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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;
50 pmbaty 16
static bool is_hint_pending;
1 pmbaty 17
 
18
// prototypes of local functions
19
static void PlayerEngine_Recv (player_t *player);
20
static void PlayerEngine_Send (player_t *player);
12 pmbaty 21
static wchar_t *Move_BuildString (boardmove_t *move);
1 pmbaty 22
 
23
 
24
bool PlayerEngine_Init (player_t *player)
25
{
26
   // this function starts a chess engine as a child process. This process's stdin and
27
   // stdout are redirected to the handles we give it, so that we may read/write to it.
28
 
29
   wchar_t widechar_buffer[256];
7 pmbaty 30
   SYSTEM_INFO sysinfo;
1 pmbaty 31
   SECURITY_ATTRIBUTES saAttr;
32
   STARTUPINFO si;
77 pmbaty 33
   int try_index;
1 pmbaty 34
   FILE *fp;
35
 
36
   // reset stuff first
37
   hChessEngineStdinRd = NULL;
38
   hChessEngineStdinWr = NULL;
39
   hChessEngineStdoutRd = NULL;
40
   hChessEngineStdoutWr = NULL;
41
   player->wants_hint = false;
42
 
40 pmbaty 43
   // load the selected engine parameters
44
   Config_LoadEngine (options.engine.program);
45
 
1 pmbaty 46
   // build the chess engine module path and pathname
33 pmbaty 47
   swprintf_s (chessenginemodule_path, WCHAR_SIZEOF (chessenginemodule_path), L"%s/engines/%s", app_path, options.engine.program);
40 pmbaty 48
   swprintf_s (chessenginemodule_pathname, WCHAR_SIZEOF (chessenginemodule_pathname), L"%s/engines/%s/%s", app_path, options.engine.program, options.engine.program_options.cmdline);
1 pmbaty 49
 
50
   // prepare the pipes' security attributes
54 pmbaty 51
   memset (&saAttr, 0, sizeof (saAttr));
1 pmbaty 52
   saAttr.nLength = sizeof (SECURITY_ATTRIBUTES);
53
   saAttr.bInheritHandle = true; // set the bInheritHandle flag so pipe handles are inherited
54
 
55
   // create a pipe for the child process's stdout
54 pmbaty 56
   CreatePipe (&hChessEngineStdoutRd, &hChessEngineStdoutWr, &saAttr, 0);
1 pmbaty 57
   SetHandleInformation (hChessEngineStdoutRd, HANDLE_FLAG_INHERIT, 0); // ensure the read handle to the pipe for STDOUT is not inherited
58
 
59
   // create a pipe for the child process's stdin
54 pmbaty 60
   CreatePipe (&hChessEngineStdinRd, &hChessEngineStdinWr, &saAttr, 0);
1 pmbaty 61
   SetHandleInformation (hChessEngineStdinWr, HANDLE_FLAG_INHERIT, 0); // ensure the write handle to the pipe for STDIN is not inherited. 
62
 
63
   // spawn the chess engine process with redirected input and output
64
   memset (&si, 0, sizeof (si));
65
   si.cb = sizeof (STARTUPINFOA);
66
   si.dwFlags = STARTF_USESTDHANDLES;
67
   si.hStdInput = hChessEngineStdinRd;
68
   si.hStdOutput = hChessEngineStdoutWr;
69
   si.hStdError = hChessEngineStdoutWr;
70
   if (!CreateProcess (chessenginemodule_pathname, // module pathname
40 pmbaty 71
                       options.engine.program_options.cmdline, // command line
1 pmbaty 72
                       NULL, NULL,
73
                       true, // handles are inherited
74
                       CREATE_NO_WINDOW | DETACHED_PROCESS | CREATE_NEW_PROCESS_GROUP,
75
                       NULL,
76
                       chessenginemodule_path, // process path
77
                       &si, // STARTUPINFO pointer
78
                       &PlayerEngine_pi)) // receives PROCESS_INFORMATION
79
   {
80
      messagebox.hWndParent = hMainWnd;
81
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
82
      wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
83
      messagebox.flags = MB_ICONWARNING | MB_OK;
84
      DialogBox_Message (&messagebox); // display a modeless error message box
85
 
