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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;
177 pmbaty 32
   int64_t exit_code;
1 pmbaty 33
   FILE *fp;
34
 
35
   // reset stuff first
36
   player->wants_hint = false;
37
 
119 pmbaty 38
   // quick access to engine program
39
   program = &options.engine.programs[options.engine.selected_program];
40 pmbaty 40
 
1 pmbaty 41
   // build the chess engine module path and pathname
150 pmbaty 42
   swprintf_s (chessengine_path, WCHAR_SIZEOF (chessengine_path), L"%s/engines/%s", app_path, program->folder);
43
   swprintf_s (chessengine_shellcommand, WCHAR_SIZEOF (chessengine_shellcommand), L"\"%s/%s\" %s", chessengine_path, program->executable_name, program->executable_arguments);
1 pmbaty 44
 
150 pmbaty 45
   // start the engine behind a bidirectional I/O pipe
46
   GetCurrentDirectory (WCHAR_SIZEOF (current_path), current_path); // save current directory
47
   SetCurrentDirectory (chessengine_path); // temporarily set chess engine's startup directory as current directory
48
   fpipe = pipe_open (chessengine_shellcommand, L"r+");
49
   SetCurrentDirectory (current_path); // restore current directory
174 pmbaty 50
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
177 pmbaty 51
      if (!pipe_isalive (fpipe, &exit_code))
174 pmbaty 52
         Sleep (100); // wait for the pipe to come to life, stop as soon as it's alive
53
      else
54
         break; // wait for the pipe to come to life
55
   if ((fpipe == NULL) || (attempt_index == 10))
1 pmbaty 56
   {
175 pmbaty 57
      dont_nag = true; // remember NOT to nag the user if he experienced any bug
58
 
1 pmbaty 59
      messagebox.hWndParent = hMainWnd;
60
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
61
      wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
62
      messagebox.flags = MB_ICONWARNING | MB_OK;
63
      DialogBox_Message (&messagebox); // display a modeless error message box
64
 
65
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
66
      return (false);
67
   }
68
 
154 pmbaty 69
   // SMP HACK -- save the max CPUs to use to core max - 1 (the computer will look like hung if all CPU is taken)
70
   GetSystemInfo (&sysinfo); // get the number of cores
71
   max_cores = max (1, sysinfo.dwNumberOfProcessors - 1);
77 pmbaty 72
 
150 pmbaty 73
   // optionally initialize the debug log file
1 pmbaty 74
   Debug_Init (L"Chess engine output.txt");
153 pmbaty 75
   Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
1 pmbaty 76
 
32 pmbaty 77
   // build the init file full qualified path name and try to open it
119 pmbaty 78
   swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
32 pmbaty 79
   _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
80
 
81
   // could the init file be opened ?
82
   if (fp != NULL)
1 pmbaty 83
   {
153 pmbaty 84
      Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
1 pmbaty 85
 
86
      // read line per line
87
      while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
88
      {
89
         if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
90
            continue; // skip comments and empty lines
91
 
92
         // new command line found, append it to the send buffer
93
         Player_SendBuffer_Add (player, 1000, widechar_buffer);
94
      }
95
 
96
      fclose (fp); // finished, close the file
97
   }
98
 
99
   // everything's okay, set engine name as the player's name
150 pmbaty 100
   wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
1 pmbaty 101
 
154 pmbaty 102
   should_initialize = true; // remember the engine should be initialized
1 pmbaty 103
   return (true); // finished
104
}
105
 
106
 
107
void PlayerEngine_Shutdown (player_t *player)
108
{
109
   // this function terminates the chess engine process and releases all handles attached to it
110
 
111
   int attempt_index;
177 pmbaty 112
   int64_t exit_code;
1 pmbaty 113
 
114
   // send the engine a quit command
119 pmbaty 115
   Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
39 pmbaty 116
   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 117
   PlayerEngine_Send (player);
118
 
119
   // check 10 times if the engine process has ended cleanly
120
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
121
   {
177 pmbaty 122
      if (!pipe_isalive (fpipe, &exit_code))
1 pmbaty 123
         break; // break as soon as we've told the process exited cleanly
124
 
