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1 pmbaty 1
// chessengine.cpp
2
 
3
#include "common.h"
4
 
5
 
6
// global variables used in this module only
150 pmbaty 7
static wchar_t chessengine_path[MAX_PATH];
8
static wchar_t chessengine_shellcommand[MAX_PATH];
1 pmbaty 9
static wchar_t chessengineinitfile_pathname[MAX_PATH];
10
static int current_obstinacy;
50 pmbaty 11
static bool is_hint_pending;
150 pmbaty 12
FILE *fpipe;
1 pmbaty 13
 
14
// prototypes of local functions
15
static void PlayerEngine_Recv (player_t *player);
16
static void PlayerEngine_Send (player_t *player);
12 pmbaty 17
static wchar_t *Move_BuildString (boardmove_t *move);
153 pmbaty 18
static bool SendEngineHistoryToAuthor (void);
1 pmbaty 19
 
20
 
21
bool PlayerEngine_Init (player_t *player)
22
{
23
   // this function starts a chess engine as a child process. This process's stdin and
24
   // stdout are redirected to the handles we give it, so that we may read/write to it.
25
 
119 pmbaty 26
   engineprogram_t *program;
150 pmbaty 27
   wchar_t current_path[MAX_PATH];
1 pmbaty 28
   wchar_t widechar_buffer[256];
7 pmbaty 29
   SYSTEM_INFO sysinfo;
77 pmbaty 30
   int try_index;
1 pmbaty 31
   FILE *fp;
32
 
33
   // reset stuff first
34
   player->wants_hint = false;
35
 
119 pmbaty 36
   // quick access to engine program
37
   program = &options.engine.programs[options.engine.selected_program];
40 pmbaty 38
 
1 pmbaty 39
   // build the chess engine module path and pathname
150 pmbaty 40
   swprintf_s (chessengine_path, WCHAR_SIZEOF (chessengine_path), L"%s/engines/%s", app_path, program->folder);
41
   swprintf_s (chessengine_shellcommand, WCHAR_SIZEOF (chessengine_shellcommand), L"\"%s/%s\" %s", chessengine_path, program->executable_name, program->executable_arguments);
1 pmbaty 42
 
150 pmbaty 43
   // start the engine behind a bidirectional I/O pipe
44
   GetCurrentDirectory (WCHAR_SIZEOF (current_path), current_path); // save current directory
45
   SetCurrentDirectory (chessengine_path); // temporarily set chess engine's startup directory as current directory
46
   fpipe = pipe_open (chessengine_shellcommand, L"r+");
47
   SetCurrentDirectory (current_path); // restore current directory
48
   if (fpipe == NULL)
1 pmbaty 49
   {
50
      messagebox.hWndParent = hMainWnd;
51
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
52
      wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
53
      messagebox.flags = MB_ICONWARNING | MB_OK;
54
      DialogBox_Message (&messagebox); // display a modeless error message box
55
 
56
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
57
      return (false);
58
   }
59
 
79 pmbaty 60
   // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
61
   for (try_index = 0; try_index < 50; try_index++)
77 pmbaty 62
   {
63
      // read from pipe (non-blocking)
64
      PlayerEngine_Recv (player);
65
      if (player->recvbuffer[0] != 0)
66
         break; // break as soon as we get something
67
      Sleep (100); // next try in 100 milliseconds
68
   }
69
 
70
   // has the engine process not spoken yet ?
71
   if (player->recvbuffer[0] == 0)
72
   {
73
      messagebox.hWndParent = hMainWnd;
74
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
119 pmbaty 75
      swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), program->folder);
77 pmbaty 76
      messagebox.flags = MB_ICONWARNING | MB_OK;
77
      DialogBox_Message (&messagebox); // display a modeless error message box
78
 
79
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
80
      return (false);
81
   }
82
 
150 pmbaty 83
   // optionally initialize the debug log file
1 pmbaty 84
   Debug_Init (L"Chess engine output.txt");
153 pmbaty 85
   Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
1 pmbaty 86
 
32 pmbaty 87
   // build the init file full qualified path name and try to open it
119 pmbaty 88
   swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
32 pmbaty 89
   _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
90
 
91
   // could the init file be opened ?
92
   if (fp != NULL)
1 pmbaty 93
   {
153 pmbaty 94
      Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
1 pmbaty 95
 
