def human():
  """Run a host which expects one player to connect remotely."""
  run_config = run_configs.get()

  map_inst = maps.get(FLAGS.map)

  if not FLAGS.rgb_screen_size or not FLAGS.rgb_minimap_size:
    logging.info("Use --rgb_screen_size and --rgb_minimap_size if you want rgb "
                 "observations.")

  ports = [FLAGS.config_port + p for p in range(5)]  # tcp + 2 * num_players
  if not all(portpicker.is_port_free(p) for p in ports):
    sys.exit("Need 5 free ports after the config port.")

  proc = None
  ssh_proc = None
  tcp_conn = None
  udp_sock = None
  try:
    proc = run_config.start(extra_ports=ports[1:], timeout_seconds=300,
                            host=FLAGS.host, window_loc=(50, 50))

    tcp_port = ports[0]
    settings = {
        "remote": FLAGS.remote,
        "game_version": proc.version.game_version,
        "realtime": FLAGS.realtime,
        "map_name": map_inst.name,
        "map_path": map_inst.path,
        "map_data": map_inst.data(run_config),
        "ports": {
            "server": {"game": ports[1], "base": ports[2]},
            "client": {"game": ports[3], "base": ports[4]},
        }
    }

    create = sc_pb.RequestCreateGame(
        realtime=settings["realtime"],
        local_map=sc_pb.LocalMap(map_path=settings["map_path"]))
    create.player_setup.add(type=sc_pb.Participant)
    create.player_setup.add(type=sc_pb.Participant)

    controller = proc.controller
    controller.save_map(settings["map_path"], settings["map_data"])
    controller.create_game(create)

    if FLAGS.remote:
      ssh_proc = lan_sc2_env.forward_ports(
          FLAGS.remote, proc.host, [settings["ports"]["client"]["base"]],
          [tcp_port, settings["ports"]["server"]["base"]])

    print("-" * 80)
    print("Join: play_vs_agent --host %s --config_port %s" % (proc.host,
                                                              tcp_port))
    print("-" * 80)

    tcp_conn = lan_sc2_env.tcp_server(
        lan_sc2_env.Addr(proc.host, tcp_port), settings)

    if FLAGS.remote:
      udp_sock = lan_sc2_env.udp_server(
          lan_sc2_env.Addr(proc.host, settings["ports"]["client"]["game"]))

      lan_sc2_env.daemon_thread(
          lan_sc2_env.tcp_to_udp,
          (tcp_conn, udp_sock,
           lan_sc2_env.Addr(proc.host, settings["ports"]["server"]["game"])))

      lan_sc2_env.daemon_thread(lan_sc2_env.udp_to_tcp, (udp_sock, tcp_conn))

    join = sc_pb.RequestJoinGame()
    join.shared_port = 0  # unused
    join.server_ports.game_port = settings["ports"]["server"]["game"]
    join.server_ports.base_port = settings["ports"]["server"]["base"]
    join.client_ports.add(game_port=settings["ports"]["client"]["game"],
                          base_port=settings["ports"]["client"]["base"])

    join.race = sc2_env.Race[FLAGS.user_race]
    join.player_name = FLAGS.user_name
    if FLAGS.render:
      join.options.raw = True
      join.options.score = True
      if FLAGS.feature_screen_size and FLAGS.feature_minimap_size:
        fl = join.options.feature_layer
        fl.width = 24
        FLAGS.feature_screen_size.assign_to(fl.resolution)
        FLAGS.feature_minimap_size.assign_to(fl.minimap_resolution)
      if FLAGS.rgb_screen_size and FLAGS.rgb_minimap_size:
        FLAGS.rgb_screen_size.assign_to(join.options.render.resolution)
        FLAGS.rgb_minimap_size.assign_to(join.options.render.minimap_resolution)
    controller.join_game(join)

    if FLAGS.render:
      renderer = renderer_human.RendererHuman(
          fps=FLAGS.fps, render_feature_grid=False)
      renderer.run(run_configs.get(), controller, max_episodes=1)
    else:  # Still step forward so the Mac/Windows renderer works.
      while True:
        frame_start_time = time.time()
        if not FLAGS.realtime:
          controller.step()
        obs = controller.observe()

        if obs.player_result:
          break
        time.sleep(max(0, frame_start_time - time.time() + 1 / FLAGS.fps))
  except KeyboardInterrupt:
    pass
  finally:
    if tcp_conn:
      tcp_conn.close()
    if proc:
      proc.close()
    if udp_sock:
      udp_sock.close()
    if ssh_proc:
      ssh_proc.terminate()
      for _ in range(5):
        if ssh_proc.poll() is not None:
          break
        time.sleep(1)
      if ssh_proc.poll() is None:
        ssh_proc.kill()
        ssh_proc.wait()
Run a host which expects one player to connect remotely.