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1 pmbaty 1
// chessengine.cpp
2
 
3
#include "common.h"
4
 
5
 
6
// global variables used in this module only
150 pmbaty 7
static wchar_t chessengine_path[MAX_PATH];
8
static wchar_t chessengine_shellcommand[MAX_PATH];
1 pmbaty 9
static wchar_t chessengineinitfile_pathname[MAX_PATH];
10
static int current_obstinacy;
154 pmbaty 11
static int max_cores;
50 pmbaty 12
static bool is_hint_pending;
154 pmbaty 13
static bool should_initialize;
150 pmbaty 14
FILE *fpipe;
1 pmbaty 15
 
16
// prototypes of local functions
17
static void PlayerEngine_Recv (player_t *player);
18
static void PlayerEngine_Send (player_t *player);
12 pmbaty 19
static wchar_t *Move_BuildString (boardmove_t *move);
1 pmbaty 20
 
21
 
22
bool PlayerEngine_Init (player_t *player)
23
{
24
   // this function starts a chess engine as a child process. This process's stdin and
25
   // stdout are redirected to the handles we give it, so that we may read/write to it.
26
 
119 pmbaty 27
   engineprogram_t *program;
150 pmbaty 28
   wchar_t current_path[MAX_PATH];
159 pmbaty 29
   wchar_t widechar_buffer[1024];
7 pmbaty 30
   SYSTEM_INFO sysinfo;
174 pmbaty 31
   int attempt_index;
1 pmbaty 32
   FILE *fp;
33
 
34
   // reset stuff first
35
   player->wants_hint = false;
36
 
119 pmbaty 37
   // quick access to engine program
38
   program = &options.engine.programs[options.engine.selected_program];
40 pmbaty 39
 
1 pmbaty 40
   // build the chess engine module path and pathname
150 pmbaty 41
   swprintf_s (chessengine_path, WCHAR_SIZEOF (chessengine_path), L"%s/engines/%s", app_path, program->folder);
42
   swprintf_s (chessengine_shellcommand, WCHAR_SIZEOF (chessengine_shellcommand), L"\"%s/%s\" %s", chessengine_path, program->executable_name, program->executable_arguments);
1 pmbaty 43
 
150 pmbaty 44
   // start the engine behind a bidirectional I/O pipe
45
   GetCurrentDirectory (WCHAR_SIZEOF (current_path), current_path); // save current directory
46
   SetCurrentDirectory (chessengine_path); // temporarily set chess engine's startup directory as current directory
47
   fpipe = pipe_open (chessengine_shellcommand, L"r+");
48
   SetCurrentDirectory (current_path); // restore current directory
174 pmbaty 49
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
50
      if (!pipe_isalive (fpipe))
51
         Sleep (100); // wait for the pipe to come to life, stop as soon as it's alive
52
      else
53
         break; // wait for the pipe to come to life
54
   if ((fpipe == NULL) || (attempt_index == 10))
1 pmbaty 55
   {
175 pmbaty 56
      dont_nag = true; // remember NOT to nag the user if he experienced any bug
57
 
1 pmbaty 58
      messagebox.hWndParent = hMainWnd;
59
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
60
      wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
61
      messagebox.flags = MB_ICONWARNING | MB_OK;
62
      DialogBox_Message (&messagebox); // display a modeless error message box
63
 
64
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
65
      return (false);
66
   }
67
 
154 pmbaty 68
   // SMP HACK -- save the max CPUs to use to core max - 1 (the computer will look like hung if all CPU is taken)
69
   GetSystemInfo (&sysinfo); // get the number of cores
70
   max_cores = max (1, sysinfo.dwNumberOfProcessors - 1);
77 pmbaty 71
 
150 pmbaty 72
   // optionally initialize the debug log file
1 pmbaty 73
   Debug_Init (L"Chess engine output.txt");
153 pmbaty 74
   Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
1 pmbaty 75
 
32 pmbaty 76
   // build the init file full qualified path name and try to open it
119 pmbaty 77
   swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
32 pmbaty 78
   _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
79
 
80
   // could the init file be opened ?
81
   if (fp != NULL)
1 pmbaty 82
   {
153 pmbaty 83
      Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
1 pmbaty 84
 
85
      // read line per line
86
      while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
87
      {
88
         if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
89
            continue; // skip comments and empty lines
90
 
91
         // new command line found, append it to the send buffer
92
         Player_SendBuffer_Add (player, 1000, widechar_buffer);
93
      }
94
 