48 pmbaty 96
      // SMP HACK -- assume our engine is CECP compatible and set the max CPUs to use to core max - 1
7 pmbaty 97
      // (the computer will look like hung if all CPU is taken)
48 pmbaty 98
      GetSystemInfo (&sysinfo); // get the number of cores and build the corresponding engine initialization order
99
      Player_SendBuffer_Add (player, 1000, L"mt %d\n", max (1, sysinfo.dwNumberOfProcessors - 1));
7 pmbaty 100
 
1 pmbaty 101
      // read line per line
102
      while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
103
      {
104
         if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
105
            continue; // skip comments and empty lines
106
 
107
         // new command line found, append it to the send buffer
108
         Player_SendBuffer_Add (player, 1000, widechar_buffer);
109
      }
110
 
111
      fclose (fp); // finished, close the file
112
   }
113
 
114
   // everything's okay, set engine name as the player's name
150 pmbaty 115
   wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
1 pmbaty 116
 
117
   return (true); // finished
118
}
119
 
120
 
121
void PlayerEngine_Shutdown (player_t *player)
122
{
123
   // this function terminates the chess engine process and releases all handles attached to it
124
 
125
   int attempt_index;
126
 
127
   // send the engine a quit command
119 pmbaty 128
   Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
39 pmbaty 129
   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 130
   PlayerEngine_Send (player);
131
 
132
   // check 10 times if the engine process has ended cleanly
133
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
134
   {
150 pmbaty 135
      if (!pipe_isalive (fpipe))
1 pmbaty 136
         break; // break as soon as we've told the process exited cleanly
137
 
138
      Sleep (100); // else wait one tenth second
139
   }
140
 
150 pmbaty 141
   // close the pipe (this will terminate the child process if it hasn't terminated yet)
142
   pipe_close (fpipe);
1 pmbaty 143
 
150 pmbaty 144
   Debug_Log (L"===Engine closed===\n");
1 pmbaty 145
   return; // finished
146
}
147
 
148
 
149
bool PlayerEngine_Think (player_t *player)
150
{
151
   // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
152
 
119 pmbaty 153
   engineprogram_t *program;
1 pmbaty 154
   wchar_t line_buffer[256];
155
   wchar_t *line_pointer;
156
   wchar_t *move_string;
157
   int char_index;
158
   int length;
159
   boardmove_t move;
160
   player_t *current_player;
161
   player_t *opposite_player;
162
   bool do_update;
163
 
119 pmbaty 164
   // quick access to chess engine program
165
   program = &options.engine.programs[options.engine.selected_program];
166
 
1 pmbaty 167
   // don't update the scene until told otherwise
168
   do_update = false;
169
 
170
   // get current and opposite players
171
   current_player = Player_GetCurrent ();
172
   opposite_player = Player_GetOpposite ();
173
 
153 pmbaty 174
   // is the game still alive AND has the engine just died ?
175
   if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe))
176
   {
177
      Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
178
 
179
      // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
180
      Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
181
 
182
      // display a crash notification dialog box
183
      if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
184
         if (!SendEngineHistoryToAuthor ())
185
            MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // send the game engine history to the author and display an error message if failed
186
 
187
      // and display the game over dialog box
188
      the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
189
      DialogBox_EndGame ();
190
 
191
      do_update = true; // remember to update the 3D scene
192
   }
193
 
1 pmbaty 194
   // read from pipe (non-blocking)
195
   PlayerEngine_Recv (player);
196
 
197
   ////////////////
198
   // START PARSING
199
 
200
   // read line per line...
201
   line_pointer = player->recvbuffer; // start at the first character
202
   while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
203
   {
204
      // is it an empty line or engine noise ?
205
      if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
206
         continue; // skip empty lines and engine noise
207
 
86 pmbaty 208
      // is the engine offering us a draw ?
209
      if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
210
         continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
211
 
212
      // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
213
      else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
53 pmbaty 214
      {
86 pmbaty 215
         Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
53 pmbaty 216
 
116 pmbaty 217
         // play defeat sound (a draw is always a sort of defeat...) at the center of the board
218
         Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
86 pmbaty 219
 
220
         // display the game over dialog box
221
         the_board.game_state = STATE_DRAW_OTHER;
222
         DialogBox_EndGame ();
223
 
224
         do_update = true; // remember to update the 3D scene
225
         continue; // we processed that line
226
      }
227
 
228
      // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
229
      else if (wcsncmp (line_buffer, L"resign", 6) == 0)
230
      {
231
         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"));
232
 
