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Fixed repetitions in OpenSCENARIO (Fixes #443)
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Repetitions in OpenSCENARIO were not properly working. Reworked the repetition
handling by three major changes:
- Not copy py_tree elements, this will cause problems due to references in Python
- Replaced get_py_tree_path with get_xml_path, as the first was not working properly
- Avoid using ":" in py_tree behavior names, as this may break py_trees

Change-Id: I7829106136cd6c20e6863d1f424fbc600030bf13
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fabianoboril committed Feb 6, 2020
1 parent 8331e93 commit f97b10b
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Showing 2 changed files with 78 additions and 76 deletions.
1 change: 1 addition & 0 deletions Docs/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,7 @@
- Added support for MiscObjects (besides vehicles and pedestrians)
- Reworked traffic signal handling: The name has to start now either with "id=" or "pos=" depending on whether the position or id is used as unique identifier
### :bug: Bug Fixes
* Fixed #443: Repetitions in OpenSCENARIO were not properly working
* Fixed bug causing occasional frame_errors
* Fixed #426: Avoid underground vehicles fall forever by disabling physics when spawning underground.
* Fixed #427: Removed unnecessary warnings when using get_next_traffic_light() with non-cached locations
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153 changes: 77 additions & 76 deletions srunner/scenarios/open_scenario.py
Original file line number Diff line number Diff line change
Expand Up @@ -27,14 +27,14 @@ def repeatable_behavior(behaviour, name=None):
name = behaviour.name
clear_descendant_variables = ClearBlackboardVariablesStartingWith(
name="Clear Descendant Variables of {}".format(name),
variable_name_beginning=get_py_tree_path(behaviour) + ">"
variable_name_beginning=name + ">"
)
# If it's a sequence, don't double-nest it in a redundant manner
if isinstance(behaviour, py_trees.composites.Sequence):
behaviour.add_child(clear_descendant_variables)
sequence = behaviour
else:
sequence = py_trees.composites.Sequence(name="RepeatableBehaviour")
sequence = py_trees.composites.Sequence(name="RepeatableBehaviour of {}".format(name))
sequence.add_children([behaviour, clear_descendant_variables])
return sequence

Expand All @@ -60,10 +60,10 @@ def initialise(self):
"""
Delete the variables from the blackboard.
"""
blackboard_variables = [key for key, _ in py_trees.blackboard.__dict__.items(
blackboard_variables = [key for key, _ in py_trees.blackboard.Blackboard().__dict__.items(
) if key.startswith(self.variable_name_beginning)]
for variable in blackboard_variables:
delattr(py_trees.blackboard, variable)
delattr(py_trees.blackboard.Blackboard(), variable)


class StoryElementStatusToBlackboard(Decorator):
Expand All @@ -77,12 +77,7 @@ class StoryElementStatusToBlackboard(Decorator):
element_name: the story element's name attribute
"""

def __init__(
self,
child,
story_element_type,
element_name
):
def __init__(self, child, story_element_type, element_name):
super(StoryElementStatusToBlackboard, self).__init__(name=child.name, child=child)
self.story_element_type = story_element_type
self.element_name = element_name
Expand Down Expand Up @@ -147,20 +142,20 @@ def terminate(self, new_status):
)


def get_py_tree_path(behaviour):
def get_xml_path(tree, node):
"""
Accept a behaviour/composite and return a string representation of its full path
Extract the full path of a node within an XML tree
"""

path = ""
target = behaviour
while True:
path = "{}>{}".format(target.name, path)
target = target.parent
if not target:
break
parent_map = {c: p for p in tree.iter() for c in p}

path = path[:-1]
cur_node = node
while cur_node != tree:
path = "{}>{}".format(cur_node.attrib.get('name'), path)
cur_node = parent_map[cur_node]

path = path[:-1]
return path


Expand Down Expand Up @@ -229,67 +224,71 @@ def _create_behavior(self):
policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Maneuvers")

for sequence in act.iter("Sequence"):
sequence_behavior = py_trees.composites.Sequence(name="Seq:" + sequence.attrib.get('name'))
sequence_behavior = py_trees.composites.Sequence(name=sequence.attrib.get('name'))
repetitions = sequence.attrib.get('numberOfExecutions', 1)
actor_ids = []
for actor in sequence.iter("Actors"):
for entity in actor.iter("Entity"):
for k, _ in enumerate(joint_actor_list):
if entity.attrib.get('name', None) == joint_actor_list[k].attributes['role_name']:
actor_ids.append(k)
break

single_sequence_iteration = py_trees.composites.Parallel(
policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name=sequence.attrib.get('name'))
for maneuver in sequence.iter("Maneuver"):
maneuver_parallel = py_trees.composites.Parallel(
policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL,
name="Maneuver " + maneuver.attrib.get('name'))
for event in maneuver.iter("Event"):
event_sequence = py_trees.composites.Sequence(
name="Event " + event.attrib.get('name'))
parallel_actions = py_trees.composites.Parallel(
policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Actions")
for child in event.iter():
if child.tag == "Action":
for actor_id in actor_ids:
maneuver_behavior = OpenScenarioParser.convert_maneuver_to_atomic(
child, joint_actor_list[actor_id])
maneuver_behavior = StoryElementStatusToBlackboard(
maneuver_behavior, "ACTION", child.attrib.get('name'))
parallel_actions.add_child(
oneshot_behavior(variable_name=get_py_tree_path(maneuver_behavior),
behaviour=maneuver_behavior))

