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1 pmbaty 1
// chessengine.cpp
2
 
3
#include "common.h"
4
 
5
 
6
// global variables used in this module only
7
static wchar_t chessenginemodule_path[MAX_PATH];
8
static wchar_t chessenginemodule_pathname[MAX_PATH];
9
static wchar_t chessengineinitfile_pathname[MAX_PATH];
10
static PROCESS_INFORMATION PlayerEngine_pi;
11
static HANDLE hChessEngineStdinRd;
12
static HANDLE hChessEngineStdinWr;
13
static HANDLE hChessEngineStdoutRd;
14
static HANDLE hChessEngineStdoutWr;
15
static int current_obstinacy;
16
 
17
// prototypes of local functions
18
static void PlayerEngine_Recv (player_t *player);
19
static void PlayerEngine_Send (player_t *player);
12 pmbaty 20
static wchar_t *Move_BuildString (boardmove_t *move);
1 pmbaty 21
 
22
 
23
bool PlayerEngine_Init (player_t *player)
24
{
25
   // this function starts a chess engine as a child process. This process's stdin and
26
   // stdout are redirected to the handles we give it, so that we may read/write to it.
27
 
28
   wchar_t widechar_buffer[256];
7 pmbaty 29
   SYSTEM_INFO sysinfo;
1 pmbaty 30
   SECURITY_ATTRIBUTES saAttr;
31
   STARTUPINFO si;
32
   FILE *fp;
33
 
34
   // reset stuff first
35
   hChessEngineStdinRd = NULL;
36
   hChessEngineStdinWr = NULL;
37
   hChessEngineStdoutRd = NULL;
38
   hChessEngineStdoutWr = NULL;
39
   player->wants_hint = false;
40
 
41
   // build the chess engine module path and pathname
33 pmbaty 42
   swprintf_s (chessenginemodule_path, WCHAR_SIZEOF (chessenginemodule_path), L"%s/engines/%s", app_path, options.engine.program);
43
   swprintf_s (chessenginemodule_pathname, WCHAR_SIZEOF (chessenginemodule_pathname), L"%s/engines/%s/%s", app_path, options.engine.program, options.engine.cmdline);
1 pmbaty 44
 
45
   // prepare the pipes' security attributes
46
   saAttr.nLength = sizeof (SECURITY_ATTRIBUTES);
47
   saAttr.bInheritHandle = true; // set the bInheritHandle flag so pipe handles are inherited
48
   saAttr.lpSecurityDescriptor = NULL;
49
 
50
   // create a pipe for the child process's stdout
51
   CreatePipe (&hChessEngineStdoutRd, &hChessEngineStdoutWr, &saAttr, 0);
52
   SetHandleInformation (hChessEngineStdoutRd, HANDLE_FLAG_INHERIT, 0); // ensure the read handle to the pipe for STDOUT is not inherited
53
 
54
   // create a pipe for the child process's stdin
55
   CreatePipe (&hChessEngineStdinRd, &hChessEngineStdinWr, &saAttr, 0);
56
   SetHandleInformation (hChessEngineStdinWr, HANDLE_FLAG_INHERIT, 0); // ensure the write handle to the pipe for STDIN is not inherited. 
57
 
58
   // spawn the chess engine process with redirected input and output
59
   memset (&si, 0, sizeof (si));
60
   si.cb = sizeof (STARTUPINFOA);
61
   si.dwFlags = STARTF_USESTDHANDLES;
62
   si.hStdInput = hChessEngineStdinRd;
63
   si.hStdOutput = hChessEngineStdoutWr;
64
   si.hStdError = hChessEngineStdoutWr;
65
   if (!CreateProcess (chessenginemodule_pathname, // module pathname
66
                       options.engine.cmdline, // command line
67
                       NULL, NULL,
68
                       true, // handles are inherited
69
                       CREATE_NO_WINDOW | DETACHED_PROCESS | CREATE_NEW_PROCESS_GROUP,
70
                       NULL,
71
                       chessenginemodule_path, // process path
72
                       &si, // STARTUPINFO pointer
73
                       &PlayerEngine_pi)) // receives PROCESS_INFORMATION
74
   {
75
      messagebox.hWndParent = hMainWnd;
76
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
77
      wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
78
      messagebox.flags = MB_ICONWARNING | MB_OK;
79
      DialogBox_Message (&messagebox); // display a modeless error message box
80
 
81
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
82
      return (false);
83
   }
84
 
85
   // eventually initialize the debug log file
86
   Debug_Init (L"Chess engine output.txt");
87
 
