilities>
Queries one or more ability-available checks
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# File 'lib/sc2ai/connection/requests.rb', line 320 def query_abilities(queries, ignore_resource_requirements: false) arr_queries = queries.is_a?(Array) ? queries : [queries] response = send_request_for query: Api::RequestQuery.new( abilities: arr_queries, ignore_resource_requirements: ) response.abilities end |
#query_abilities_for_unit_tags(unit_tags, ignore_resource_requirements: false) ⇒ Array<Api::ResponseQueryAvailableAbilities>
Queries available abilities for units
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# File 'lib/sc2ai/connection/requests.rb', line 334 def (, ignore_resource_requirements: false) return [] if .nil? queries = [] = [] unless .is_a? Array .each do |unit_tag| queries << Api::RequestQueryAvailableAbilities.new(unit_tag: unit_tag) end query_abilities(queries, ignore_resource_requirements:) end |
#query_ability_ids_for_unit(unit, ignore_resource_requirements: false) ⇒ Array<Integer>
Queries available ability ids for one unit Shortened response over #query_abilities_for_unit_tags, since we know the tag already and can just return an array of ability ids. Note: Querying single units are expensive and should be batched with #query_abilities_for_unit_tags
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# File 'lib/sc2ai/connection/requests.rb', line 351 def query_ability_ids_for_unit(unit, ignore_resource_requirements: false) tag = unit.is_a?(Api::Unit) ? unit.tag : unit result = ([tag], ignore_resource_requirements:) if result.nil? [] else result.first.abilities.map(&:ability_id) end end |
#query_pathings(queries) ⇒ Array<Api::ResponseQueryPathing>
Queries one or more pathing queries
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# File 'lib/sc2ai/connection/requests.rb', line 307 def query_pathings(queries) arr_queries = queries.is_a?(Array) ? queries : [queries] response = send_request_for query: Api::RequestQuery.new( pathing: arr_queries ) response.pathing end |
#query_placements(queries) ⇒ Array<Api::ResponseQueryBuildingPlacement>
Queries one or more pathing queries
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# File 'lib/sc2ai/connection/requests.rb', line 364 def query_placements(queries) arr_queries = queries.is_a?(Array) ? queries : [queries] response = query(placements: arr_queries) response.placements end |
#quit ⇒ Object
Quits Sc2. Does not work on ladder.
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# File 'lib/sc2ai/connection/requests.rb', line 167 def quit send_request_for quit: Api::RequestQuit.new end |
#replay_info(replay_path: nil, replay_data: nil, download_data: false) ⇒ Api::ResponseReplayInfo
Returns metadata about a replay file. Does not load the replay. RequestReplayInfo replay_info = 16; //
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# File 'lib/sc2ai/connection/requests.rb', line 386 def replay_info(replay_path: nil, replay_data: nil, download_data: false) raise Sc2::Error, "Missing replay." if replay_data.nil? && replay_path.nil? send_request_for replay_info: Api::RequestReplayInfo.new( replay_path: replay_path.to_s, replay_data: replay_data, download_data: download_data ) end |
#request_quick_load ⇒ Object
Loads from an in-memory bookmark.
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# File 'lib/sc2ai/connection/requests.rb', line 162 def request_quick_load send_request_for quick_load: Api::RequestQuickLoad.new end |
#request_quick_save ⇒ Object
Saves game to an in-memory bookmark.
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# File 'lib/sc2ai/connection/requests.rb', line 157 def request_quick_save send_request_for quick_save: Api::RequestQuickSave.new end |
#restart_game ⇒ Object
Single player only. Reinitializes the game with the same player setup.
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# File 'lib/sc2ai/connection/requests.rb', line 90 def restart_game send_request_for restart_game: Api::RequestRestartGame.new end |
#save_map ⇒ Object
Saves binary map data to the local temp directory.
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# File 'lib/sc2ai/connection/requests.rb', line 403 def save_map send_request_for save_map: Api::RequestSaveMap.new end |
#save_replay ⇒ Object
Generates a replay.
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# File 'lib/sc2ai/connection/requests.rb', line 373 def save_replay send_request_for save_replay: Api::RequestSaveReplay.new end |
#send_request_for(**kwargs) ⇒ Object
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# File 'lib/sc2ai/connection/requests.rb', line 427 def send_request_for(**kwargs) response = send_request(Api::Request.new(kwargs)) response[kwargs.keys.first.to_s] end |
#start_replay(replay_path: nil, replay_data: nil, map_data: nil, record_replay: true, interface_options: {}, **options) ⇒ Object
Given a replay file path or replay file contents, will start the replay
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# File 'lib/sc2ai/connection/requests.rb', line 122 def start_replay(replay_path: nil, replay_data: nil, map_data: nil, record_replay: true, interface_options: {}, **) raise Sc2::Error, "Missing replay." if replay_data.nil? && replay_path.nil? ||= {} send_request_for start_replay: Api::RequestStartReplay.new( { replay_path: replay_path.to_s, replay_data: replay_data, map_data: map_data, realtime: false, disable_fog: true, record_replay: record_replay, observed_player_id: 0, options: Api::InterfaceOptions.new( { raw: true, score: true, feature_layer: (true), show_cloaked: true, show_burrowed_shadows: true, show_placeholders: true, raw_affects_selection: false, raw_crop_to_playable_area: true }.merge!() ) }.merge() ) end |
#step(step_count = 1) ⇒ Object
Advances the game simulation by step_count. Not used in realtime mode. Only constant step size supported - subsequent requests use cache.
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# File 'lib/sc2ai/connection/requests.rb', line 281 def step(step_count = 1) @_cached_request_step ||= {} @_cached_request_step[step_count] ||= Api::Request.new( step: Api::RequestStep.new(count: step_count) ).to_proto send_request_and_ignore(@_cached_request_step[step_count]) end |