86
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
87
      return (false);
88
   }
89
 
79 pmbaty 90
   // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
91
   for (try_index = 0; try_index < 50; try_index++)
77 pmbaty 92
   {
93
      // read from pipe (non-blocking)
94
      PlayerEngine_Recv (player);
95
      if (player->recvbuffer[0] != 0)
96
         break; // break as soon as we get something
97
      Sleep (100); // next try in 100 milliseconds
98
   }
99
 
100
   // has the engine process not spoken yet ?
101
   if (player->recvbuffer[0] == 0)
102
   {
103
      messagebox.hWndParent = hMainWnd;
104
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
105
      wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
106
      messagebox.flags = MB_ICONWARNING | MB_OK;
107
      DialogBox_Message (&messagebox); // display a modeless error message box
108
 
109
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
110
      return (false);
111
   }
112
 
1 pmbaty 113
   // eventually initialize the debug log file
114
   Debug_Init (L"Chess engine output.txt");
115
 
32 pmbaty 116
   // build the init file full qualified path name and try to open it
117
   swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, options.engine.program);
118
   _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
119
 
120
   // could the init file be opened ?
121
   if (fp != NULL)
1 pmbaty 122
   {
123
      Debug_Log (L"===Found initialization file, parsing...===\n");
124
 
48 pmbaty 125
      // SMP HACK -- assume our engine is CECP compatible and set the max CPUs to use to core max - 1
7 pmbaty 126
      // (the computer will look like hung if all CPU is taken)
48 pmbaty 127
      GetSystemInfo (&sysinfo); // get the number of cores and build the corresponding engine initialization order
128
      Player_SendBuffer_Add (player, 1000, L"mt %d\n", max (1, sysinfo.dwNumberOfProcessors - 1));
7 pmbaty 129
 
1 pmbaty 130
      // read line per line
131
      while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
132
      {
133
         if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
134
            continue; // skip comments and empty lines
135
 
136
         // new command line found, append it to the send buffer
137
         Player_SendBuffer_Add (player, 1000, widechar_buffer);
138
      }
139
 
140
      fclose (fp); // finished, close the file
141
   }
142
 
143
   // everything's okay, set engine name as the player's name
40 pmbaty 144
   wcscpy_s (player->name, WCHAR_SIZEOF (player->name), options.engine.program_options.name);
1 pmbaty 145
 
146
   return (true); // finished
147
}
148
 
149
 
150
void PlayerEngine_Shutdown (player_t *player)
151
{
152
   // this function terminates the chess engine process and releases all handles attached to it
153
 
154
   unsigned long exit_code;
155
   unsigned long handle_flags;
156
   int attempt_index;
157
 
158
   // send the engine a quit command
40 pmbaty 159
   Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_quit);
39 pmbaty 160
   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 161
   PlayerEngine_Send (player);
162
 
163
   // close the pipe handles
164
   if (hChessEngineStdinRd)
165
      CloseHandle (hChessEngineStdinRd);
166
   hChessEngineStdinRd = NULL;
167
   if (hChessEngineStdinWr)
168
      CloseHandle (hChessEngineStdinWr);
169
   hChessEngineStdinWr = NULL;
170
   if (hChessEngineStdoutRd)
171
      CloseHandle (hChessEngineStdoutRd);
172
   hChessEngineStdoutRd = NULL;
173
   if (hChessEngineStdoutWr)
174
      CloseHandle (hChessEngineStdoutWr);
175
   hChessEngineStdoutWr = NULL;
176
 
177
   // check 10 times if the engine process has ended cleanly
178
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
179
   {
180
      if (GetExitCodeProcess (PlayerEngine_pi.hProcess, &exit_code) && (exit_code != STILL_ACTIVE))
181
         break; // break as soon as we've told the process exited cleanly
182
 
183
      Sleep (100); // else wait one tenth second
184
   }
185
 
186
   // has the engine NOT closen by itself yet ?
187
   if ((attempt_index == 10) && GetExitCodeProcess (PlayerEngine_pi.hProcess, &exit_code) && (exit_code == STILL_ACTIVE))
188
   {
189
      Debug_Log (L"===Engine not closen, terminating process manually===\n");
190
 