32 pmbaty 88
   // build the init file full qualified path name and try to open it
89
   swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, options.engine.program);
90
   _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
91
 
92
   // could the init file be opened ?
93
   if (fp != NULL)
1 pmbaty 94
   {
95
      Debug_Log (L"===Found initialization file, parsing...===\n");
96
 
39 pmbaty 97
      // SMP HACK -- is our engine Crafty or GNU Chess ? if so, set the max CPUs to use to core max - 1
7 pmbaty 98
      // (the computer will look like hung if all CPU is taken)
39 pmbaty 99
      if ((wcsistr (options.engine.name, L"Crafty") != NULL) || (wcsistr (options.engine.name, L"GNU Chess") != NULL))
7 pmbaty 100
      {
101
         GetSystemInfo (&sysinfo); // get the number of cores and build the corresponding engine initialization order
39 pmbaty 102
         Player_SendBuffer_Add (player, 1000, L"mt %d\n", max (1, sysinfo.dwNumberOfProcessors - 1));
7 pmbaty 103
      }
104
 
1 pmbaty 105
      // read line per line
106
      while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
107
      {
108
         if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
109
            continue; // skip comments and empty lines
110
 
111
         // new command line found, append it to the send buffer
112
         Player_SendBuffer_Add (player, 1000, widechar_buffer);
113
      }
114
 
115
      fclose (fp); // finished, close the file
116
   }
117
 
118
   // everything's okay, set engine name as the player's name
119
   wcscpy_s (player->name, WCHAR_SIZEOF (player->name), options.engine.name);
120
 
121
   return (true); // finished
122
}
123
 
124
 
125
void PlayerEngine_Shutdown (player_t *player)
126
{
127
   // this function terminates the chess engine process and releases all handles attached to it
128
 
129
   unsigned long exit_code;
130
   unsigned long handle_flags;
131
   int attempt_index;
132
 
133
   // send the engine a quit command
39 pmbaty 134
   Player_SendBuffer_Add (player, 1000, options.engine.command_quit);
135
   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 136
   PlayerEngine_Send (player);
137
 
138
   // close the pipe handles
139
   if (hChessEngineStdinRd)
140
      CloseHandle (hChessEngineStdinRd);
141
   hChessEngineStdinRd = NULL;
142
   if (hChessEngineStdinWr)
143
      CloseHandle (hChessEngineStdinWr);
144
   hChessEngineStdinWr = NULL;
145
   if (hChessEngineStdoutRd)
146
      CloseHandle (hChessEngineStdoutRd);
147
   hChessEngineStdoutRd = NULL;
148
   if (hChessEngineStdoutWr)
149
      CloseHandle (hChessEngineStdoutWr);
150
   hChessEngineStdoutWr = NULL;
151
 
152
   // check 10 times if the engine process has ended cleanly
153
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
154
   {
155
      if (GetExitCodeProcess (PlayerEngine_pi.hProcess, &exit_code) && (exit_code != STILL_ACTIVE))
156
         break; // break as soon as we've told the process exited cleanly
157
 
158
      Sleep (100); // else wait one tenth second
159
   }
160
 
161
   // has the engine NOT closen by itself yet ?
162
   if ((attempt_index == 10) && GetExitCodeProcess (PlayerEngine_pi.hProcess, &exit_code) && (exit_code == STILL_ACTIVE))
163
   {
164
      Debug_Log (L"===Engine not closen, terminating process manually===\n");
165
 
166
      // terminate the chess engine process using our smart technique ^^
167
      if (!SafeTerminateProcess (PlayerEngine_pi.hProcess, 0))
168
         TerminateProcess (PlayerEngine_pi.hProcess, 0); // if process doesn't want to shutdown, kill it
169
   }
170
   else
171
      Debug_Log (L"===Engine closed cleanly===\n");
172
 
173
   if (PlayerEngine_pi.hProcess)
174
      CloseHandle (PlayerEngine_pi.hProcess);
175
   PlayerEngine_pi.hProcess = NULL;
176
   if (GetHandleInformation (PlayerEngine_pi.hThread, &handle_flags))
177
      CloseHandle (PlayerEngine_pi.hThread);
178
   PlayerEngine_pi.hThread = NULL;
179
 
180
   // and finally reset the process information structure
181
   memset (&PlayerEngine_pi, 0, sizeof (PlayerEngine_pi));
182
 
183
   return; // finished
184
}
185
 
186
 
187
bool PlayerEngine_Think (player_t *player)
188
{
189
   // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
190
 
