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1 pmbaty 1
// chessengine.cpp
2
 
3
#include "common.h"
4
 
5
 
6
// global variables used in this module only
150 pmbaty 7
static wchar_t chessengine_path[MAX_PATH];
8
static wchar_t chessengine_shellcommand[MAX_PATH];
1 pmbaty 9
static wchar_t chessengineinitfile_pathname[MAX_PATH];
10
static int current_obstinacy;
154 pmbaty 11
static int max_cores;
50 pmbaty 12
static bool is_hint_pending;
154 pmbaty 13
static bool should_initialize;
150 pmbaty 14
FILE *fpipe;
1 pmbaty 15
 
16
// prototypes of local functions
17
static void PlayerEngine_Recv (player_t *player);
18
static void PlayerEngine_Send (player_t *player);
12 pmbaty 19
static wchar_t *Move_BuildString (boardmove_t *move);
1 pmbaty 20
 
21
 
22
bool PlayerEngine_Init (player_t *player)
23
{
24
   // this function starts a chess engine as a child process. This process's stdin and
25
   // stdout are redirected to the handles we give it, so that we may read/write to it.
26
 
119 pmbaty 27
   engineprogram_t *program;
150 pmbaty 28
   wchar_t current_path[MAX_PATH];
159 pmbaty 29
   wchar_t widechar_buffer[1024];
7 pmbaty 30
   SYSTEM_INFO sysinfo;
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
 
154 pmbaty 60
   // SMP HACK -- save the max CPUs to use to core max - 1 (the computer will look like hung if all CPU is taken)
61
   GetSystemInfo (&sysinfo); // get the number of cores
62
   max_cores = max (1, sysinfo.dwNumberOfProcessors - 1);
77 pmbaty 63
 
150 pmbaty 64
   // optionally initialize the debug log file
1 pmbaty 65
   Debug_Init (L"Chess engine output.txt");
153 pmbaty 66
   Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
1 pmbaty 67
 
32 pmbaty 68
   // build the init file full qualified path name and try to open it
119 pmbaty 69
   swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
32 pmbaty 70
   _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
71
 
72
   // could the init file be opened ?
73
   if (fp != NULL)
1 pmbaty 74
   {
153 pmbaty 75
      Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
1 pmbaty 76
 
77
      // read line per line
78
      while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
79
      {
80
         if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
81
            continue; // skip comments and empty lines
82
 
83
         // new command line found, append it to the send buffer
84
         Player_SendBuffer_Add (player, 1000, widechar_buffer);
85
      }
86
 
87
      fclose (fp); // finished, close the file
88
   }
89
 
90
   // everything's okay, set engine name as the player's name
150 pmbaty 91
   wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
1 pmbaty 92
 
154 pmbaty 93
   should_initialize = true; // remember the engine should be initialized
1 pmbaty 94
   return (true); // finished
95
}
96
 
97
 
98
void PlayerEngine_Shutdown (player_t *player)
99
{
100
   // this function terminates the chess engine process and releases all handles attached to it
101
 
102
   int attempt_index;
103
 
104
   // send the engine a quit command
119 pmbaty 105
   Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
39 pmbaty 106
   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 107
   PlayerEngine_Send (player);
108
 
109
   // check 10 times if the engine process has ended cleanly
110
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
111
   {
150 pmbaty 112
      if (!pipe_isalive (fpipe))
1 pmbaty 113
         break; // break as soon as we've told the process exited cleanly
114
 
115
      Sleep (100); // else wait one tenth second
116
   }
117
 
150 pmbaty 118
   // close the pipe (this will terminate the child process if it hasn't terminated yet)
119
   pipe_close (fpipe);
1 pmbaty 120
 
150 pmbaty 121
   Debug_Log (L"===Engine closed===\n");
1 pmbaty 122
   return; // finished
123
}
124
 
125
 
126
bool PlayerEngine_Think (player_t *player)
127
{
128
   // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
129
 
119 pmbaty 130
   engineprogram_t *program;
159 pmbaty 131
   wchar_t line_buffer[1024];
1 pmbaty 132
   wchar_t *line_pointer;
133
   wchar_t *move_string;
134
   int char_index;
135
   int length;
136
   boardmove_t move;
137
   player_t *current_player;
138
   player_t *opposite_player;
139
   bool do_update;
140
 
