donkeycar-rl-autoresearch/agent/track_switcher.py

140 lines
4.9 KiB
Python

"""
Track Switcher — sends exit_scene to DonkeyCar sim to return to main menu,
then reconnects with the desired environment/scene.
The gym wrapper only loads a scene when the sim is at the main menu
(scene_selection_ready state). If a scene is already running, it ignores the
env ID and stays on the current scene. This utility fixes that.
Usage:
from track_switcher import switch_track
env = switch_track('donkey-generated-track-v0')
# Sim is now running the generated track, ready for evaluation
"""
import time
import json
import socket
import gymnasium as gym
import gym_donkeycar
SIM_HOST = 'localhost'
SIM_PORT = 9091
EXIT_SCENE_WAIT = 4.0 # seconds to wait after exit_scene for sim to reach menu
CONNECT_WAIT = 1.0 # seconds to wait for initial connection
def send_exit_scene_raw():
"""
Send the exit_scene message directly via raw TCP socket,
without going through the full gym env setup.
This avoids the wait_until_loaded() timeout.
"""
msg = json.dumps({'msg_type': 'exit_scene'}) + '\n'
try:
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.settimeout(5.0)
s.connect((SIM_HOST, SIM_PORT))
time.sleep(CONNECT_WAIT)
s.sendall(msg.encode('utf-8'))
time.sleep(0.5)
s.close()
print(f'[TrackSwitch] Sent exit_scene to sim.', flush=True)
return True
except Exception as e:
print(f'[TrackSwitch] Could not send exit_scene: {e}', flush=True)
return False
def switch_track(target_env_id: str, current_env_id: str = 'donkey-generated-roads-v0', verbose: bool = True):
"""
Switch the DonkeyCar simulator to a different scene/track.
1. Connect to the current scene
2. Send exit_scene via the proper websocket → sim returns to main menu
3. Wait for sim to show scene selection screen
4. Connect with target_env_id → sim loads the correct scene
Args:
target_env_id: Gymnasium env ID to switch TO, e.g. 'donkey-generated-track-v0'
current_env_id: Gymnasium env ID currently running (used to connect and send exit)
verbose: print status messages
Returns:
gymnasium.Env: the new environment connected to the target scene
"""
if verbose:
print(f'\n[TrackSwitch] Switching from {current_env_id}{target_env_id}', flush=True)
print(f'[TrackSwitch] Step 1: Connecting to current scene...', flush=True)
try:
temp_env = gym.make(current_env_id)
base_env = temp_env.unwrapped # bypass OrderEnforcing wrapper
time.sleep(1.0)
if verbose:
print(f'[TrackSwitch] Step 2: Sending exit_scene via websocket...', flush=True)
base_env.viewer.exit_scene()
time.sleep(0.5)
base_env.viewer.quit()
if verbose:
print(f'[TrackSwitch] exit_scene sent. Disconnected.', flush=True)
except Exception as e:
if verbose:
print(f'[TrackSwitch] Warning during exit: {e} — sim may already be at menu.', flush=True)
if verbose:
print(f'[TrackSwitch] Step 3: Waiting {EXIT_SCENE_WAIT}s for sim to reach main menu...', flush=True)
time.sleep(EXIT_SCENE_WAIT)
if verbose:
print(f'[TrackSwitch] Step 4: Connecting to {target_env_id}...', flush=True)
try:
env = gym.make(target_env_id)
if verbose:
print(f'[TrackSwitch] ✅ Connected to {target_env_id}!', flush=True)
return env
except Exception as e:
print(f'[TrackSwitch] ERROR connecting to {target_env_id}: {e}', flush=True)
raise
def current_scene_exit_and_reconnect(current_env_id: str, target_env_id: str, verbose: bool = True):
"""
Alternative approach: connect to current scene, call exit_scene(), then reconnect.
Use this if the raw socket approach doesn't work.
"""
if verbose:
print(f'[TrackSwitch] Connecting to current scene ({current_env_id}) to send exit...', flush=True)
try:
temp_env = gym.make(current_env_id)
time.sleep(1.0)
temp_env.viewer.exit_scene()
if verbose:
print(f'[TrackSwitch] exit_scene sent via gym env.', flush=True)
time.sleep(1.0)
temp_env.close()
except Exception as e:
print(f'[TrackSwitch] Warning during temp connect: {e}', flush=True)
if verbose:
print(f'[TrackSwitch] Waiting {EXIT_SCENE_WAIT}s for sim to reach main menu...', flush=True)
time.sleep(EXIT_SCENE_WAIT)
if verbose:
print(f'[TrackSwitch] Connecting to target: {target_env_id}', flush=True)
return gym.make(target_env_id)
# Available tracks with their env IDs and scene names
AVAILABLE_TRACKS = {
'generated_road': 'donkey-generated-roads-v0',
'generated_track': 'donkey-generated-track-v0',
'mountain': 'donkey-mountain-track-v0',
'warehouse': 'donkey-warehouse-v0',
'waveshare': 'donkey-waveshare-v0',
'mini_monaco': 'donkey-minimonaco-track-v0',
}