191
      // terminate the chess engine process using our smart technique ^^
192
      if (!SafeTerminateProcess (PlayerEngine_pi.hProcess, 0))
193
         TerminateProcess (PlayerEngine_pi.hProcess, 0); // if process doesn't want to shutdown, kill it
194
   }
195
   else
196
      Debug_Log (L"===Engine closed cleanly===\n");
197
 
198
   if (PlayerEngine_pi.hProcess)
199
      CloseHandle (PlayerEngine_pi.hProcess);
200
   PlayerEngine_pi.hProcess = NULL;
201
   if (GetHandleInformation (PlayerEngine_pi.hThread, &handle_flags))
202
      CloseHandle (PlayerEngine_pi.hThread);
203
   PlayerEngine_pi.hThread = NULL;
204
 
205
   // and finally reset the process information structure
206
   memset (&PlayerEngine_pi, 0, sizeof (PlayerEngine_pi));
207
 
208
   return; // finished
209
}
210
 
211
 
212
bool PlayerEngine_Think (player_t *player)
213
{
214
   // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
215
 
216
   wchar_t line_buffer[256];
217
   wchar_t *line_pointer;
218
   wchar_t *move_string;
219
   int char_index;
220
   int length;
221
   boardmove_t move;
222
   player_t *current_player;
223
   player_t *opposite_player;
224
   bool do_update;
225
 
226
   // don't update the scene until told otherwise
227
   do_update = false;
228
 
229
   // get current and opposite players
230
   current_player = Player_GetCurrent ();
231
   opposite_player = Player_GetOpposite ();
232
 
233
   // read from pipe (non-blocking)
234
   PlayerEngine_Recv (player);
235
 
236
   ////////////////
237
   // START PARSING
238
 
239
   // read line per line...
240
   line_pointer = player->recvbuffer; // start at the first character
241
   while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
242
   {
243
      // is it an empty line or engine noise ?
244
      if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
245
         continue; // skip empty lines and engine noise
246
 
86 pmbaty 247
      // is the engine offering us a draw ?
248
      if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
249
         continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
250
 
251
      // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
252
      else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
53 pmbaty 253
      {
86 pmbaty 254
         Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
53 pmbaty 255
 
86 pmbaty 256
         // play defeat sound (a draw is always a sort of defeat...)
257
         Audio_PlaySound (SOUNDTYPE_DEFEAT);
258
 
259
         // display the game over dialog box
260
         the_board.game_state = STATE_DRAW_OTHER;
261
         DialogBox_EndGame ();
262
 
263
         do_update = true; // remember to update the 3D scene
264
         continue; // we processed that line
265
      }
266
 
267
      // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
268
      else if (wcsncmp (line_buffer, L"resign", 6) == 0)
269
      {
270
         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"));
271
 
53 pmbaty 272
         // if opponent player is human, play the victory sound, else, play defeat sound
273
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
274
 
275
         // display the game over dialog box
86 pmbaty 276
         the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
53 pmbaty 277
         DialogBox_EndGame ();
278
 
279
         do_update = true; // remember to update the 3D scene
280
         continue; // we processed that line
281
      }
282
 
1 pmbaty 283
      // is engine allowed to resign ? if so, check if it's a game results
284
      if (options.engine.obstinacy_level >= 0)
285
      {
286
         // is it a game result AND are we still in play ?
287
         if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
288
         {
289
            // have we NOT been obstinate enough ?
290
            if (current_obstinacy < options.engine.obstinacy_level)
291
               current_obstinacy++; // if so, discard this resign and go on
292
            else
293
            {
294
               Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
295
 
296
               // if opponent player is human, play the victory sound, else, play defeat sound
297
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
298
 
299
               // display the game over dialog box
300
               the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
301
               DialogBox_EndGame ();
302
 
303
               do_update = true; // remember to update the 3D scene
304
            }
305
 
306
            continue; // we processed that line
307
         }
308
         else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
309
         {
310
            // have we NOT been obstinate enough ?
311
            if (current_obstinacy < options.engine.obstinacy_level)
312
               current_obstinacy++; // if so, discard this resign and go on
313
            else
314
            {
315
               Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
316
 
