== Java Client Tutorial == This tutorial deals with development and usage of the Quagents Java platform. For further information on classes, member functions, etc., see the Javadoc located in the Quagents3 download. === Front-end Development === This section details front-end Quagents development. This mostly takes place in the quagents3.main package. ==== Creating a Scenario ==== All scenarios must extend the abstract Scenario class. This implies that several functions and a constructor are required for every new scenario. First let us discuss the ocnstructor. The Scenario constructor takes two arguments, a map name and a set of eligible maps to execute the scenario on. The set of maps is in the form of a string array, with each string being the name of the map as quake will recognize it. If the developer wishes to take advantage of the Quagents random map generator, simply put "randommap" as an element of this array. {{{ public static final String[] maps = {"randommap", "delta","firstroom", "hurdles", "largeroom", "medroom", "smallroom", "maze1"}; private static final String scenarioname = "Sandbox"; //... public Sandbox(){ super(scenarioname,maps); } }}} The developer must also define a few specific functions for the Scenario class to be implemented. These are procedural, and the Scenario object will execute them automatically in a logical order to initialize the scenario correctly. The ''configure'' function allows the developer to make server modifications, in order to enable any fundamental rules. For example, to enable data logging in the CaptureTheFlag scenario, we have: {{{ protected void configure() throws IOException{ File configfile = new File(System.getenv("HOME") + "/.quagents3/quagents3/quagents-config.cfg"); if(!configfile.isFile()) configfile.createNewFile(); else{ configfile.delete(); configfile.createNewFile(); } Writer config = new FileWriter(configfile); config.write("LOC_FLAG 1"); config.flush(); if(logfilename!=""){ config.write("LOC_FILENAME " + logfilename); config.flush(); } if(lograte!=-1){ config.write("NUM_FRAMES_PER_LOG " + lograte); config.flush(); } } }}} This makes modifications to the server's configuration file, enabling the data logging changes in the server code. The ''setGUI'' function allows the user to insert a new GUI to run alongside the Quagents3 scenario execution. If no GUI is desired, simply define this as a blank function. The CaveExploration handles this function as such: {{{ protected void setGUI() { if(explorers.length==0){ Quagents.frame.setVisible(false); return; } Quagents.next = new CaveExplorationGUI(explorers,survivors,director); Quagents.frame.setName("Quagents3 " + scenarioname); Quagents.frame.add(Quagents.next); Quagents.frame.pack(); Quagents.frame.setVisible(true); } } }}} The ''runQuagentCode'' function allows the developer an opportunity to start his quagents executing. Many times, this consists of a call to the Quagent interface's executeCode function. The CaveExploration scenario once again provides an example: {{{ protected void runQuagentCode(){ for(int i=0; i 0) survivors[i] = new TrappedSurvivor(i,randwidth,randheight); else survivors[i] = new TrappedSurvivor(i); } } }}} These functions are executed automatically in the following order at startup: * ''configure'' * ''initialize'' * ''setGUI'' * ''runQuagentCode'' See the previously created scenarios in quagents3.main for more example code. ==== Writing Quagent Code ==== Note: The following may vary depending on QuagentEntity type, but the steps necessary are invariant and will only differ syntactically. The first step in creating a Quagent is construction. This is accomplished by calling the constructor with a parameter of the Quagents3 server IP address, in string form. That is: {{{ Client quagent = new Client("127.0.0.1"); }}} Next, we have the initialization phase. The quagent does not spawn on construction. Instead, we have a buffered connection to the server in which we may modify certain initial attributes. Among these are in-game name, spawn location, and team. When these attributes are set (for information on syntax, see javadoc) the developer may call the ''ready'' function. This finalizes all initial attributes and spawns the Quagent in-game. Trivially, it is implemented as: {{{ quagent.ready(); }}} The quagent has now entered the live phase of the game, during which most commands are unlocked for use. While many of these exist, the usage is constant throughout. Generally, the user must create an object for the Command they are about to execute. Then, the developer must execute it ''through a quagent''. There are two options for this, the ''execute'' function which blocks until the command is returned from the server, or the ''start'' function which is non-blocking. For instance, {{{ Rotate r = new Rotate(180); quagent.execute(r); }}} or {{{ Rotate r = new Rotate(180); quagent.start(r); }}} are both valid. Additionally, the Client class provides many convenience