if child.tag == "StartConditions":
# There is always one StartConditions block per Event
parallel_condition_groups = self._create_condition_container(
child, "Parallel Condition Groups")
event_sequence.add_child(
parallel_condition_groups)

parallel_actions = StoryElementStatusToBlackboard(
parallel_actions, "EVENT", event.attrib.get('name'))
event_sequence.add_child(parallel_actions)
maneuver_parallel.add_child(
oneshot_behavior(variable_name=get_py_tree_path(event_sequence), behaviour=event_sequence))
maneuver_parallel = StoryElementStatusToBlackboard(
maneuver_parallel, "MANEUVER", maneuver.attrib.get('name'))
single_sequence_iteration.add_child(
oneshot_behavior(variable_name=get_py_tree_path(maneuver_parallel),
behaviour=maneuver_parallel))

# OpenSCENARIO refers to Sequences as Scenes in this instance
single_sequence_iteration = StoryElementStatusToBlackboard(
single_sequence_iteration, "SCENE", sequence.attrib.get('name'))
single_sequence_iteration = repeatable_behavior(
single_sequence_iteration)

for _ in range(int(repetitions)):

actor_ids = []
for actor in sequence.iter("Actors"):
for entity in actor.iter("Entity"):
for k, _ in enumerate(joint_actor_list):
if entity.attrib.get('name', None) == joint_actor_list[k].attributes['role_name']:
actor_ids.append(k)
break

single_sequence_iteration = py_trees.composites.Parallel(
policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name=sequence_behavior.name)
for maneuver in sequence.iter("Maneuver"):
maneuver_parallel = py_trees.composites.Parallel(
policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL,
name="Maneuver " + maneuver.attrib.get('name'))
for event in maneuver.iter("Event"):
event_sequence = py_trees.composites.Sequence(
name="Event " + event.attrib.get('name'))
parallel_actions = py_trees.composites.Parallel(
policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Actions")
for child in event.iter():
if child.tag == "Action":
for actor_id in actor_ids:
maneuver_behavior = OpenScenarioParser.convert_maneuver_to_atomic(
child, joint_actor_list[actor_id])
maneuver_behavior = StoryElementStatusToBlackboard(
maneuver_behavior, "ACTION", child.attrib.get('name'))
parallel_actions.add_child(
oneshot_behavior(variable_name=get_xml_path(self.config.story, child),
behaviour=maneuver_behavior))

if child.tag == "StartConditions":
# There is always one StartConditions block per Event
parallel_condition_groups = self._create_condition_container(
child, "Parallel Condition Groups")
event_sequence.add_child(
parallel_condition_groups)

parallel_actions = StoryElementStatusToBlackboard(
parallel_actions, "EVENT", event.attrib.get('name'))
event_sequence.add_child(parallel_actions)
maneuver_parallel.add_child(
oneshot_behavior(variable_name=get_xml_path(self.config.story, event),
behaviour=event_sequence))
maneuver_parallel = StoryElementStatusToBlackboard(
maneuver_parallel, "MANEUVER", maneuver.attrib.get('name'))
single_sequence_iteration.add_child(
oneshot_behavior(variable_name=get_xml_path(self.config.story, maneuver),
behaviour=maneuver_parallel))

# OpenSCENARIO refers to Sequences as Scenes in this instance
single_sequence_iteration = StoryElementStatusToBlackboard(
single_sequence_iteration, "SCENE", sequence.attrib.get('name'))
single_sequence_iteration = repeatable_behavior(
single_sequence_iteration, get_xml_path(self.config.story, sequence))

sequence_behavior.add_child(single_sequence_iteration)

if sequence_behavior.children:
parallel_sequences.add_child(
oneshot_behavior(variable_name=get_py_tree_path(sequence_behavior),
oneshot_behavior(variable_name=get_xml_path(self.config.story, sequence),
behaviour=sequence_behavior))

if parallel_sequences.children:
Expand Down Expand Up @@ -328,7 +327,8 @@ def _create_behavior(self):

init_behavior = self._create_init_behavior()
if init_behavior is not None:
behavior.add_child(oneshot_behavior(variable_name=get_py_tree_path(init_behavior), behaviour=init_behavior))
behavior.add_child(oneshot_behavior(variable_name=get_xml_path(
self.config.story, self.config.story), behaviour=init_behavior))

behavior.add_child(story_behavior)

Expand All @@ -352,7 +352,8 @@ def _create_condition_container(self, node, name='Conditions Group', oneshot=Fal
criterion = OpenScenarioParser.convert_condition_to_atomic(
condition, self.other_actors + self.ego_vehicles)
if oneshot:
criterion = oneshot_behavior(variable_name=get_py_tree_path(criterion), behaviour=criterion)
criterion = oneshot_behavior(variable_name=get_xml_path(
self.config.story, condition), behaviour=criterion)
condition_group_sequence.add_child(criterion)

if condition_group_sequence.children:
Expand Down

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