Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 3 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,9 @@
# Environemnt logfile
*Project.log

# Custom settings asset
*.settings.asset*

# Visual Studio 2015 cache directory
/Project/.vs/

Expand Down
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
{
"name": "Unity.ML-Agents.Performance.Tests",
"name": "Unity.ML-Agents.DevTests.Editor",
"references": [
"Unity.ML-Agents.Editor",
"Unity.ML-Agents",
Expand Down

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
@@ -0,0 +1,171 @@
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Editor;


namespace MLAgentsExamples.Tests.Settings
{
[TestFixture]
public class MLAgentsSettingsTests
{
string EditorBuildSettingsConfigKey = MLAgentsSettingsManager.EditorBuildSettingsConfigKey;
string tempSettingsRootPath = "Assets/ML-Agents/Scripts/Tests/Editor/MLAgentsSettings";
MLAgentsSettings storedConfigObject;
[SetUp]
public void SetUp()
{
if (EditorBuildSettings.TryGetConfigObject(EditorBuildSettingsConfigKey,
out MLAgentsSettings settingsAsset))
{
if (settingsAsset != null)
{
storedConfigObject = settingsAsset;
EditorBuildSettings.RemoveConfigObject(EditorBuildSettingsConfigKey);
}
}
MLAgentsSettingsManager.Destroy();
ClearSettingsAssets();
}

[TearDown]
public void TearDown()
{
if (storedConfigObject != null)
{
EditorBuildSettings.AddConfigObject(EditorBuildSettingsConfigKey, storedConfigObject, true);
storedConfigObject = null;
}
MLAgentsSettingsManager.Destroy();
ClearSettingsAssets();
}

internal void ClearSettingsAssets()
{
var assetsGuids = AssetDatabase.FindAssets("t:MLAgentsSettings", new string[] { tempSettingsRootPath });
foreach (var guid in assetsGuids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
AssetDatabase.DeleteAsset(path);
}
}

[Test]
public void TestMLAgentsSettingsManager()
{
Assert.AreNotEqual(null, MLAgentsSettingsManager.Settings);
Assert.AreEqual(5004, MLAgentsSettingsManager.Settings.EditorPort); // default port
MLAgentsSettingsManager.Settings.EditorPort = 6000;
Assert.AreEqual(6000, MLAgentsSettingsManager.Settings.EditorPort);

var settingsObject = ScriptableObject.CreateInstance<MLAgentsSettings>();
settingsObject.EditorPort = 7000;
var tempSettingsAssetPath = tempSettingsRootPath + "/test.mlagents.settings.asset";
AssetDatabase.CreateAsset(settingsObject, tempSettingsAssetPath);
EditorBuildSettings.AddConfigObject(EditorBuildSettingsConfigKey, settingsObject, true);
// destroy manager instantiated as a side effect by accessing MLAgentsSettings directly without manager
MLAgentsSettingsManager.Destroy();
Assert.AreEqual(7000, MLAgentsSettingsManager.Settings.EditorPort);
}

// A mock class that can invoke private methods/fields in MLAgentsSettingsProvider
internal class MockSettingsProvider
{
public MLAgentsSettingsProvider Instance
{
get
{
return (MLAgentsSettingsProvider)typeof(MLAgentsSettingsProvider).GetField("s_Instance",
BindingFlags.Static | BindingFlags.NonPublic).GetValue(null);
}
}

public MLAgentsSettings Settings
{
get
{
return (MLAgentsSettings)typeof(MLAgentsSettingsProvider).GetField("m_Settings",
BindingFlags.Instance | BindingFlags.NonPublic).GetValue(Instance);
}
}

public void CreateMLAgentsSettingsProvider()
{
MLAgentsSettingsProvider.CreateMLAgentsSettingsProvider();
}

public void Reinitialize()
{
var method = typeof(MLAgentsSettingsProvider).GetMethod("Reinitialize",
BindingFlags.Instance | BindingFlags.NonPublic);
method.Invoke(Instance, null);
}

public string[] FindSettingsInProject()
{
var method = typeof(MLAgentsSettingsProvider).GetMethod("FindSettingsInProject",
BindingFlags.Static | BindingFlags.NonPublic);
return (string[])method.Invoke(null, null);
}

public void CreateNewSettingsAsset(string relativePath)
{
var method = typeof(MLAgentsSettingsProvider).GetMethod("CreateNewSettingsAsset",
BindingFlags.Static | BindingFlags.NonPublic);
method.Invoke(null, new object[] { relativePath });
}
}

[Test]
public void TestMLAgentsSettingsProviderCreateAsset()
{
var mockProvider = new MockSettingsProvider();
mockProvider.CreateMLAgentsSettingsProvider();
Assert.AreNotEqual(null, mockProvider.Instance);

// mimic MLAgentsSettingsProvider.OnActivate()
MLAgentsSettingsManager.OnSettingsChange += mockProvider.Reinitialize;

mockProvider.Instance.InitializeWithCurrentSettings();
Assert.AreEqual(0, mockProvider.FindSettingsInProject().Length);

var tempSettingsAssetPath1 = tempSettingsRootPath + "/test.mlagents.settings.asset";
mockProvider.CreateNewSettingsAsset(tempSettingsAssetPath1);
Assert.AreEqual(1, mockProvider.FindSettingsInProject().Length);
Assert.AreEqual(5004, mockProvider.Settings.EditorPort);
MLAgentsSettingsManager.Settings.EditorPort = 6000; // change to something not default
// callback should update the field in provider
Assert.AreEqual(6000, mockProvider.Settings.EditorPort);

var tempSettingsAssetPath2 = tempSettingsRootPath + "/test2.mlagents.settings.asset";
mockProvider.CreateNewSettingsAsset(tempSettingsAssetPath2);
Assert.AreEqual(2, mockProvider.FindSettingsInProject().Length);
// manager should set to the new (default) one, not the previous modified one
Assert.AreEqual(5004, MLAgentsSettingsManager.Settings.EditorPort);

