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