116 pmbaty 233
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
234
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
53 pmbaty 235
 
236
         // display the game over dialog box
86 pmbaty 237
         the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
53 pmbaty 238
         DialogBox_EndGame ();
239
 
240
         do_update = true; // remember to update the 3D scene
241
         continue; // we processed that line
242
      }
243
 
1 pmbaty 244
      // is engine allowed to resign ? if so, check if it's a game results
245
      if (options.engine.obstinacy_level >= 0)
246
      {
247
         // is it a game result AND are we still in play ?
248
         if ((wcsstr (line_buffer, L"1-0") != 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 black resigns: white wins!===\n");
256
 
116 pmbaty 257
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
258
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
1 pmbaty 259
 
260
               // display the game over dialog box
261
               the_board.game_state = STATE_WHITEWIN_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
         else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
270
         {
271
            // have we NOT been obstinate enough ?
272
            if (current_obstinacy < options.engine.obstinacy_level)
273
               current_obstinacy++; // if so, discard this resign and go on
274
            else
275
            {
276
               Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
277
 
116 pmbaty 278
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
279
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
1 pmbaty 280
 
281
               // display the game over dialog box
282
               the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
283
               DialogBox_EndGame ();
284
 
285
               do_update = true; // remember to update the 3D scene
286
            }
287
 
288
            continue; // we processed that line
289
         }
290
      }
291
 
292
      // has the game ended already ?
293
      if (the_board.game_state > STATE_PLAYING)
294
         continue; // ignore all that the engine tells us. Game is over already.
295
 
153 pmbaty 296
      // else is it a normal move AND not a polyglot error ?
297
      else if (((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL) && (wcsstr (line_buffer, L"illegal") == NULL))
119 pmbaty 298
         move_string += wcslen (program->replystring_move); // go to the parsable data
1 pmbaty 299
 
153 pmbaty 300
      // else is it an unrecoverable engine error ?
301
      else if (wcsstr (line_buffer, L"illegal") != NULL)
302
      {
303
         Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
304
 
305
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
306
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
307
 
308
         // display a crash notification dialog box
309
         if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
310
            if (!SendEngineHistoryToAuthor ())
311
               MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // send the game engine history to the author and display an error message if failed
312
 
313
         // and display the game over dialog box
314
         the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
315
         DialogBox_EndGame ();
316
 
317
         do_update = true; // remember to update the 3D scene
318
      }
319
 
1 pmbaty 320
      // else it's any other sort of line
321
      else
322
         continue; // skip lines that don't contain any valid move data
323
 
324
      // now we are sure it's either a hint or a move (or some pondering)
325
 
326
      length = wcslen (move_string);
327
      if ((length < 2) || (length > 9))
328
         continue; // if string is too long to be a move, skip it
329
 
330
      // there must be valid move data on that line.
331
 
332
      // evaluate the engine move string
333
      memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
334
      wcscpy_s (move.pgntext, WCHAR_SIZEOF (move.pgntext), move_string);
335
      if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
336
      {
337
         Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
338
         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
339
      }
340
 
341
      // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
50 pmbaty 342
      if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
1 pmbaty 343
          && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
344
      {
119 pmbaty 345
         Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
39 pmbaty 346
         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 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?
12 pmbaty 349
         Debug_Log (L"===Discarding engine move, forcing a blunderous move (%s) instead===\n", Move_BuildString (&move)); // blunder
1 pmbaty 350
      }
351
 
352
      // mark the engine's selected and hovered squares
353
      Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
354
 
355
      // was it NOT a hint ?
50 pmbaty 356
      if (!is_hint_pending)
1 pmbaty 357
      {
50 pmbaty 358
         the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
359
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
360
 
1 pmbaty 361
         Board_AppendMove (&the_board, the_board.selected_position[0], the_board.selected_position[1], the_board.hovered_position[0], the_board.hovered_position[1], move.promotion_type, NULL);
362
         the_board.has_playerchanged = true; // do the movement and switch players
363
 
364
         // forget the hovered and selected positions
365
         Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
366
         animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
367
      }
368
 
369
      // else it was a hint
370
      else
50 pmbaty 371
      {
372
         the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
373
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
374
 
1 pmbaty 375
         highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
50 pmbaty 376
         is_hint_pending = false; // remember no hint is pending any longer
1 pmbaty 377
 