119 pmbaty 141
   // quick access to chess engine program
142
   program = &options.engine.programs[options.engine.selected_program];
143
 
1 pmbaty 144
   // don't update the scene until told otherwise
145
   do_update = false;
146
 
147
   // get current and opposite players
148
   current_player = Player_GetCurrent ();
149
   opposite_player = Player_GetOpposite ();
150
 
153 pmbaty 151
   // is the game still alive AND has the engine just died ?
152
   if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe))
153
   {
154
      Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
155
 
156
      // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
157
      Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
158
 
159
      // display a crash notification dialog box
160
      if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
160 pmbaty 161
         if (Debug_SendLogToAuthor (true))
154 pmbaty 162
            MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
163
         else
164
            MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
153 pmbaty 165
 
166
      // and display the game over dialog box
167
      the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
168
      DialogBox_EndGame ();
169
 
170
      do_update = true; // remember to update the 3D scene
171
   }
172
 
1 pmbaty 173
   // read from pipe (non-blocking)
174
   PlayerEngine_Recv (player);
175
 
176
   ////////////////
177
   // START PARSING
178
 
179
   // read line per line...
180
   line_pointer = player->recvbuffer; // start at the first character
181
   while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
182
   {
183
      // is it an empty line or engine noise ?
184
      if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
185
         continue; // skip empty lines and engine noise
186
 
86 pmbaty 187
      // is the engine offering us a draw ?
188
      if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
189
         continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
190
 
191
      // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
192
      else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
53 pmbaty 193
      {
86 pmbaty 194
         Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
53 pmbaty 195
 
116 pmbaty 196
         // play defeat sound (a draw is always a sort of defeat...) at the center of the board
197
         Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
86 pmbaty 198
 
199
         // display the game over dialog box
200
         the_board.game_state = STATE_DRAW_OTHER;
201
         DialogBox_EndGame ();
202
 
203
         do_update = true; // remember to update the 3D scene
204
         continue; // we processed that line
205
      }
206
 
207
      // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
208
      else if (wcsncmp (line_buffer, L"resign", 6) == 0)
209
      {
210
         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"));
211
 
116 pmbaty 212
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
213
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
53 pmbaty 214
 
215
         // display the game over dialog box
86 pmbaty 216
         the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
53 pmbaty 217
         DialogBox_EndGame ();
218
 
219
         do_update = true; // remember to update the 3D scene
220
         continue; // we processed that line
221
      }
222
 
1 pmbaty 223
      // is engine allowed to resign ? if so, check if it's a game results
224
      if (options.engine.obstinacy_level >= 0)
225
      {
226
         // is it a game result AND are we still in play ?
227
         if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
228
         {
229
            // have we NOT been obstinate enough ?
230
            if (current_obstinacy < options.engine.obstinacy_level)
231
               current_obstinacy++; // if so, discard this resign and go on
232
            else
233
            {
234
               Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
235
 
116 pmbaty 236
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
237
               Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
1 pmbaty 238
 
239
               // display the game over dialog box
240
               the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
241
               DialogBox_EndGame ();
242
 
243
               do_update = true; // remember to update the 3D scene
244
            }
245
 
246
            continue; // we processed that line
247
         }
248
         else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
249
         {
250
            // have we NOT been obstinate enough ?
251
            if (current_obstinacy < options.engine.obstinacy_level)
252
               current_obstinacy++; // if so, discard this resign and go on
253
            else
254
            {
255
               Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
256
 
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_BLACKWIN_RESIGNORFORFEIT;
262
               DialogBox_EndGame ();
263
 
264
               do_update = true; // remember to update the 3D scene
265
            }
266
 
267
            continue; // we processed that line
268
         }
269
      }
270
 
271
      // has the game ended already ?
272
      if (the_board.game_state > STATE_PLAYING)
273
         continue; // ignore all that the engine tells us. Game is over already.
274
 
153 pmbaty 275
      // else is it an unrecoverable engine error ?
154 pmbaty 276
      else if ((wcsstr (line_buffer, L"illegal") != NULL) || (wcsstr (line_buffer, L"invalid") != NULL))
153 pmbaty 277
      {
278
         Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
279
 