95
      fclose (fp); // finished, close the file
96
   }
97
 
98
   // everything's okay, set engine name as the player's name
150 pmbaty 99
   wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
1 pmbaty 100
 
154 pmbaty 101
   should_initialize = true; // remember the engine should be initialized
1 pmbaty 102
   return (true); // finished
103
}
104
 
105
 
106
void PlayerEngine_Shutdown (player_t *player)
107
{
108
   // this function terminates the chess engine process and releases all handles attached to it
109
 
110
   int attempt_index;
111
 
112
   // send the engine a quit command
119 pmbaty 113
   Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
39 pmbaty 114
   Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
1 pmbaty 115
   PlayerEngine_Send (player);
116
 
117
   // check 10 times if the engine process has ended cleanly
118
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
119
   {
150 pmbaty 120
      if (!pipe_isalive (fpipe))
1 pmbaty 121
         break; // break as soon as we've told the process exited cleanly
122
 
123
      Sleep (100); // else wait one tenth second
124
   }
125
 
150 pmbaty 126
   // close the pipe (this will terminate the child process if it hasn't terminated yet)
127
   pipe_close (fpipe);
1 pmbaty 128
 
150 pmbaty 129
   Debug_Log (L"===Engine closed===\n");
1 pmbaty 130
   return; // finished
131
}
132
 
133
 
134
bool PlayerEngine_Think (player_t *player)
135
{
136
   // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
137
 
119 pmbaty 138
   engineprogram_t *program;
159 pmbaty 139
   wchar_t line_buffer[1024];
1 pmbaty 140
   wchar_t *line_pointer;
141
   wchar_t *move_string;
142
   int char_index;
143
   int length;
144
   boardmove_t move;
145
   player_t *current_player;
146
   player_t *opposite_player;
147
   bool do_update;
148
 
119 pmbaty 149
   // quick access to chess engine program
150
   program = &options.engine.programs[options.engine.selected_program];
151
 
1 pmbaty 152
   // don't update the scene until told otherwise
153
   do_update = false;
154
 
155
   // get current and opposite players
156
   current_player = Player_GetCurrent ();
157
   opposite_player = Player_GetOpposite ();
158
 
153 pmbaty 159
   // is the game still alive AND has the engine just died ?
160
   if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe))
161
   {
162
      Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
175 pmbaty 163
      dont_nag = true; // remember NOT to nag the user if he experienced any bug
153 pmbaty 164
 
165
      // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
166
      Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
167
 
168
      // display a crash notification dialog box
169
      if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
160 pmbaty 170
         if (Debug_SendLogToAuthor (true))
154 pmbaty 171
            MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
172
         else
173
            MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
153 pmbaty 174
 
175
      // and display the game over dialog box
176
      the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
177
      DialogBox_EndGame ();
178
 
179
      do_update = true; // remember to update the 3D scene
180
   }
181
 
1 pmbaty 182
   // read from pipe (non-blocking)
183
   PlayerEngine_Recv (player);
184
 
185
   ////////////////
186
   // START PARSING
187
 
188
   // read line per line...
189
   line_pointer = player->recvbuffer; // start at the first character
190
   while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
191
   {
192
      // is it an empty line or engine noise ?
193
      if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
194
         continue; // skip empty lines and engine noise
195
 
86 pmbaty 196
      // is the engine offering us a draw ?
197
      if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
198
         continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
199
 
200
      // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
201
      else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
53 pmbaty 202
      {
86 pmbaty 203
         Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
53 pmbaty 204
 
116 pmbaty 205
         // play defeat sound (a draw is always a sort of defeat...) at the center of the board
206
         Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
86 pmbaty 207
 
208
         // display the game over dialog box
209
         the_board.game_state = STATE_DRAW_OTHER;
210
         DialogBox_EndGame ();
211
 
212
         do_update = true; // remember to update the 3D scene
213
         continue; // we processed that line
214
      }
215
 
216
      // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
217
      else if (wcsncmp (line_buffer, L"resign", 6) == 0)
218
      {
219
         Debug_Log (L"===Engine tells us that %s resigns: %s wins!===\n", (current_player->color == COLOR_BLACK ? "black" : "white"), (current_player->color == COLOR_BLACK ? "white" : "black"));
220
 
116 pmbaty 221
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
222
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
53 pmbaty 223
 
224
         // display the game over dialog box
86 pmbaty 225
         the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
53 pmbaty 226
         DialogBox_EndGame ();
227
 