125
      Sleep (100); // else wait one tenth second
126
   }
127
 
150 pmbaty 128
   // close the pipe (this will terminate the child process if it hasn't terminated yet)
129
   pipe_close (fpipe);
1 pmbaty 130
 
150 pmbaty 131
   Debug_Log (L"===Engine closed===\n");
1 pmbaty 132
   return; // finished
133
}
134
 
135
 
136
bool PlayerEngine_Think (player_t *player)
137
{
138
   // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
139
 
119 pmbaty 140
   engineprogram_t *program;
159 pmbaty 141
   wchar_t line_buffer[1024];
1 pmbaty 142
   wchar_t *line_pointer;
143
   wchar_t *move_string;
177 pmbaty 144
   int64_t exit_code;
1 pmbaty 145
   int char_index;
146
   int length;
147
   boardmove_t move;
148
   player_t *current_player;
149
   player_t *opposite_player;
150
   bool do_update;
151
 
119 pmbaty 152
   // quick access to chess engine program
153
   program = &options.engine.programs[options.engine.selected_program];
154
 
1 pmbaty 155
   // don't update the scene until told otherwise
156
   do_update = false;
157
 
158
   // get current and opposite players
159
   current_player = Player_GetCurrent ();
160
   opposite_player = Player_GetOpposite ();
161
 
153 pmbaty 162
   // is the game still alive AND has the engine just died ?
177 pmbaty 163
   if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe, &exit_code))
153 pmbaty 164
   {
177 pmbaty 165
      Debug_Log (L"===Unrecoverable engine error (engine disappeared unexpectedly with exit code %lld): opponent wins!===\n", exit_code);
175 pmbaty 166
      dont_nag = true; // remember NOT to nag the user if he experienced any bug
153 pmbaty 167
 
168
      // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
169
      Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
170
 
171
      // display a crash notification dialog box
172
      if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
177 pmbaty 173
      {
174
         sprintf_s ((char *) line_buffer, sizeof (line_buffer), "engine disappeared unexpectedly (exit code %lld)", exit_code);
175
         if (Debug_SendLogToAuthor ((char *) line_buffer, true))
154 pmbaty 176
            MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
177
         else
178
            MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
177 pmbaty 179
      }
153 pmbaty 180
 
181
      // and display the game over dialog box
182
      the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
183
      DialogBox_EndGame ();
184
 
185
      do_update = true; // remember to update the 3D scene
186
   }
187
 
1 pmbaty 188
   // read from pipe (non-blocking)
189
   PlayerEngine_Recv (player);
190
 
191
   ////////////////
192
   // START PARSING
193
 
194
   // read line per line...
195
   line_pointer = player->recvbuffer; // start at the first character
196
   while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
197
   {
198
      // is it an empty line or engine noise ?
199
      if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
200
         continue; // skip empty lines and engine noise
201
 
86 pmbaty 202
      // is the engine offering us a draw ?
203
      if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
204
         continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
205
 
206
      // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
207
      else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
53 pmbaty 208
      {
86 pmbaty 209
         Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
53 pmbaty 210
 
116 pmbaty 211
         // play defeat sound (a draw is always a sort of defeat...) at the center of the board
212
         Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
86 pmbaty 213
 
214
         // display the game over dialog box
215
         the_board.game_state = STATE_DRAW_OTHER;
216
         DialogBox_EndGame ();
217
 
218
         do_update = true; // remember to update the 3D scene
219
         continue; // we processed that line
220
      }
221
 
222
      // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
223
      else if (wcsncmp (line_buffer, L"resign", 6) == 0)
224
      {
225
         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"));
226
 
116 pmbaty 227
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
228
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
53 pmbaty 229
 
230
         // display the game over dialog box
86 pmbaty 231
         the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
53 pmbaty 232
         DialogBox_EndGame ();
233
 
234
         do_update = true; // remember to update the 3D scene
235
         continue; // we processed that line
236
      }
237
 
1 pmbaty 238
      // is engine allowed to resign ? if so, check if it's a game results
239
      if (options.engine.obstinacy_level >= 0)
240
      {
241
         // is it a game result AND are we still in play ?
242
         if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
243
         {
244
            // have we NOT been obstinate enough ?
245
            if (current_obstinacy < options.engine.obstinacy_level)
246
               current_obstinacy++; // if so, discard this resign and go on
247
            else
248
            {
249
               Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
250
 