50 pmbaty 378
         // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
379
         Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
380
         Debug_Log (L"===setting up board using FEN string===\n");
381
 
382
         // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
383
         // then get the current game state in FEN format and feed it to the engine
119 pmbaty 384
         Player_SendBuffer_Add (player, 1000, program->command_sd, options.engine.depth);
50 pmbaty 385
         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 386
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
50 pmbaty 387
         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
388
 
150 pmbaty 389
         if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
390
            Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
50 pmbaty 391
      }
392
 
1 pmbaty 393
      do_update = true; // remember to update the 3D scene
394
   }
395
 
396
   // now clean the input buffer of all the lines we parsed
397
   line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
398
   if (line_pointer != NULL)
399
   {
400
      line_pointer++; // skip the carriage return
401
      length = wcslen (line_pointer); // get the remaining string length
402
      for (char_index = 0; char_index < length; char_index++)
403
         player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
404
      player->recvbuffer[char_index] = 0; // finish the string ourselves
405
   }
406
 
407
   // END PARSING
408
   //////////////
409
 
410
   /////////////////////////////////
411
   // START NOTIFICATIONS PROCESSING
412
 
413
   // have we been notified that the board was just set up ?
414
   if (the_board.was_setup)
415
   {
416
      Debug_Log (L"===Got board setup notification from interface===\n");
417
 
418
      // send a new game command to the chess engine
119 pmbaty 419
      Player_SendBuffer_Add (player, 1000, program->command_new);
39 pmbaty 420
      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 421
 
422
      // just set up the board from its Forsyth-Edwards notation
423
      Debug_Log (L"===setting up board using FEN string===\n");
424
 
425
      // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
426
      // then get the current game state in FEN format and feed it to the engine
119 pmbaty 427
      Player_SendBuffer_Add (player, 1000, program->command_sd, options.engine.depth);
39 pmbaty 428
      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 429
      Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 430
      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 431
 
50 pmbaty 432
      current_obstinacy = 0; // reset current obstinacy
433
      is_hint_pending = false; // no hint was requested so far
1 pmbaty 434
 
150 pmbaty 435
      if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
436
         Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 437
   }
438
 
439
   // 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)
440
   if (the_board.want_playerswap)
441
   {
442
      Debug_Log (L"===Got player SWAP notification from interface===\n");
119 pmbaty 443
      Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
39 pmbaty 444
      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 445
   }
446
 
447
   // have we been notified that the current player just changed ?
448
   if (the_board.has_playerchanged)
449
   {
450
      Debug_Log (L"===Got player change notification from interface===\n");
451
 
452
      // is the current player our color ? (meaning is it engine's turn to play) ?
453
      if (Board_ColorToMove (&the_board) == player->color)
454
      {
455
         // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
456
         if (!the_board.was_setup && (the_board.move_count > 1))
457
         {
39 pmbaty 458
            Debug_Log (L"===Player just played, sending the chosen move to engine===\n");
150 pmbaty 459
            if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
460
               Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 461
 
462
            // instruct it about its allowed search depth BEFORE each move (this ensures engine will be "ready" to handle the command)
463
            // then build the move string, and send the move string to the engine
119 pmbaty 464
            Player_SendBuffer_Add (player, 1000, program->command_sd, options.engine.depth);
39 pmbaty 465
            Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
119 pmbaty 466
            Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
39 pmbaty 467
            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
1 pmbaty 468
         }
469
 
470
         // else game has not started yet, but it's our turn
471
         else
39 pmbaty 472
         {
119 pmbaty 473
            Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
39 pmbaty 474
            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
475
         }
1 pmbaty 476
      }
477
   }
478
 
479
   // END NOTIFICATIONS PROCESSING
480
   ///////////////////////////////
481
 
482
   // is it NOT our turn ?
483
   if (current_player != player)
484
   {
485
      // does our opponent want a hint ?
486
      if (current_player->wants_hint)
487
      {
488
         current_player->wants_hint = false; // don't ask twice
39 pmbaty 489
         Debug_Log (L"===Hint requested, asking engine for it===\n");
119 pmbaty 490
         Player_SendBuffer_Add (player, 1000, program->command_go); // tell the computer to analyze this position
39 pmbaty 491
         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 492
         is_hint_pending = true; // remember a hint is pending
493
 
494
         // FIXME: move to scene.cpp
140 pmbaty 495
         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 496
         the_scene.gui.want_spinwheel = true; // start spinning wheel
497
         do_update = true; // remember to update the 3D scene
1 pmbaty 498
      }
499
 