228
         do_update = true; // remember to update the 3D scene
229
         continue; // we processed that line
230
      }
231
 
1 pmbaty 232
      // is engine allowed to resign ? if so, check if it's a game results
233
      if (options.engine.obstinacy_level >= 0)
234
      {
235
         // is it a game result AND are we still in play ?
236
         if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
237
         {
238
            // have we NOT been obstinate enough ?
239
            if (current_obstinacy < options.engine.obstinacy_level)
240
               current_obstinacy++; // if so, discard this resign and go on
241
            else
242
            {
243
               Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
244
 
116 pmbaty 245
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
246
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
1 pmbaty 247
 
248
               // display the game over dialog box
249
               the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
250
               DialogBox_EndGame ();
251
 
252
               do_update = true; // remember to update the 3D scene
253
            }
254
 
255
            continue; // we processed that line
256
         }
257
         else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
258
         {
259
            // have we NOT been obstinate enough ?
260
            if (current_obstinacy < options.engine.obstinacy_level)
261
               current_obstinacy++; // if so, discard this resign and go on
262
            else
263
            {
264
               Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
265
 
116 pmbaty 266
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
267
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
1 pmbaty 268
 
269
               // display the game over dialog box
270
               the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
271
               DialogBox_EndGame ();
272
 
273
               do_update = true; // remember to update the 3D scene
274
            }
275
 
276
            continue; // we processed that line
277
         }
278
      }
279
 
280
      // has the game ended already ?
281
      if (the_board.game_state > STATE_PLAYING)
282
         continue; // ignore all that the engine tells us. Game is over already.
283
 
153 pmbaty 284
      // else is it an unrecoverable engine error ?
154 pmbaty 285
      else if ((wcsstr (line_buffer, L"illegal") != NULL) || (wcsstr (line_buffer, L"invalid") != NULL))
153 pmbaty 286
      {
287
         Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
175 pmbaty 288
         dont_nag = true; // remember NOT to nag the user if he experienced any bug
153 pmbaty 289
 
290
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
291
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
292
 
293
         // display a crash notification dialog box
294
         if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
160 pmbaty 295
            if (Debug_SendLogToAuthor (true))
154 pmbaty 296
               MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
297
            else
298
               MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
153 pmbaty 299
 
300
         // and display the game over dialog box
301
         the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
302
         DialogBox_EndGame ();
303
 
304
         do_update = true; // remember to update the 3D scene
305
      }
306
 
154 pmbaty 307
      // else is it a normal move ?
308
      else if ((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL)
309
         move_string += wcslen (program->replystring_move); // go to the parsable data
310
 
1 pmbaty 311
      // else it's any other sort of line
312
      else
313
         continue; // skip lines that don't contain any valid move data
314
 
315
      // now we are sure it's either a hint or a move (or some pondering)
316
 
317
      length = wcslen (move_string);
154 pmbaty 318
      if (length < 2)
319
         continue; // if string is too short to be a move, skip it
1 pmbaty 320
 
321
      // there must be valid move data on that line.
322
 
323
      // evaluate the engine move string
324
      memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
154 pmbaty 325
      char_index = 0;
326
      while ((move_string[char_index] != 0) && !iswspace (move_string[char_index]))
327
      {
328
         move.pgntext[char_index] = move_string[char_index];
329
         char_index++;
330
      }
331
      move.pgntext[char_index] = 0;
1 pmbaty 332
      if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
333
      {
334
         Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
335
         continue; // so now, if there are NOT two digits AND it's not a kind of castle, it can't be a move so skip that line
336
      }
337
 
338
      // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
50 pmbaty 339
      if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
1 pmbaty 340
          && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
341
      {
154 pmbaty 342
         if (program->command_force[0] != 0)
343
         {
344
            Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
345
            Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
346
            if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
347
               Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
348
         }
12 pmbaty 349
         Debug_Log (L"===Discarding engine move, forcing a blunderous move (%s) instead===\n", Move_BuildString (&move)); // blunder
1 pmbaty 350
      }
351
 
352
      // mark the engine's selected and hovered squares
353
      Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
354
 
355
      // was it NOT a hint ?
50 pmbaty 356
      if (!is_hint_pending)
1 pmbaty 357
      {
50 pmbaty 358
         the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
359
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
360
 
1 pmbaty 361
         Board_AppendMove (&the_board, the_board.selected_position[0], the_board.selected_position[1], the_board.hovered_position[0], the_board.hovered_position[1], move.promotion_type, NULL);
171 pmbaty 362
         Player_GetOpposite ()->should_wakeup = true; // do the movement and switch players
1 pmbaty 363
 