// mimic MLAgentsSettingsProvider.OnDeactivate()
MLAgentsSettingsManager.OnSettingsChange -= mockProvider.Reinitialize;
mockProvider.Instance.Dispose();
}

[Test]
public void TestMLAgentsSettingsProviderLoadAsset()
{
var mockProvider = new MockSettingsProvider();
var tempSettingsAssetPath1 = tempSettingsRootPath + "/test.mlagents.settings.asset";
mockProvider.CreateNewSettingsAsset(tempSettingsAssetPath1);
MLAgentsSettingsManager.Settings.EditorPort = 8000; // change to something not default

mockProvider.Instance?.Dispose();
MLAgentsSettingsManager.Destroy();

mockProvider.CreateMLAgentsSettingsProvider();
Assert.AreEqual(8000, MLAgentsSettingsManager.Settings.EditorPort);
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ public class AcademyStepperTest
[SetUp]
public void Setup()
{
Academy.Instance.Dispose();
SceneManager.LoadScene("ML-Agents/Scripts/Tests/Runtime/AcademyTest/AcademyStepperTestScene");
}

Expand Down
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
{
"name": "Runtime",
"name": "Unity.ML-Agents.DevTests.Runtime",
"references": [
"Unity.ML-Agents"
],
Expand Down
1 change: 1 addition & 0 deletions com.unity.ml-agents/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,7 @@ details. (#5060)
#### com.unity.ml-agents / com.unity.ml-agents.extensions (C#)
- The `.onnx` models input names have changed. All input placeholders will now use the prefix `obs_` removing the distinction between visual and vector observations. Models created with this version will not be usable with previous versions of the package (#5080)
- The `.onnx` models discrete action output now contains the discrete actions values and not the logits. Models created with this version will not be usable with previous versions of the package (#5080)
- Added ML-Agents package settings. (#5027)
#### ml-agents / ml-agents-envs / gym-unity (Python)

### Bug Fixes
Expand Down
75 changes: 75 additions & 0 deletions com.unity.ml-agents/Editor/MLAgentsSettingsBuildProvider.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,75 @@
using System.Linq;
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This might be a dumb question, but why do we have a BuildSettingsProvider if none of the settings are used in a build? (They are all Editor only settings?)

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

they are used in builds, if you don't want to train or even try to connect to a trainer in a game that's being shipped you'd want to know that in your build.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

They are used in builds. If you don't want to train or even try to connect to a trainer in a game that's being shipped, you'd want to know that in your build.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

You mean the use case it to remove the command line argument listeners on the build? Because a build will not try to listen to a trainer unless a specific command line argument is passed.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Good question. Originally I made a player training port but that doesn't seem to make much sense so I removed that.
But I still think there's chance that we'll add settings that is used in player (analytics? academy stepping?)

using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;


namespace Unity.MLAgents.Editor
{
internal class MLAgentsSettingsBuildProvider : IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
private MLAgentsSettings m_SettingsAddedToPreloadedAssets;

public int callbackOrder => 0;

public void OnPreprocessBuild(BuildReport report)
{
var wasDirty = IsPlayerSettingsDirty();
m_SettingsAddedToPreloadedAssets = null;

var preloadedAssets = PlayerSettings.GetPreloadedAssets().ToList();
if (!preloadedAssets.Contains(MLAgentsSettingsManager.Settings))
{
m_SettingsAddedToPreloadedAssets = MLAgentsSettingsManager.Settings;
preloadedAssets.Add(m_SettingsAddedToPreloadedAssets);
PlayerSettings.SetPreloadedAssets(preloadedAssets.ToArray());
}

if (!wasDirty)
ClearPlayerSettingsDirtyFlag();
}

public void OnPostprocessBuild(BuildReport report)
{
if (m_SettingsAddedToPreloadedAssets == null)
return;

var wasDirty = IsPlayerSettingsDirty();

var preloadedAssets = PlayerSettings.GetPreloadedAssets().ToList();
if (preloadedAssets.Contains(m_SettingsAddedToPreloadedAssets))
{
preloadedAssets.Remove(m_SettingsAddedToPreloadedAssets);
PlayerSettings.SetPreloadedAssets(preloadedAssets.ToArray());
}

m_SettingsAddedToPreloadedAssets = null;

if (!wasDirty)
ClearPlayerSettingsDirtyFlag();
}


private static bool IsPlayerSettingsDirty()
{
#if UNITY_2019_OR_NEWER
var settings = Resources.FindObjectsOfTypeAll<PlayerSettings>();
if (settings != null && settings.Length > 0)
return EditorUtility.IsDirty(settings[0]);
return false;
#else
return false;
#endif
}

private static void ClearPlayerSettingsDirtyFlag()
{
#if UNITY_2019_OR_NEWER
var settings = Resources.FindObjectsOfTypeAll<PlayerSettings>();
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

PlayerSettings? I thought this would be an MLAgentsSettings.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

We're injecting our settings into the preload assets in PlayerSettings and these method is to detect/clear the dirty flag of PlayerSettings before/after we put in our settings. So PlayerSettings here is correct.

if (settings != null && settings.Length > 0)
EditorUtility.ClearDirty(settings[0]);
#endif
}
}
}
11 changes: 11 additions & 0 deletions com.unity.ml-agents/Editor/MLAgentsSettingsBuildProvider.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Loading