317
               // if opponent player is human, play the victory sound, else, play defeat sound
318
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
319
 
320
               // display the game over dialog box
321
               the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
322
               DialogBox_EndGame ();
323
 
324
               do_update = true; // remember to update the 3D scene
325
            }
326
 
327
            continue; // we processed that line
328
         }
329
      }
330
 
331
      // has the game ended already ?
332
      if (the_board.game_state > STATE_PLAYING)
333
         continue; // ignore all that the engine tells us. Game is over already.
334
 
335
      // else is it a normal move ?
40 pmbaty 336
      else if ((move_string = wcsstr (line_buffer, options.engine.program_options.replystring_move)) != NULL)
337
         move_string += wcslen (options.engine.program_options.replystring_move); // go to the parsable data
1 pmbaty 338
 
339
      // else it's any other sort of line
340
      else
341
         continue; // skip lines that don't contain any valid move data
342
 
343
      // now we are sure it's either a hint or a move (or some pondering)
344
 
345
      length = wcslen (move_string);
346
      if ((length < 2) || (length > 9))
347
         continue; // if string is too long to be a move, skip it
348
 
349
      // there must be valid move data on that line.
350
 
351
      // evaluate the engine move string
352
      memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
353
      wcscpy_s (move.pgntext, WCHAR_SIZEOF (move.pgntext), move_string);
354
      if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
355
      {
356
         Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
357
         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
358
      }
359
 
360
      // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
50 pmbaty 361
      if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
1 pmbaty 362
          && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
363
      {
40 pmbaty 364
         Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_force, Move_BuildString (&move)); // send the blunderous move to the engine
39 pmbaty 365
         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
366
         if (wcscmp (options.engine.program, L"Crafty") == 0)
367
            Player_SendBuffer_Add (player, 1000, L"disp\n");
12 pmbaty 368
         Debug_Log (L"===Discarding engine move, forcing a blunderous move (%s) instead===\n", Move_BuildString (&move)); // blunder
1 pmbaty 369
      }
370
 
371
      // mark the engine's selected and hovered squares
372
      Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
373
 
374
      // was it NOT a hint ?
50 pmbaty 375
      if (!is_hint_pending)
1 pmbaty 376
      {
50 pmbaty 377
         the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
378
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
379
 
1 pmbaty 380
         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);
381
         the_board.has_playerchanged = true; // do the movement and switch players
382
 
383
         // forget the hovered and selected positions
384
         Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
385
         animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
386
         sound_playtime = current_time + ANIMATION_DURATION - 0.1f; // play sound near the end of animation
387
      }
388
 
389
      // else it was a hint
390
      else
50 pmbaty 391
      {
392
         the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
393
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
394
 
1 pmbaty 395
         highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
50 pmbaty 396
         is_hint_pending = false; // remember no hint is pending any longer
1 pmbaty 397
 
50 pmbaty 398
         // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
399
         Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
400
         Debug_Log (L"===setting up board using FEN string===\n");
401
 
402
         // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
403
         // then get the current game state in FEN format and feed it to the engine
404
         Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
405
         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
406
         Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
407
         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
408
 
409
         if (wcscmp (options.engine.program, L"Crafty") == 0)
410
            Player_SendBuffer_Add (player, 1000, L"disp\n");
411
      }
412
 
1 pmbaty 413
      do_update = true; // remember to update the 3D scene
414
   }
415
 
416
   // now clean the input buffer of all the lines we parsed
417
   line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
418
   if (line_pointer != NULL)
419
   {
420
      line_pointer++; // skip the carriage return
421
      length = wcslen (line_pointer); // get the remaining string length
422
      for (char_index = 0; char_index < length; char_index++)
423
         player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
424
      player->recvbuffer[char_index] = 0; // finish the string ourselves
425
   }
426
 
427
   // END PARSING
428
   //////////////
429
 
430
   /////////////////////////////////
431
   // START NOTIFICATIONS PROCESSING
432
 
433
   // have we been notified that the board was just set up ?
434
   if (the_board.was_setup)
435
   {
436
      Debug_Log (L"===Got board setup notification from interface===\n");
437
 