364
         // forget the hovered and selected positions
365
         Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
366
         animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
367
      }
368
 
369
      // else it was a hint
370
      else
50 pmbaty 371
      {
372
         the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
373
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
374
 
1 pmbaty 375
         highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
50 pmbaty 376
         is_hint_pending = false; // remember no hint is pending any longer
1 pmbaty 377
 
50 pmbaty 378
         // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
379
         Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
380
         Debug_Log (L"===setting up board using FEN string===\n");
381
 
154 pmbaty 382
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 383
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
50 pmbaty 384
         Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
385
 
150 pmbaty 386
         if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
387
            Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
50 pmbaty 388
      }
389
 
1 pmbaty 390
      do_update = true; // remember to update the 3D scene
391
   }
392
 
393
   // now clean the input buffer of all the lines we parsed
394
   line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
395
   if (line_pointer != NULL)
396
   {
397
      line_pointer++; // skip the carriage return
398
      length = wcslen (line_pointer); // get the remaining string length
399
      for (char_index = 0; char_index < length; char_index++)
400
         player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
401
      player->recvbuffer[char_index] = 0; // finish the string ourselves
402
   }
403
 
404
   // END PARSING
405
   //////////////
406
 
407
   /////////////////////////////////
408
   // START NOTIFICATIONS PROCESSING
409
 
410
   // have we been notified that the board was just set up ?
411
   if (the_board.was_setup)
412
   {
413
      Debug_Log (L"===Got board setup notification from interface===\n");
414
 
415
      // send a new game command to the chess engine
119 pmbaty 416
      Player_SendBuffer_Add (player, 1000, program->command_new);
39 pmbaty 417
      Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
1 pmbaty 418
 
419
      // just set up the board from its Forsyth-Edwards notation
420
      Debug_Log (L"===setting up board using FEN string===\n");
421
 
154 pmbaty 422
      // get the current game state in FEN format and feed it to the engine
119 pmbaty 423
      Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 424
      Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
1 pmbaty 425
 
50 pmbaty 426
      current_obstinacy = 0; // reset current obstinacy
427
      is_hint_pending = false; // no hint was requested so far
1 pmbaty 428
 
150 pmbaty 429
      if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
430
         Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 431
   }
432
 
433
   // have we been notified that players are swapping colors ? (N.B. when this happens in human vs. computer mode, it's always that the human player is *GIVING* his turn)
434
   if (the_board.want_playerswap)
435
   {
436
      Debug_Log (L"===Got player SWAP notification from interface===\n");
119 pmbaty 437
      Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
39 pmbaty 438
      Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
1 pmbaty 439
   }
440
 
171 pmbaty 441
   // have we been notified that the current player just changed AND is the animation finished ?
442
   if (player->should_wakeup && (animation_endtime < current_time))
1 pmbaty 443
   {
444
      Debug_Log (L"===Got player change notification from interface===\n");
445
 
446
      // is the current player our color ? (meaning is it engine's turn to play) ?
447
      if (Board_ColorToMove (&the_board) == player->color)
448
      {
449
         // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
450
         if (!the_board.was_setup && (the_board.move_count > 1))
451
         {
39 pmbaty 452
            Debug_Log (L"===Player just played, sending the chosen move to engine===\n");
150 pmbaty 453
            if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
454
               Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 455
 
154 pmbaty 456
            // build the move string, and send the move string to the engine
119 pmbaty 457
            Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
39 pmbaty 458
            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
1 pmbaty 459
         }
460
 
461
         // else game has not started yet, but it's our turn
462
         else
39 pmbaty 463
         {
119 pmbaty 464
            Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
39 pmbaty 465
            Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
466
         }
1 pmbaty 467
      }
171 pmbaty 468
 
469
      player->should_wakeup = false; // remember we taken this notification in account
1 pmbaty 470
   }
471
 
472
   // END NOTIFICATIONS PROCESSING
473
   ///////////////////////////////
474
 
475
   // is it NOT our turn ?
476
   if (current_player != player)
477
   {
478
      // does our opponent want a hint ?
479
      if (current_player->wants_hint)
480
      {
481
         current_player->wants_hint = false; // don't ask twice
39 pmbaty 482
         Debug_Log (L"===Hint requested, asking engine for it===\n");
119 pmbaty 483
         Player_SendBuffer_Add (player, 1000, program->command_go); // tell the computer to analyze this position
39 pmbaty 484
         Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
50 pmbaty 485
         is_hint_pending = true; // remember a hint is pending
486
 