116 pmbaty 251
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
252
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
1 pmbaty 253
 
254
               // display the game over dialog box
255
               the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
256
               DialogBox_EndGame ();
257
 
258
               do_update = true; // remember to update the 3D scene
259
            }
260
 
261
            continue; // we processed that line
262
         }
263
         else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
264
         {
265
            // have we NOT been obstinate enough ?
266
            if (current_obstinacy < options.engine.obstinacy_level)
267
               current_obstinacy++; // if so, discard this resign and go on
268
            else
269
            {
270
               Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
271
 
116 pmbaty 272
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
273
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
1 pmbaty 274
 
275
               // display the game over dialog box
276
               the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
277
               DialogBox_EndGame ();
278
 
279
               do_update = true; // remember to update the 3D scene
280
            }
281
 
282
            continue; // we processed that line
283
         }
284
      }
285
 
286
      // has the game ended already ?
287
      if (the_board.game_state > STATE_PLAYING)
288
         continue; // ignore all that the engine tells us. Game is over already.
289
 
153 pmbaty 290
      // else is it an unrecoverable engine error ?
154 pmbaty 291
      else if ((wcsstr (line_buffer, L"illegal") != NULL) || (wcsstr (line_buffer, L"invalid") != NULL))
153 pmbaty 292
      {
293
         Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
175 pmbaty 294
         dont_nag = true; // remember NOT to nag the user if he experienced any bug
153 pmbaty 295
 
296
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
297
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
298
 
299
         // display a crash notification dialog box
300
         if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
177 pmbaty 301
            if (Debug_SendLogToAuthor ("engine refused our command", true))
154 pmbaty 302
               MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
303
            else
304
               MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
153 pmbaty 305
 
306
         // and display the game over dialog box
307
         the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
308
         DialogBox_EndGame ();
309
 
310
         do_update = true; // remember to update the 3D scene
311
      }
312
 
154 pmbaty 313
      // else is it a normal move ?
314
      else if ((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL)
315
         move_string += wcslen (program->replystring_move); // go to the parsable data
316
 
1 pmbaty 317
      // else it's any other sort of line
318
      else
319
         continue; // skip lines that don't contain any valid move data
320
 
321
      // now we are sure it's either a hint or a move (or some pondering)
322
 
323
      length = wcslen (move_string);
154 pmbaty 324
      if (length < 2)
325
         continue; // if string is too short to be a move, skip it
1 pmbaty 326
 
327
      // there must be valid move data on that line.
328
 
329
      // evaluate the engine move string
330
      memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
154 pmbaty 331
      char_index = 0;
332
      while ((move_string[char_index] != 0) && !iswspace (move_string[char_index]))
333
      {
334
         move.pgntext[char_index] = move_string[char_index];
335
         char_index++;
336
      }
337
      move.pgntext[char_index] = 0;
1 pmbaty 338
      if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
339
      {
340
         Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
341
         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
342
      }
343
 
344
      // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
50 pmbaty 345
      if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
1 pmbaty 346
          && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
347
      {
177 pmbaty 348
         if (program->command_force[0] != 0) // "force" commands are only used with CECP engines such as Crafty. Others are sent the game history, so no need to force anything
154 pmbaty 349
         {
350
            Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
351
            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
352
         }
177 pmbaty 353
         Debug_LogMove (&move, L"===Overriding engine choice with blunderous move: [%s]===\n", Move_BuildString (&move)); // blunder
1 pmbaty 354
      }
355
 
356
      // mark the engine's selected and hovered squares
357
      Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
358
 
359
      // was it NOT a hint ?
50 pmbaty 360
      if (!is_hint_pending)
1 pmbaty 361
      {
50 pmbaty 362
         the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
363
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
364
 
1 pmbaty 365
         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 366
         Player_GetOpposite ()->should_wakeup = true; // do the movement and switch players
1 pmbaty 367
 
368
         // forget the hovered and selected positions
369
         Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
370
         animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
371
      }
372
 
373
      // else it was a hint
374
      else
50 pmbaty 375
      {
376
         the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
377
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
378
 