438
      // send a new game command to the chess engine
40 pmbaty 439
      Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_new);
39 pmbaty 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
      // just set up the board from its Forsyth-Edwards notation
443
      Debug_Log (L"===setting up board using FEN string===\n");
444
 
445
      // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
446
      // then get the current game state in FEN format and feed it to the engine
40 pmbaty 447
      Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
39 pmbaty 448
      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
40 pmbaty 449
      Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 450
      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 451
 
50 pmbaty 452
      current_obstinacy = 0; // reset current obstinacy
453
      is_hint_pending = false; // no hint was requested so far
1 pmbaty 454
 
39 pmbaty 455
      if (wcscmp (options.engine.program, L"Crafty") == 0)
456
         Player_SendBuffer_Add (player, 1000, L"disp\n");
1 pmbaty 457
   }
458
 
459
   // 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)
460
   if (the_board.want_playerswap)
461
   {
462
      Debug_Log (L"===Got player SWAP notification from interface===\n");
40 pmbaty 463
      Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_go); // tell engine it's now the current player
39 pmbaty 464
      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 465
   }
466
 
467
   // have we been notified that the current player just changed ?
468
   if (the_board.has_playerchanged)
469
   {
470
      Debug_Log (L"===Got player change notification from interface===\n");
471
 
472
      // is the current player our color ? (meaning is it engine's turn to play) ?
473
      if (Board_ColorToMove (&the_board) == player->color)
474
      {
475
         // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
476
         if (!the_board.was_setup && (the_board.move_count > 1))
477
         {
39 pmbaty 478
            Debug_Log (L"===Player just played, sending the chosen move to engine===\n");
479
            if (wcscmp (options.engine.program, L"Crafty") == 0)
480
               Player_SendBuffer_Add (player, 1000, L"disp\n");
1 pmbaty 481
 
482
            // instruct it about its allowed search depth BEFORE each move (this ensures engine will be "ready" to handle the command)
483
            // then build the move string, and send the move string to the engine
40 pmbaty 484
            Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
39 pmbaty 485
            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
44 pmbaty 486
            Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
39 pmbaty 487
            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
1 pmbaty 488
         }
489
 
490
         // else game has not started yet, but it's our turn
491
         else
39 pmbaty 492
         {
40 pmbaty 493
            Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_go); // so let's start the game
39 pmbaty 494
            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
495
         }
1 pmbaty 496
      }
497
   }
498
 
499
   // END NOTIFICATIONS PROCESSING
500
   ///////////////////////////////
501
 
502
   // is it NOT our turn ?
503
   if (current_player != player)
504
   {
505
      // does our opponent want a hint ?
506
      if (current_player->wants_hint)
507
      {
508
         current_player->wants_hint = false; // don't ask twice
39 pmbaty 509
         Debug_Log (L"===Hint requested, asking engine for it===\n");
50 pmbaty 510
         Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_go); // tell the computer to analyze this position
39 pmbaty 511
         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 512
         is_hint_pending = true; // remember a hint is pending
513
 
514
         // FIXME: move to scene.cpp
515
         Scene_SetText (&the_scene.gui.central_text, 50.0f, 40.0f, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191),
516
                        999999.0f, true, LOCALIZE (L"Thinking")); // display the "thinking" phrase in the middle of the screen
517
         the_scene.gui.want_spinwheel = true; // start spinning wheel
518
         do_update = true; // remember to update the 3D scene
1 pmbaty 519
      }
520
 
521
      // does our opponent want to cancel a move ?
522
      if (current_player->wants_cancel)
523
      {
524
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
39 pmbaty 525
         Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
1 pmbaty 526
 
527
         // rewind game 2 moves back
528
         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);
529
         the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
530
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
531
 
532
         // just set up the board from its Forsyth-Edwards notation
533
         Debug_Log (L"===setting up board using FEN string===\n");
534
 
535
         // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
536
         // then get the current game state in FEN format and feed it to the engine
40 pmbaty 537
         Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
39 pmbaty 538
         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
40 pmbaty 539
         Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 540
         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 541
 
39 pmbaty 542
         if (wcscmp (options.engine.program, L"Crafty") == 0)
543
            Player_SendBuffer_Add (player, 1000, L"disp\n");
1 pmbaty 544
 