191
   wchar_t line_buffer[256];
192
   wchar_t *line_pointer;
193
   wchar_t *move_string;
194
   int char_index;
195
   int length;
196
   boardmove_t move;
197
   player_t *current_player;
198
   player_t *opposite_player;
199
   bool do_update;
200
   bool is_hint;
201
 
202
   // don't update the scene until told otherwise
203
   do_update = false;
204
 
205
   // get current and opposite players
206
   current_player = Player_GetCurrent ();
207
   opposite_player = Player_GetOpposite ();
208
 
209
   // read from pipe (non-blocking)
210
   PlayerEngine_Recv (player);
211
 
212
   ////////////////
213
   // START PARSING
214
 
215
   // read line per line...
216
   line_pointer = player->recvbuffer; // start at the first character
217
   while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
218
   {
219
      // is it an empty line or engine noise ?
220
      if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
221
         continue; // skip empty lines and engine noise
222
 
223
      // is engine allowed to resign ? if so, check if it's a game results
224
      if (options.engine.obstinacy_level >= 0)
225
      {
226
         // is it a game result AND are we still in play ?
227
         if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
228
         {
229
            // have we NOT been obstinate enough ?
230
            if (current_obstinacy < options.engine.obstinacy_level)
231
               current_obstinacy++; // if so, discard this resign and go on
232
            else
233
            {
234
               Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
235
 
236
               // if opponent player is human, play the victory sound, else, play defeat sound
237
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
238
 
239
               // display the game over dialog box
240
               the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
241
               DialogBox_EndGame ();
242
 
243
               do_update = true; // remember to update the 3D scene
244
            }
245
 
246
            continue; // we processed that line
247
         }
248
         else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
249
         {
250
            // have we NOT been obstinate enough ?
251
            if (current_obstinacy < options.engine.obstinacy_level)
252
               current_obstinacy++; // if so, discard this resign and go on
253
            else
254
            {
255
               Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
256
 
257
               // if opponent player is human, play the victory sound, else, play defeat sound
258
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
259
 
260
               // display the game over dialog box
261
               the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
262
               DialogBox_EndGame ();
263
 
264
               do_update = true; // remember to update the 3D scene
265
            }
266
 
267
            continue; // we processed that line
268
         }
269
      }
270
 
271
      // has the game ended already ?
272
      if (the_board.game_state > STATE_PLAYING)
273
         continue; // ignore all that the engine tells us. Game is over already.
274
 
275
      // is it a hint ?
276
      if ((move_string = wcsstr (line_buffer, options.engine.replystring_hint)) != NULL)
277
      {
278
         move_string += wcslen (options.engine.replystring_hint); // go to the parsable data
279
         is_hint = true;
280
      }
281
 
282
      // else is it a normal move ?
283
      else if ((move_string = wcsstr (line_buffer, options.engine.replystring_move)) != NULL)
284
      {
285
         move_string += wcslen (options.engine.replystring_move); // go to the parsable data
286
         is_hint = false;
287
      }
288
 
289
      // else it's any other sort of line
290
      else
291
         continue; // skip lines that don't contain any valid move data
292
 
293
      // now we are sure it's either a hint or a move (or some pondering)
294
 
295
      length = wcslen (move_string);
296
      if ((length < 2) || (length > 9))
297
         continue; // if string is too long to be a move, skip it
298
 
299
      // there must be valid move data on that line.
300
 
301
      // evaluate the engine move string
302
      memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
303
      wcscpy_s (move.pgntext, WCHAR_SIZEOF (move.pgntext), move_string);
304
      if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
305
      {
306
         Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
307
         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
308
      }
309
 
310
      // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
311
      if (!is_hint && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
312
          && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
313
      {
39 pmbaty 314
         Player_SendBuffer_Add (player, 1000, options.engine.command_force, Move_BuildString (&move)); // send the blunderous move to the engine
315
         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
316
         if (wcscmp (options.engine.program, L"Crafty") == 0)
317
            Player_SendBuffer_Add (player, 1000, L"disp\n");
12 pmbaty 318
         Debug_Log (L"===Discarding engine move, forcing a blunderous move (%s) instead===\n", Move_BuildString (&move)); // blunder
1 pmbaty 319
      }
320
 
321
      // mark the engine's selected and hovered squares
322
      Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
323
 
324
      // was it NOT a hint ?
325
      if (!is_hint)
326
      {
327
         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);
328
         the_board.has_playerchanged = true; // do the movement and switch players
329
 
330
         // forget the hovered and selected positions
331
         Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
332
         animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
333
         sound_playtime = current_time + ANIMATION_DURATION - 0.1f; // play sound near the end of animation
334
      }
335
 
336
      // else it was a hint
337
      else
338
         highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
339
 