1 pmbaty 379
         highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
50 pmbaty 380
         is_hint_pending = false; // remember no hint is pending any longer
1 pmbaty 381
 
50 pmbaty 382
         // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
383
         Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
177 pmbaty 384
         Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===setting up board using FEN string: [%s]===\n", the_board.moves[the_board.move_count - 1].fen_string);
50 pmbaty 385
 
154 pmbaty 386
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 387
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
50 pmbaty 388
         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
389
      }
390
 
1 pmbaty 391
      do_update = true; // remember to update the 3D scene
392
   }
393
 
394
   // now clean the input buffer of all the lines we parsed
395
   line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
396
   if (line_pointer != NULL)
397
   {
398
      line_pointer++; // skip the carriage return
399
      length = wcslen (line_pointer); // get the remaining string length
400
      for (char_index = 0; char_index < length; char_index++)
401
         player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
402
      player->recvbuffer[char_index] = 0; // finish the string ourselves
403
   }
404
 
405
   // END PARSING
406
   //////////////
407
 
408
   /////////////////////////////////
409
   // START NOTIFICATIONS PROCESSING
410
 
411
   // have we been notified that the board was just set up ?
412
   if (the_board.was_setup)
413
   {
414
      Debug_Log (L"===Got board setup notification from interface===\n");
415
 
416
      // send a new game command to the chess engine
119 pmbaty 417
      Player_SendBuffer_Add (player, 1000, program->command_new);
39 pmbaty 418
      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 419
 
420
      // just set up the board from its Forsyth-Edwards notation
177 pmbaty 421
      Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===setting up board using FEN string: [%s]===\n", the_board.moves[the_board.move_count - 1].fen_string);
1 pmbaty 422
 
154 pmbaty 423
      // get the current game state in FEN format and feed it to the engine
119 pmbaty 424
      Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 425
      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 426
 
50 pmbaty 427
      current_obstinacy = 0; // reset current obstinacy
428
      is_hint_pending = false; // no hint was requested so far
1 pmbaty 429
   }
430
 
431
   // 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)
432
   if (the_board.want_playerswap)
433
   {
434
      Debug_Log (L"===Got player SWAP notification from interface===\n");
119 pmbaty 435
      Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
39 pmbaty 436
      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 437
   }
438
 
171 pmbaty 439
   // have we been notified that the current player just changed AND is the animation finished ?
440
   if (player->should_wakeup && (animation_endtime < current_time))
1 pmbaty 441
   {
442
      Debug_Log (L"===Got player change notification from interface===\n");
443
 
444
      // is the current player our color ? (meaning is it engine's turn to play) ?
445
      if (Board_ColorToMove (&the_board) == player->color)
446
      {
447
         // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
448
         if (!the_board.was_setup && (the_board.move_count > 1))
449
         {
177 pmbaty 450
            Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===Player just played, sending the chosen move to engine: [%s]===\n", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
1 pmbaty 451
 
154 pmbaty 452
            // build the move string, and send the move string to the engine
119 pmbaty 453
            Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
39 pmbaty 454
            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
1 pmbaty 455
         }
456
 
457
         // else game has not started yet, but it's our turn
458
         else
39 pmbaty 459
         {
119 pmbaty 460
            Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
39 pmbaty 461
            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
462
         }
1 pmbaty 463
      }
171 pmbaty 464
 
465
      player->should_wakeup = false; // remember we taken this notification in account
1 pmbaty 466
   }
467
 
468
   // END NOTIFICATIONS PROCESSING
469
   ///////////////////////////////
470
 
471
   // is it NOT our turn ?
472
   if (current_player != player)
473
   {
474
      // does our opponent want a hint ?
475
      if (current_player->wants_hint)
476
      {
477
         current_player->wants_hint = false; // don't ask twice
39 pmbaty 478
         Debug_Log (L"===Hint requested, asking engine for it===\n");
119 pmbaty 479
         Player_SendBuffer_Add (player, 1000, program->command_go); // tell the computer to analyze this position
39 pmbaty 480
         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 481
         is_hint_pending = true; // remember a hint is pending
482
 
483
         // FIXME: move to scene.cpp
140 pmbaty 484
         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 485
         the_scene.gui.want_spinwheel = true; // start spinning wheel
486
         do_update = true; // remember to update the 3D scene
1 pmbaty 487
      }
488
 
