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added 4 commits
May 17, 2023 12:31
Added a new function "IsAutonomousOrNonMultiplayer" to the "ROS2GemUtilities" to help components determine if they are attached to an entity that is Networked. This is preliminary work to allow components to be activated selectively in the future, avoiding duplicated work for the ROS2 multiplayer architecture. Signed-off-by: Lars Gleim <lars.gleim@huawei.com>
Adapt ROS2SystemComponent such that each O3DE instance has a distinct ROS2 node name by appending a pseudorandom suffix. Signed-off-by: Lars Gleim <lars.gleim@huawei.com>
Refactored ROS2GemUtilities to avoid compilation issues with the ROS2.Static target and moved the CreateComponent function to the RobotImporterUtils Signed-off-by: Lars Gleim <lars.gleim@huawei.com>
Signed-off-by: Lars Gleim <lars.gleim@huawei.com>
Signed-off-by: Lars Gleim <lars.gleim@huawei.com>
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@lgleim was there any further work done on this? Do you have a preferred course of action? |
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Summary
Add support for multiplayer (client/server) simulation to the ROS2 Gem, based on a (Gazebo-inspired) "fat-client" architecture, using an O3DE server for state synchronization among clients.
What is the relevance of this feature?
There are an increasing number of use cases for simulating fleets of robots.
One area of application is in the context of warehouse simulation (cf. the Ros2FleetRobotTemplate) where many AMRs need to be simulated in the same environment.
While O3DE is already capable of simulating the physics of many robots (100+) on a single machine, there are clear limits to single-node scalability. This work should raise that ceiling and explore the scalability of an architecture with centralized state synchronization.
Feature design description
To evaluate the feasibility and scalability properties of multi-robot simulation in O3DE using a traditional Client-Server architecture, support for the O3DE Multiplayer Gem should be added to the ROS2 Gem.
Developers will then be able to simulate different robots on different machines, while the simulation state will be synchronized through a central game server. This approach is analogous to traditional multiplayer gaming.
Loosely inspired by the architecture of Gazebo Ignition, which employs a central "primary" for synchronizing the state of the simulation, we plan to make use of the O3DE Multiplayer Gem, creating
Technical design description
What are the advantages of the feature?
What are the disadvantages of the feature?
How will this be implemented or integrated into the O3DE environment?
Are there any alternatives to this feature?
How will users learn this feature?