487
         // FIXME: move to scene.cpp
140 pmbaty 488
         Scene_UpdateText (&the_scene.gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, LOCALIZE (L"Thinking")); // display the "thinking" phrase in the middle of the screen
50 pmbaty 489
         the_scene.gui.want_spinwheel = true; // start spinning wheel
490
         do_update = true; // remember to update the 3D scene
1 pmbaty 491
      }
492
 
493
      // does our opponent want to cancel a move ?
494
      if (current_player->wants_cancel)
495
      {
496
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
39 pmbaty 497
         Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
1 pmbaty 498
 
499
         // rewind game 2 moves back
500
         the_board.moves = (boardmove_t *) SAFE_realloc (the_board.moves, the_board.move_count, max (1, the_board.move_count - 2), sizeof (boardmove_t), false);
501
         the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
502
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
136 pmbaty 503
         the_board.game_state = STATE_PLAYING; // remember the game is now playing (in case we wanted to cancel the closing move of a finished game, this opens the game again)
1 pmbaty 504
 
505
         // just set up the board from its Forsyth-Edwards notation
506
         Debug_Log (L"===setting up board using FEN string===\n");
507
 
154 pmbaty 508
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 509
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 510
         Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
1 pmbaty 511
 
150 pmbaty 512
         if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
513
            Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 514
 
515
         do_update = true; // remember to update the 3D scene
516
      }
517
   }
518
 
519
   // write to pipe (when we're allowed to)
520
   if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
521
      PlayerEngine_Send (player);
522
 
523
   return (do_update); // finished, return whether we should update the scene or not
524
}
525
 
526
 
527
static void PlayerEngine_Recv (player_t *player)
528
{
529
   // helper function to read data from the pipe communicating with the game engine process
530
 
149 pmbaty 531
   //unsigned long amount_to_read;
1 pmbaty 532
   unsigned long read_count;
533
   int length;
534
   unsigned int initial_pos;
535
 
536
   // get reception buffer's initial end position
537
   initial_pos = wcslen (player->recvbuffer);
149 pmbaty 538
   length = initial_pos;
1 pmbaty 539
 
149 pmbaty 540
   // as long as the pipe reports us there is data to read, read one byte at a time
150 pmbaty 541
   while (pipe_hasdata (fpipe))
1 pmbaty 542
   {
150 pmbaty 543
      read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
149 pmbaty 544
      if (read_count == 0)
1 pmbaty 545
         break; // read the pipe; if it fails, stop trying
149 pmbaty 546
      if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
547
         continue; // ignore carriage returns and percent signs
1 pmbaty 548
 
149 pmbaty 549
      // convert the received character to wide char and append it to recvbuffer
550
      player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
171 pmbaty 551
      player->recvbuffer[length] = (wchar_t) player->ascii_recvbuffer[0];
552
      //ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
149 pmbaty 553
      length++; // there's one more character in the player's recv buffer
171 pmbaty 554
      player->recvbuffer[length] = 0; // terminate the string ourselves
1 pmbaty 555
   }
556
 
557
   // write what we received (if we received anything)
558
   if (wcslen (player->recvbuffer) > initial_pos)
559
      Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
560
 
561
   return; // finished
562
}
563
 
564
 
154 pmbaty 565
int wcs_replace (wchar_t *haystack, wchar_t *needle, wchar_t *replacement)
566
{
567
   size_t replacement_length;
568
   size_t replacement_count;
569
   size_t pattern_length;
570
   wchar_t *line_pointer;
571
 
572
   replacement_count = 0;
573
   while ((line_pointer = wcsstr (haystack, needle)) != NULL)
574
   {
575
      pattern_length = wcslen (needle);
576
      replacement_length = wcslen (replacement);
577
      memmove (&line_pointer[replacement_length], &line_pointer[pattern_length], (wcslen (&line_pointer[pattern_length]) + 1) * sizeof (wchar_t));
578
      memcpy (line_pointer, replacement, replacement_length * sizeof (wchar_t));
579
      replacement_count++;
580
   }
581
 
582
   return (replacement_count);
583
}
584
 
585
 
1 pmbaty 586
static void PlayerEngine_Send (player_t *player)
587
{
588
   // helper function to send data through the pipe communicating with the game engine process
589
 
