CarlaServer documentation

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CARLA Server CARLA Server
============ ============
Build
-----
Some scripts are provided for building CarlaServer on Linux
$ Setup.sh
$ make
The setup script downloads and compiles all the required dependencies. The
Makefile calls CMake to build CarlaServer and installs it under "Util/Install".
Protocol Protocol
-------- --------
All the messages are prepended by a 32 bits unsigned integer (assumed All the messages are prepended by a 32 bits unsigned integer (little-endian)
little-endian) indicating the size of the coming message. indicating the size of the coming message.
Three consecutive ports are used, Three consecutive ports are used,
* world-port (default 2000) * world-port (default 2000)
* stream-port = world-port + 1 * measurements-port = world-port + 1
* control-port = world-port + 2 * control-port = world-port + 2
each of these ports has an associated thread that sends/reads data
asynchronuosly.
###### World thread ###### World thread
Server reads one, writes one. Always protobuf messages. Server reads one, writes one. Always protobuf messages.
@ -23,9 +37,9 @@ Server reads one, writes one. Always protobuf messages.
[server] EpisodeReady [server] EpisodeReady
...repeat... ...repeat...
###### Stream thread ###### Measurements thread
Server only writes, first measurements then the raw images. Server only writes, first measurements message then the bulk of raw images.
[server] Measurements [server] Measurements
[server] raw images [server] raw images
@ -35,15 +49,59 @@ Every image is an array of uint32's
[width, height, type, color[0], color[1],...] [width, height, type, color[0], color[1],...]
where each color is an [FColor][fcolorlink] (BGRA) as stored in Unreal Engine. where each color is an [FColor][fcolorlink] (BGRA) as stored in Unreal Engine,
and the possible types of images are
type = 0 None (RGB without any post-processing)
type = 1 SceneFinal (RGB with post-processing present at the scene)
type = 2 Depth (Depth Map)
type = 3 SemanticSegmentation (Semantic Segmentation)
[fcolorlink]: https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Math/FColor/index.html "FColor API Documentation" [fcolorlink]: https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Math/FColor/index.html "FColor API Documentation"
###### Control thread ###### Control thread
Server only reads, client sends Control every frame. Server only reads, client sends Control message every frame.
[client] Control [client] Control
...repeat... ...repeat...
In the synchronous mode, the server waits each frame for a Control message. In the synchronous mode, the server halts execution each frame until the Control
message is received.
C API
-----
The library is encapsulated behind a single include file in C,
["carla/carla_server.h"](carlaserverhlink).
This file contains the basic interface for reading and writing messages to the
client, hiding the networking and multi-threading part. Most of the functions
have a time-out parameter and block until the corresponding asynchronous
operation is completed or the time-out is met. Set a time-out of 0 to get a
non-blocking call.
A CarlaServer instance is created with `carla_make_server()` and should be
destroyed after use with `carla_server_free(ptr)`.
[carlaserverhlink]: ../Util/CarlaServer/include/carla/carla_server.h
Design
------
The C API takes care of dispatching the request to the corresponding server.
There are three asynchronous servers each of them running on its own thread.
![CarlaServer design](img/carlaserver.svg)
Conceptually there are two servers, the _World Server_ and the _Agent Server_.
The _World Server_ controls the initialization of episodes. A new episode is
started every time it is requested to the World Server by a RequestNewEpisode
message. Once the episode is ready, the World Server launches the Agent Server.
The _Agent Server_ has two threads, one for sending the streaming of the
measurements and another for receiving the control. Both agent threads
communicate with the main thread through a lock-free double-buffer to speed up
the streaming of messages and images.
The encoding of the messages (protobuf) and the networking operations are
executed asynchronously.

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@ -45,15 +45,16 @@ Setup CARLA plugin
------------------ ------------------
Go to "CARLAUE4/Plugins/Carla" folder and run the setup script. This downloads Go to "CARLAUE4/Plugins/Carla" folder and run the setup script. This downloads
and compile all the dependencies, takes a while but you only need to do this and compile all the dependencies, takes a while
once
$ ./Setup.sh $ ./Setup.sh
Now you can use the Makefile to compile and test the code. However, the rebuild Now you can use the Makefile to compile and test the code. However, the rebuild
script of the main project will do that already, see next section. script of the main project will do that already, see next section.
It is recommended to do a check to see if everything worked fine You can run the unit tests to check if everything worked fine (note that these
tests launch the python client, they require python3 and protobuf for python3
installed)
$ make check $ make check

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How to build CARLA on Windows How to build CARLA on Windows
============================= =============================
**Building CARLA on Windows is not yet fully supported. Compilation is tedious
and fails often. We recommend to use the Linux version if possible.**
Install Unreal Engine 4.17 and Visual Studio 2015. (Later versions of Visual Install Unreal Engine 4.17 and Visual Studio 2015. (Later versions of Visual
Studio work, but you will need to adapt "Rebuild.bat" to find the right Studio work, but you will need to adapt "Rebuild.bat" to find the right
"vcvarsall.bat"). "vcvarsall.bat").
For running Rebuild.bat some Linux utilities are required (like make, cmake,
rm...), it is recommended to install Cygwin or a similar environment.
Setup CARLA plugin Setup CARLA plugin
------------------ ------------------

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