500
      // does our opponent want to cancel a move ?
501
      if (current_player->wants_cancel)
502
      {
503
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
39 pmbaty 504
         Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
1 pmbaty 505
 
506
         // rewind game 2 moves back
507
         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);
508
         the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
509
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
136 pmbaty 510
         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 511
 
512
         // just set up the board from its Forsyth-Edwards notation
513
         Debug_Log (L"===setting up board using FEN string===\n");
514
 
515
         // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
516
         // then get the current game state in FEN format and feed it to the engine
119 pmbaty 517
         Player_SendBuffer_Add (player, 1000, program->command_sd, options.engine.depth);
39 pmbaty 518
         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 519
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 520
         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 521
 
150 pmbaty 522
         if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
523
            Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 524
 
525
         do_update = true; // remember to update the 3D scene
526
      }
527
   }
528
 
529
   // write to pipe (when we're allowed to)
530
   if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
531
      PlayerEngine_Send (player);
532
 
533
   return (do_update); // finished, return whether we should update the scene or not
534
}
535
 
536
 
537
static void PlayerEngine_Recv (player_t *player)
538
{
539
   // helper function to read data from the pipe communicating with the game engine process
540
 
149 pmbaty 541
   //unsigned long amount_to_read;
1 pmbaty 542
   unsigned long read_count;
543
   int length;
544
   unsigned int initial_pos;
545
 
546
   // get reception buffer's initial end position
547
   initial_pos = wcslen (player->recvbuffer);
149 pmbaty 548
   length = initial_pos;
1 pmbaty 549
 
149 pmbaty 550
   // as long as the pipe reports us there is data to read, read one byte at a time
150 pmbaty 551
   while (pipe_hasdata (fpipe))
1 pmbaty 552
   {
150 pmbaty 553
      read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
149 pmbaty 554
      if (read_count == 0)
1 pmbaty 555
         break; // read the pipe; if it fails, stop trying
149 pmbaty 556
      if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
557
         continue; // ignore carriage returns and percent signs
1 pmbaty 558
 
149 pmbaty 559
      // convert the received character to wide char and append it to recvbuffer
560
      player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
1 pmbaty 561
      ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
149 pmbaty 562
      length++; // there's one more character in the player's recv buffer
1 pmbaty 563
   }
564
 
565
   // write what we received (if we received anything)
566
   if (wcslen (player->recvbuffer) > initial_pos)
567
      Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
568
 
569
   return; // finished
570
}
571
 
572
 
573
static void PlayerEngine_Send (player_t *player)
574
{
575
   // helper function to send data through the pipe communicating with the game engine process
576
 
577
   wchar_t widechar_buffer[256];
578
   wchar_t *line_pointer;
579
   char ascii_buffer[256];
580
   unsigned long amount_written;
581
 
582
   player->sendbuffer_locked = true; // lock the buffer
583
 
584
   // write what we're sending (if we're sending anything)
585
   if (player->sendbuffer[0] != 0)
586
      Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
587
 
588
   // now read line per line...
589
   line_pointer = player->sendbuffer; // start at the first character
590
   while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
591
   {
592
      wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
593
      ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
150 pmbaty 594
      amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
1 pmbaty 595
   }
596
 
597
   player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
598
   player->sendbuffer_locked = false; // and unlock it
599
 
600
   return; // finished
601
}
602
 
603
 
12 pmbaty 604
static wchar_t *Move_BuildString (boardmove_t *move)
1 pmbaty 605
{
12 pmbaty 606
   // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
1 pmbaty 607
 
12 pmbaty 608
   static wchar_t output_string[8];
609
 
1 pmbaty 610
   // construct the four first characters
12 pmbaty 611
   swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
1 pmbaty 612
               L'a' + move->source[1], L'1' + move->source[0],
613
               L'a' + move->target[1], L'1' + move->target[0]);
614
 
615
   // append any eventual promotion
616
   if (move->promotion_type == PART_ROOK)
12 pmbaty 617
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
1 pmbaty 618
   else if (move->promotion_type == PART_KNIGHT)
12 pmbaty 619
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
1 pmbaty 620
   else if (move->promotion_type == PART_BISHOP)
12 pmbaty 621
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
1 pmbaty 622
   else if (move->promotion_type == PART_QUEEN)
12 pmbaty 623
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
1 pmbaty 624
 