functions, which allow execution directly through the quagent, of the form: {{{ quagent.rotate(180); }}} Data and exit codes returned by these functions may be accessed through member getter functions. Note that these do not block, so usage of the Command or Quagent ''waitForTerminate'' (which blocks for return) function will ensure updated data. It is also possible to enable client-based periodic functions. These execute every specified period. In order to enable this execution, simply append the desired period (in milliseconds) to the end of the constructor or function. For example, {{{ Facing facing = new Facing(100); }}} will execute a Facing command every 100ms. This functionality is useful for sensor simulator or obtaining periodic data on the scenario execution. === Back-end Development === This section describes back-end Quagents development ==== Modifying internal structures ==== Much of the client-server interaction and multithreading control is handled internally by the Java client. Any modification to these controllers (mostly located in Command, ProtocolZero, and ReaderThread) must ensure that the server will accept/recognize the changes will equivalent functionality. '''Commands''' The developer may desire to create a new Command. There are two types of commands, ProtocolZero commands, which carry a one-to-one correspondence with the preexisting [[ProtocolZero]] commands within the server. Any modification to these must, in most cases, also include server modification, as all currently recognized server actions are spanned by the current set of client P0 commands. Most uses will be for ProtocolOne commands, which abstract away from the server and can provide arbitrary complexity. To implement a new Command, the developer must extend either ProtocolZero or ProtocolOne. For P0 commands, the user must define four things: * A set of constructors which will be used to instantiate the command, specifically the parameters sent to the server. * A ''setOP'' function which will create the protocol message to send to the server. NOTE: This '''must''' be consistent with server protocol exceptions, defined in [[ProtocolZero]]. * A set of functions used by external sources to access data or exit codes returned by the server. * A ''setData'' function, used by the socket reader to send server return data. This is only valid for functions which have an associated data response. For example, for the Facing command we have: {{{ public void setData(String params) { datastring = params; paramscan = new Scanner(params); viewangle[YAW] = paramscan.nextDouble(); viewangle[PITCH] = paramscan.nextDouble(); viewangle[ROLL] = paramscan.nextDouble(); } }}} ProtocolOne comamnds are slightly different in their implementation. By design, these commands have no direct server interaction, handling all interaction through nested ProtocolZero commands. Only three components need to be implemented for this class of command: * A set of constructors which initialize the command and any subcommands. * An ''addChildren'' function, which adds all nested P0 commands to the children list. This is necessary for internal client verification and execution. An example function looks like: {{{ protected void addChildren(){ children.add(lookforward); //rangefinder children.add(lookbackward); //rangefinder children.add(turnright); //rotate children.add(turnleft); //rotate } }}} * A ''run'' function, which acts as a black-box executor for external processes. For more information, see the CartesianSensor2D source, as well as its implementation in the CaveExplorer class. ==== Implementing a new Entity ==== All entities must implement the same functions. * A ''getWriter'' function which returns the entity's socket writer. * A ''waitForTerminate'' function which blocks until server response. * An ''execute'' function which executes a command and blocks until server response. * A ''start'' command which executes a command but does '''not''' block for server response. * An ''addEventListener'' command which is fired when a command is returned. * Several internally-used functions. Many of these are trivial, but necessary for external black-box access. For examples, see the implementation in the Client class. '''QuagentEntity''' In addition to the above, the QuagentEntity must implement: * Another ''addEventListener'' command, which is used to flag significant in-game events, such as death and messages heard. * A ''getEventListener'', which returns the in-game event listener. * A ''setQuagentID'', which assigns an integer id to the quagent given by the server * A ''getQuagentID'', which returns the above. * The initial phase commands. '''GODEntity''' The GOD entity must implement all Entity functions, as well as an ''addEventListener'' and a ''getEventListener'' function which is directly analogous to those used for the QuagentEntity (with a different listener type). The Client and GOD classes provide example implementations.