489
      // does our opponent want to cancel a move ?
490
      if (current_player->wants_cancel)
491
      {
492
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
39 pmbaty 493
         Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
1 pmbaty 494
 
495
         // rewind game 2 moves back
496
         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);
497
         the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
498
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
136 pmbaty 499
         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 500
 
501
         // just set up the board from its Forsyth-Edwards notation
177 pmbaty 502
         Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===setting up board using FEN string: [%s]===\n", the_board.moves[the_board.move_count - 1].fen_string);
1 pmbaty 503
 
154 pmbaty 504
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 505
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 506
         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 507
 
508
         do_update = true; // remember to update the 3D scene
509
      }
510
   }
511
 
512
   // write to pipe (when we're allowed to)
513
   if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
514
      PlayerEngine_Send (player);
515
 
516
   return (do_update); // finished, return whether we should update the scene or not
517
}
518
 
519
 
520
static void PlayerEngine_Recv (player_t *player)
521
{
522
   // helper function to read data from the pipe communicating with the game engine process
523
 
149 pmbaty 524
   //unsigned long amount_to_read;
1 pmbaty 525
   unsigned long read_count;
526
   int length;
527
   unsigned int initial_pos;
528
 
529
   // get reception buffer's initial end position
530
   initial_pos = wcslen (player->recvbuffer);
149 pmbaty 531
   length = initial_pos;
1 pmbaty 532
 
149 pmbaty 533
   // as long as the pipe reports us there is data to read, read one byte at a time
150 pmbaty 534
   while (pipe_hasdata (fpipe))
1 pmbaty 535
   {
150 pmbaty 536
      read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
149 pmbaty 537
      if (read_count == 0)
1 pmbaty 538
         break; // read the pipe; if it fails, stop trying
149 pmbaty 539
      if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
540
         continue; // ignore carriage returns and percent signs
1 pmbaty 541
 
149 pmbaty 542
      // convert the received character to wide char and append it to recvbuffer
543
      player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
171 pmbaty 544
      player->recvbuffer[length] = (wchar_t) player->ascii_recvbuffer[0];
545
      //ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
149 pmbaty 546
      length++; // there's one more character in the player's recv buffer
171 pmbaty 547
      player->recvbuffer[length] = 0; // terminate the string ourselves
1 pmbaty 548
   }
549
 
550
   // write what we received (if we received anything)
551
   if (wcslen (player->recvbuffer) > initial_pos)
552
      Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
553
 
554
   return; // finished
555
}
556
 
557
 
154 pmbaty 558
int wcs_replace (wchar_t *haystack, wchar_t *needle, wchar_t *replacement)
559
{
560
   size_t replacement_length;
561
   size_t replacement_count;
562
   size_t pattern_length;
563
   wchar_t *line_pointer;
564
 
565
   replacement_count = 0;
566
   while ((line_pointer = wcsstr (haystack, needle)) != NULL)
567
   {
568
      pattern_length = wcslen (needle);
569
      replacement_length = wcslen (replacement);
570
      memmove (&line_pointer[replacement_length], &line_pointer[pattern_length], (wcslen (&line_pointer[pattern_length]) + 1) * sizeof (wchar_t));
571
      memcpy (line_pointer, replacement, replacement_length * sizeof (wchar_t));
572
      replacement_count++;
573
   }
574
 
575
   return (replacement_count);
576
}
577
 
578
 
1 pmbaty 579
static void PlayerEngine_Send (player_t *player)
580
{
581
   // helper function to send data through the pipe communicating with the game engine process
582
 
154 pmbaty 583
   static wchar_t replacement_string[65536];
159 pmbaty 584
   static wchar_t widechar_buffer[65536]; // needs to be big enough to hold game history
585
   static char ascii_buffer[65536]; // needs to be big enough to hold game history
1 pmbaty 586
   wchar_t *line_pointer;
587
   unsigned long amount_written;
154 pmbaty 588
   int move_index;
589
   int try_index;
1 pmbaty 590
 