340
      the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
341
      the_scene.gui.want_spinwheel = false; // stop spinning wheel
342
      do_update = true; // remember to update the 3D scene
343
   }
344
 
345
   // now clean the input buffer of all the lines we parsed
346
   line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
347
   if (line_pointer != NULL)
348
   {
349
      line_pointer++; // skip the carriage return
350
      length = wcslen (line_pointer); // get the remaining string length
351
      for (char_index = 0; char_index < length; char_index++)
352
         player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
353
      player->recvbuffer[char_index] = 0; // finish the string ourselves
354
   }
355
 
356
   // END PARSING
357
   //////////////
358
 
359
   /////////////////////////////////
360
   // START NOTIFICATIONS PROCESSING
361
 
362
   // have we been notified that the board was just set up ?
363
   if (the_board.was_setup)
364
   {
365
      Debug_Log (L"===Got board setup notification from interface===\n");
366
 
367
      // send a new game command to the chess engine
39 pmbaty 368
      Player_SendBuffer_Add (player, 1000, options.engine.command_new);
369
      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 370
 
371
      // just set up the board from its Forsyth-Edwards notation
372
      Debug_Log (L"===setting up board using FEN string===\n");
373
 
374
      // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
375
      // then get the current game state in FEN format and feed it to the engine
39 pmbaty 376
      Player_SendBuffer_Add (player, 1000, options.engine.command_sd, options.engine.depth);
377
      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
378
      Player_SendBuffer_Add (player, 1000, options.engine.command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
379
      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 380
 
381
      // and reset current obstinacy
382
      current_obstinacy = 0;
383
 
39 pmbaty 384
      if (wcscmp (options.engine.program, L"Crafty") == 0)
385
         Player_SendBuffer_Add (player, 1000, L"disp\n");
1 pmbaty 386
   }
387
 
388
   // 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)
389
   if (the_board.want_playerswap)
390
   {
391
      Debug_Log (L"===Got player SWAP notification from interface===\n");
39 pmbaty 392
      Player_SendBuffer_Add (player, 1000, options.engine.command_go); // tell engine it's now the current player
393
      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 394
   }
395
 
396
   // have we been notified that the current player just changed ?
397
   if (the_board.has_playerchanged)
398
   {
399
      Debug_Log (L"===Got player change notification from interface===\n");
400
 
401
      // is the current player our color ? (meaning is it engine's turn to play) ?
402
      if (Board_ColorToMove (&the_board) == player->color)
403
      {
404
         // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
405
         if (!the_board.was_setup && (the_board.move_count > 1))
406
         {
39 pmbaty 407
            Debug_Log (L"===Player just played, sending the chosen move to engine===\n");
408
            if (wcscmp (options.engine.program, L"Crafty") == 0)
409
               Player_SendBuffer_Add (player, 1000, L"disp\n");
1 pmbaty 410
 
411
            // instruct it about its allowed search depth BEFORE each move (this ensures engine will be "ready" to handle the command)
412
            // then build the move string, and send the move string to the engine
39 pmbaty 413
            Player_SendBuffer_Add (player, 1000, options.engine.command_sd, options.engine.depth);
414
            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
415
            Player_SendBuffer_Add (player, 1000, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
416
            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
1 pmbaty 417
         }
418
 
419
         // else game has not started yet, but it's our turn
420
         else
39 pmbaty 421
         {
422
            Player_SendBuffer_Add (player, 1000, options.engine.command_go); // so let's start the game
423
            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
424
         }
1 pmbaty 425
      }
426
   }
427
 
428
   // END NOTIFICATIONS PROCESSING
429
   ///////////////////////////////
430
 
431
   // is it NOT our turn ?
432
   if (current_player != player)
433
   {
434
      // does our opponent want a hint ?
435
      if (current_player->wants_hint)
436
      {
437
         current_player->wants_hint = false; // don't ask twice
39 pmbaty 438
         Debug_Log (L"===Hint requested, asking engine for it===\n");
439
         Player_SendBuffer_Add (player, 1000, options.engine.command_hint); // ask for a hint
440
         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 441
      }
442
 
443
      // does our opponent want to cancel a move ?
444
      if (current_player->wants_cancel)
445
      {
446
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
39 pmbaty 447
         Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
1 pmbaty 448
 
449
         // rewind game 2 moves back
450
         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);
451
         the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
452
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
453
 
454
         // just set up the board from its Forsyth-Edwards notation
455
         Debug_Log (L"===setting up board using FEN string===\n");
456
 