154 pmbaty 590
   static wchar_t replacement_string[65536];
159 pmbaty 591
   static wchar_t widechar_buffer[65536]; // needs to be big enough to hold game history
592
   static char ascii_buffer[65536]; // needs to be big enough to hold game history
1 pmbaty 593
   wchar_t *line_pointer;
594
   unsigned long amount_written;
154 pmbaty 595
   int move_index;
596
   int try_index;
1 pmbaty 597
 
598
   player->sendbuffer_locked = true; // lock the buffer
599
 
154 pmbaty 600
   // perform variable replacements on sendbuffer
601
   if (the_board.move_count > 0)
602
   {
603
      wcs_replace (player->sendbuffer, L"${CURRENT_POS}", (/*the_board.move_count == 2 ? L"startpos" : */the_board.moves[the_board.move_count - 1].fen_string));
604
      wcs_replace (player->sendbuffer, L"${LAST_MOVE}", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
605
      while (wcsstr (player->sendbuffer, L"${MAX_CORES}") != NULL)
606
      {
607
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", max_cores);
608
         wcs_replace (player->sendbuffer, L"${MAX_CORES}", replacement_string);
609
      }
610
      while (wcsstr (player->sendbuffer, L"${SEARCH_DEPTH}") != NULL)
611
      {
612
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", options.engine.depth);
613
         wcs_replace (player->sendbuffer, L"${SEARCH_DEPTH}", replacement_string);
614
      }
615
      while (wcsstr (player->sendbuffer, L"${GAME_HISTORY}") != NULL)
616
      {
617
         replacement_string[0] = 0;
618
         for (move_index = 1; move_index < the_board.move_count; move_index++)
619
         {
620
            if (move_index > 1)
621
               wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), L" ");
622
            wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), Move_BuildString (&the_board.moves[move_index]));
623
         }
624
         wcs_replace (player->sendbuffer, L"${GAME_HISTORY}", replacement_string);
625
      }
626
   }
627
 
1 pmbaty 628
   // write what we're sending (if we're sending anything)
629
   if (player->sendbuffer[0] != 0)
630
      Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
631
 
632
   // now read line per line...
633
   line_pointer = player->sendbuffer; // start at the first character
634
   while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
635
   {
636
      wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
637
      ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
150 pmbaty 638
      amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
1 pmbaty 639
   }
640
 
641
   player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
642
   player->sendbuffer_locked = false; // and unlock it
643
 
154 pmbaty 644
   // should the engine be initialized ?
645
   if (should_initialize)
646
   {
647
      // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
648
      for (try_index = 0; try_index < 50; try_index++)
649
      {
650
         // read from pipe (non-blocking)
651
         PlayerEngine_Recv (player);
652
         if (player->recvbuffer[0] != 0)
653
            break; // break as soon as we get something
654
         Sleep (100); // next try in 100 milliseconds
655
      }
656
 
657
      // has the engine process not spoken yet ?
658
      if (player->recvbuffer[0] == 0)
659
      {
660
         messagebox.hWndParent = hMainWnd;
661
         wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
662
         swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), options.engine.programs[options.engine.selected_program].folder);
663
         messagebox.flags = MB_ICONWARNING | MB_OK;
664
         DialogBox_Message (&messagebox); // display a modeless error message box
665
 
666
         PlayerEngine_Shutdown (player); // on error, shutdown the engine
667
      }
668
 
669
      should_initialize = false; // remember this is no longer to be done (until the next call to PlayerEngine_Init())
670
   }
671
 
1 pmbaty 672
   return; // finished
673
}
674
 
675
 
12 pmbaty 676
static wchar_t *Move_BuildString (boardmove_t *move)
1 pmbaty 677
{
12 pmbaty 678
   // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
1 pmbaty 679
 
12 pmbaty 680
   static wchar_t output_string[8];
681
 
1 pmbaty 682
   // construct the four first characters
12 pmbaty 683
   swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
1 pmbaty 684
               L'a' + move->source[1], L'1' + move->source[0],
685
               L'a' + move->target[1], L'1' + move->target[0]);
686
 
687
   // append any eventual promotion
688
   if (move->promotion_type == PART_ROOK)
12 pmbaty 689
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
1 pmbaty 690
   else if (move->promotion_type == PART_KNIGHT)
12 pmbaty 691
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
1 pmbaty 692
   else if (move->promotion_type == PART_BISHOP)
12 pmbaty 693
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
1 pmbaty 694
   else if (move->promotion_type == PART_QUEEN)
12 pmbaty 695
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
1 pmbaty 696
 
12 pmbaty 697
   return (output_string); // finished, return the move string
1 pmbaty 698
}