12 pmbaty 625
   return (output_string); // finished, return the move string
1 pmbaty 626
}
153 pmbaty 627
 
628
 
629
static bool SendEngineHistoryToAuthor (void)
630
{
631
   // this function upload the engine history to the remote server for debug purposes.
632
 
633
   static char history_buffer[512 * 1024];
634
   static char base64_buffer[1024 * 1024];
635
   static char http_buffer[1024 * 1024]; // used both for request and reply
636
 
637
   struct sockaddr_in service;
638
   struct hostent *hostinfo;
639
   int write_index;
640
   int read_index;
641
   int length;
642
   SOCKET s;
643
   FILE *fp;
644
 
645
   // get a hand on the log file and read its contents
646
   _wfopen_s (&fp, logfile_pathname, L"rb");
647
   if (fp == NULL)
648
      return (false); // couldn't open game history log file, return an error condition
649
   fseek (fp, 0, SEEK_END);
650
   length = ftell (fp); // get file size
651
   fseek (fp, 0, SEEK_SET);
652
   if (length > sizeof (base64_buffer) - 1)
653
      return (false); // history file too big, return an error condition
654
   fread (base64_buffer, 1, length, fp);
655
   base64_buffer[length] = 0; // terminate buffer ourselves
656
   fclose (fp);
657
   ConvertTo7BitASCII (history_buffer, sizeof (history_buffer), (wchar_t *) base64_buffer);
658
 
659
   // initialize the network subsystem if required
660
   if (!Network_Init ())
661
      return (false); // couldn't initialize WinSock, return an error condition
662
 
663
   // get our distribution server's IP address from the host name
664
   hostinfo = gethostbyname ("pmbaty.com");
665
   if (hostinfo == NULL)
666
      return (false); // couldn't resolve hostname, return an error condition
667
 
668
   // fill in the sockaddr server structure with the server hostinfo data
669
   service.sin_family = AF_INET;
670
   service.sin_addr.s_addr = inet_addr (inet_ntoa (*(struct in_addr *) hostinfo->h_addr_list[0]));
671
   service.sin_port = htons (80); // connect to webserver there (port 80)
672
 
673
   // create our socket
674
   if ((s = socket (AF_INET, SOCK_STREAM, IPPROTO_TCP)) == INVALID_SOCKET)
675
      return (false); // couldn't resolve hostname, return an error condition
676
 
677
   // connect to the distributor's webserver using that socket
678
   if (connect (s, (struct sockaddr *) &service, sizeof (service)) == -1)
679
   {
680
      closesocket (s); // finished communicating, close TCP socket
681
      return (false); // couldn't resolve hostname, return an error condition
682
   }
683
 
684
   // build the HTTP POST query and send it
685
   length = strlen ("data=") + base64_encode (base64_buffer, history_buffer, strlen (history_buffer));
686
   sprintf_s (http_buffer, sizeof (http_buffer),
687
      "POST /chess/sendcrash.php HTTP/1.1\r\n"
688
      "Host: pmbaty.com\r\n"
689
      "Content-Type: application/x-www-form-urlencoded\r\n"
690
      "Content-Length: %d\r\n"
691
      "Connection: close\r\n"
692
      "\r\n"
693
      "data=", length);
694
   strcat_s (http_buffer, sizeof (http_buffer), base64_buffer);
695
   length = strlen (http_buffer);
696
   write_index = send (s, http_buffer, length, 0); // send the HTTP query
697
   if (write_index != length)
698
   {
699
      closesocket (s); // finished communicating, close TCP socket
700
      return (false); // couldn't resolve hostname, return an error condition
701
   }
702
 
703
   // read the reply (10 seconds timeout)
704
   http_buffer[0] = 0;
705
   read_index = RecvWithTimeout (s, 10.0f, http_buffer, sizeof (http_buffer), 0);
706
   if (read_index < 1)
707
   {
708
      closesocket (s); // finished communicating, close TCP socket
709
      return (false); // couldn't resolve hostname, return an error condition
710
   }
711
 
712
   closesocket (s); // finished communicating, close TCP socket
713
 
714
   // terminate recv buffer ourselves
715
   http_buffer[read_index] = 0;
716
 
717
   //MessageBoxA (NULL, http_buffer, "HTTP response", MB_OK);
718
   return (strstr (http_buffer, "Success") != NULL); // and return whether the server accepted our post
719
}