591
   player->sendbuffer_locked = true; // lock the buffer
592
 
154 pmbaty 593
   // perform variable replacements on sendbuffer
594
   if (the_board.move_count > 0)
595
   {
178 pmbaty 596
      wcs_replace (player->sendbuffer, L"${START_POS}", the_board.moves[0].fen_string);
154 pmbaty 597
      wcs_replace (player->sendbuffer, L"${CURRENT_POS}", (/*the_board.move_count == 2 ? L"startpos" : */the_board.moves[the_board.move_count - 1].fen_string));
598
      wcs_replace (player->sendbuffer, L"${LAST_MOVE}", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
599
      while (wcsstr (player->sendbuffer, L"${MAX_CORES}") != NULL)
600
      {
601
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", max_cores);
602
         wcs_replace (player->sendbuffer, L"${MAX_CORES}", replacement_string);
603
      }
604
      while (wcsstr (player->sendbuffer, L"${SEARCH_DEPTH}") != NULL)
605
      {
606
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", options.engine.depth);
607
         wcs_replace (player->sendbuffer, L"${SEARCH_DEPTH}", replacement_string);
608
      }
609
      while (wcsstr (player->sendbuffer, L"${GAME_HISTORY}") != NULL)
610
      {
611
         replacement_string[0] = 0;
612
         for (move_index = 1; move_index < the_board.move_count; move_index++)
613
         {
614
            if (move_index > 1)
615
               wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), L" ");
616
            wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), Move_BuildString (&the_board.moves[move_index]));
617
         }
618
         wcs_replace (player->sendbuffer, L"${GAME_HISTORY}", replacement_string);
619
      }
620
   }
621
 
1 pmbaty 622
   // write what we're sending (if we're sending anything)
623
   if (player->sendbuffer[0] != 0)
624
      Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
625
 
626
   // now read line per line...
627
   line_pointer = player->sendbuffer; // start at the first character
628
   while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
629
   {
630
      wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
631
      ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
150 pmbaty 632
      amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
1 pmbaty 633
   }
634
 
635
   player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
636
   player->sendbuffer_locked = false; // and unlock it
637
 
154 pmbaty 638
   // should the engine be initialized ?
639
   if (should_initialize)
640
   {
641
      // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
642
      for (try_index = 0; try_index < 50; try_index++)
643
      {
644
         // read from pipe (non-blocking)
645
         PlayerEngine_Recv (player);
646
         if (player->recvbuffer[0] != 0)
647
            break; // break as soon as we get something
648
         Sleep (100); // next try in 100 milliseconds
649
      }
650
 
651
      // has the engine process not spoken yet ?
652
      if (player->recvbuffer[0] == 0)
653
      {
654
         messagebox.hWndParent = hMainWnd;
655
         wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
656
         swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), options.engine.programs[options.engine.selected_program].folder);
657
         messagebox.flags = MB_ICONWARNING | MB_OK;
658
         DialogBox_Message (&messagebox); // display a modeless error message box
659
 
660
         PlayerEngine_Shutdown (player); // on error, shutdown the engine
661
      }
662
 
663
      should_initialize = false; // remember this is no longer to be done (until the next call to PlayerEngine_Init())
664
   }
665
 
1 pmbaty 666
   return; // finished
667
}
668
 
669
 
12 pmbaty 670
static wchar_t *Move_BuildString (boardmove_t *move)
1 pmbaty 671
{
12 pmbaty 672
   // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
1 pmbaty 673
 
12 pmbaty 674
   static wchar_t output_string[8];
675
 
1 pmbaty 676
   // construct the four first characters
12 pmbaty 677
   swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
1 pmbaty 678
               L'a' + move->source[1], L'1' + move->source[0],
679
               L'a' + move->target[1], L'1' + move->target[0]);
680
 
681
   // append any eventual promotion
682
   if (move->promotion_type == PART_ROOK)
12 pmbaty 683
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
1 pmbaty 684
   else if (move->promotion_type == PART_KNIGHT)
12 pmbaty 685
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
1 pmbaty 686
   else if (move->promotion_type == PART_BISHOP)
12 pmbaty 687
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
1 pmbaty 688
   else if (move->promotion_type == PART_QUEEN)
12 pmbaty 689
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
1 pmbaty 690
 
12 pmbaty 691
   return (output_string); // finished, return the move string
1 pmbaty 692
}