457
         // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
458
         // then get the current game state in FEN format and feed it to the engine
39 pmbaty 459
         Player_SendBuffer_Add (player, 1000, options.engine.command_sd, options.engine.depth);
460
         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
461
         Player_SendBuffer_Add (player, 1000, options.engine.command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
462
         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 463
 
39 pmbaty 464
         if (wcscmp (options.engine.program, L"Crafty") == 0)
465
            Player_SendBuffer_Add (player, 1000, L"disp\n");
1 pmbaty 466
 
467
         do_update = true; // remember to update the 3D scene
468
      }
469
   }
470
 
471
   // write to pipe (when we're allowed to)
472
   if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
473
      PlayerEngine_Send (player);
474
 
475
   return (do_update); // finished, return whether we should update the scene or not
476
}
477
 
478
 
479
static void PlayerEngine_Recv (player_t *player)
480
{
481
   // helper function to read data from the pipe communicating with the game engine process
482
 
483
   unsigned long amount_to_read;
484
   unsigned long read_count;
485
   int byte_index;
486
   int rewrite_index;
487
   int length;
488
   unsigned int initial_pos;
489
 
490
   // get reception buffer's initial end position
491
   initial_pos = wcslen (player->recvbuffer);
492
 
493
   // as long as the pipe reports us there is data to read...
494
   while (PeekNamedPipe (hChessEngineStdoutRd, NULL, 0, NULL, &amount_to_read, NULL) && (amount_to_read > 0))
495
   {
496
      if (!ReadFile (hChessEngineStdoutRd, player->ascii_recvbuffer, min (amount_to_read, (unsigned long) player->recvbuffer_size - 1), &read_count, NULL))
497
         break; // read the pipe; if it fails, stop trying
498
 
499
      // parse all received data and eradicate all carriage returns and percent signs
500
      rewrite_index = 0;
501
      for (byte_index = 0; byte_index < (int) read_count; byte_index++)
502
         if ((player->ascii_recvbuffer[byte_index] != '\r') && (player->ascii_recvbuffer[byte_index] != '%'))
503
         {
504
            player->ascii_recvbuffer[rewrite_index] = player->ascii_recvbuffer[byte_index];
505
            rewrite_index++;
506
         }
507
      player->ascii_recvbuffer[rewrite_index] = 0; // terminate the buffer ourselves
508
 
509
      // convert to wide char and append it to recvbuffer
510
      length = wcslen (player->recvbuffer);
511
      ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
512
   }
513
 
514
   // write what we received (if we received anything)
515
   if (wcslen (player->recvbuffer) > initial_pos)
516
      Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
517
 
518
   return; // finished
519
}
520
 
521
 
522
static void PlayerEngine_Send (player_t *player)
523
{
524
   // helper function to send data through the pipe communicating with the game engine process
525
 
526
   wchar_t widechar_buffer[256];
527
   wchar_t *line_pointer;
528
   char ascii_buffer[256];
529
   unsigned long amount_written;
530
 
531
   player->sendbuffer_locked = true; // lock the buffer
532
 
533
   // write what we're sending (if we're sending anything)
534
   if (player->sendbuffer[0] != 0)
535
      Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
536
 
537
   // now read line per line...
538
   line_pointer = player->sendbuffer; // start at the first character
539
   while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
540
   {
541
      wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
542
      ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
543
      WriteFile (hChessEngineStdinWr, ascii_buffer, strlen (ascii_buffer), &amount_written, NULL); // send data
544
   }
545
 
546
   player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
547
   player->sendbuffer_locked = false; // and unlock it
548
 
549
   return; // finished
550
}
551
 
552
 
12 pmbaty 553
static wchar_t *Move_BuildString (boardmove_t *move)
1 pmbaty 554
{
12 pmbaty 555
   // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
1 pmbaty 556
 
12 pmbaty 557
   static wchar_t output_string[8];
558
 
1 pmbaty 559
   // construct the four first characters
12 pmbaty 560
   swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
1 pmbaty 561
               L'a' + move->source[1], L'1' + move->source[0],
562
               L'a' + move->target[1], L'1' + move->target[0]);
563
 
564
   // append any eventual promotion
565
   if (move->promotion_type == PART_ROOK)
12 pmbaty 566
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
1 pmbaty 567
   else if (move->promotion_type == PART_KNIGHT)
12 pmbaty 568
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
1 pmbaty 569
   else if (move->promotion_type == PART_BISHOP)
12 pmbaty 570
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
1 pmbaty 571
   else if (move->promotion_type == PART_QUEEN)
12 pmbaty 572
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
1 pmbaty 573
 
12 pmbaty 574
   return (output_string); // finished, return the move string
1 pmbaty 575
}