545
         do_update = true; // remember to update the 3D scene
546
      }
547
   }
548
 
549
   // write to pipe (when we're allowed to)
550
   if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
551
      PlayerEngine_Send (player);
552
 
553
   return (do_update); // finished, return whether we should update the scene or not
554
}
555
 
556
 
557
static void PlayerEngine_Recv (player_t *player)
558
{
559
   // helper function to read data from the pipe communicating with the game engine process
560
 
561
   unsigned long amount_to_read;
562
   unsigned long read_count;
563
   int byte_index;
564
   int rewrite_index;
565
   int length;
566
   unsigned int initial_pos;
567
 
568
   // get reception buffer's initial end position
569
   initial_pos = wcslen (player->recvbuffer);
570
 
571
   // as long as the pipe reports us there is data to read...
572
   while (PeekNamedPipe (hChessEngineStdoutRd, NULL, 0, NULL, &amount_to_read, NULL) && (amount_to_read > 0))
573
   {
574
      if (!ReadFile (hChessEngineStdoutRd, player->ascii_recvbuffer, min (amount_to_read, (unsigned long) player->recvbuffer_size - 1), &read_count, NULL))
575
         break; // read the pipe; if it fails, stop trying
576
 
577
      // parse all received data and eradicate all carriage returns and percent signs
578
      rewrite_index = 0;
579
      for (byte_index = 0; byte_index < (int) read_count; byte_index++)
580
         if ((player->ascii_recvbuffer[byte_index] != '\r') && (player->ascii_recvbuffer[byte_index] != '%'))
581
         {
582
            player->ascii_recvbuffer[rewrite_index] = player->ascii_recvbuffer[byte_index];
583
            rewrite_index++;
584
         }
585
      player->ascii_recvbuffer[rewrite_index] = 0; // terminate the buffer ourselves
586
 
587
      // convert to wide char and append it to recvbuffer
588
      length = wcslen (player->recvbuffer);
589
      ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
590
   }
591
 
592
   // write what we received (if we received anything)
593
   if (wcslen (player->recvbuffer) > initial_pos)
594
      Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
595
 
596
   return; // finished
597
}
598
 
599
 
600
static void PlayerEngine_Send (player_t *player)
601
{
602
   // helper function to send data through the pipe communicating with the game engine process
603
 
604
   wchar_t widechar_buffer[256];
605
   wchar_t *line_pointer;
606
   char ascii_buffer[256];
607
   unsigned long amount_written;
608
 
609
   player->sendbuffer_locked = true; // lock the buffer
610
 
611
   // write what we're sending (if we're sending anything)
612
   if (player->sendbuffer[0] != 0)
613
      Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
614
 
615
   // now read line per line...
616
   line_pointer = player->sendbuffer; // start at the first character
617
   while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
618
   {
619
      wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
620
      ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
621
      WriteFile (hChessEngineStdinWr, ascii_buffer, strlen (ascii_buffer), &amount_written, NULL); // send data
622
   }
623
 
624
   player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
625
   player->sendbuffer_locked = false; // and unlock it
626
 
627
   return; // finished
628
}
629
 
630
 
12 pmbaty 631
static wchar_t *Move_BuildString (boardmove_t *move)
1 pmbaty 632
{
12 pmbaty 633
   // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
1 pmbaty 634
 
12 pmbaty 635
   static wchar_t output_string[8];
636
 
1 pmbaty 637
   // construct the four first characters
12 pmbaty 638
   swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
1 pmbaty 639
               L'a' + move->source[1], L'1' + move->source[0],
640
               L'a' + move->target[1], L'1' + move->target[0]);
641
 
642
   // append any eventual promotion
643
   if (move->promotion_type == PART_ROOK)
12 pmbaty 644
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
1 pmbaty 645
   else if (move->promotion_type == PART_KNIGHT)
12 pmbaty 646
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
1 pmbaty 647
   else if (move->promotion_type == PART_BISHOP)
12 pmbaty 648
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
1 pmbaty 649
   else if (move->promotion_type == PART_QUEEN)
12 pmbaty 650
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
1 pmbaty 651
 
12 pmbaty 652
   return (output_string); // finished, return the move string
1 pmbaty 653
}