280
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
281
         Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
282
 
283
         // display a crash notification dialog box
284
         if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
160 pmbaty 285
            if (Debug_SendLogToAuthor (true))
154 pmbaty 286
               MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
287
            else
288
               MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
153 pmbaty 289
 
290
         // and display the game over dialog box
291
         the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
292
         DialogBox_EndGame ();
293
 
294
         do_update = true; // remember to update the 3D scene
295
      }
296
 
154 pmbaty 297
      // else is it a normal move ?
298
      else if ((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL)
299
         move_string += wcslen (program->replystring_move); // go to the parsable data
300
 
1 pmbaty 301
      // else it's any other sort of line
302
      else
303
         continue; // skip lines that don't contain any valid move data
304
 
305
      // now we are sure it's either a hint or a move (or some pondering)
306
 
307
      length = wcslen (move_string);
154 pmbaty 308
      if (length < 2)
309
         continue; // if string is too short to be a move, skip it
1 pmbaty 310
 
311
      // there must be valid move data on that line.
312
 
313
      // evaluate the engine move string
314
      memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
154 pmbaty 315
      char_index = 0;
316
      while ((move_string[char_index] != 0) && !iswspace (move_string[char_index]))
317
      {
318
         move.pgntext[char_index] = move_string[char_index];
319
         char_index++;
320
      }
321
      move.pgntext[char_index] = 0;
1 pmbaty 322
      if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
323
      {
324
         Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
325
         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
326
      }
327
 
328
      // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
50 pmbaty 329
      if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
1 pmbaty 330
          && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
331
      {
154 pmbaty 332
         if (program->command_force[0] != 0)
333
         {
334
            Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
335
            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
336
            if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
337
               Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
338
         }
12 pmbaty 339
         Debug_Log (L"===Discarding engine move, forcing a blunderous move (%s) instead===\n", Move_BuildString (&move)); // blunder
1 pmbaty 340
      }
341
 
342
      // mark the engine's selected and hovered squares
343
      Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
344
 
345
      // was it NOT a hint ?
50 pmbaty 346
      if (!is_hint_pending)
1 pmbaty 347
      {
50 pmbaty 348
         the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
349
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
350
 
1 pmbaty 351
         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);
352
         the_board.has_playerchanged = true; // do the movement and switch players
353
 
354
         // forget the hovered and selected positions
355
         Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
356
         animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
357
      }
358
 
359
      // else it was a hint
360
      else
50 pmbaty 361
      {
362
         the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
363
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
364
 
1 pmbaty 365
         highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
50 pmbaty 366
         is_hint_pending = false; // remember no hint is pending any longer
1 pmbaty 367
 
50 pmbaty 368
         // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
369
         Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
370
         Debug_Log (L"===setting up board using FEN string===\n");
371
 
154 pmbaty 372
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 373
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
50 pmbaty 374
         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
375
 
150 pmbaty 376
         if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
377
            Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
50 pmbaty 378
      }
379
 
1 pmbaty 380
      do_update = true; // remember to update the 3D scene
381
   }
382
 
383
   // now clean the input buffer of all the lines we parsed
384
   line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
385
   if (line_pointer != NULL)
386
   {
387
      line_pointer++; // skip the carriage return
388
      length = wcslen (line_pointer); // get the remaining string length
389
      for (char_index = 0; char_index < length; char_index++)
390
         player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
391
      player->recvbuffer[char_index] = 0; // finish the string ourselves
392
   }
393
 
394
   // END PARSING
395
   //////////////
396
 
397
   /////////////////////////////////
398
   // START NOTIFICATIONS PROCESSING
399
 
400
   // have we been notified that the board was just set up ?
401
   if (the_board.was_setup)
402
   {
403
      Debug_Log (L"===Got board setup notification from interface===\n");
404
 
405
      // send a new game command to the chess engine
119 pmbaty 406
      Player_SendBuffer_Add (player, 1000, program->command_new);
39 pmbaty 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
1 pmbaty 408
 
409
      // just set up the board from its Forsyth-Edwards notation
410
      Debug_Log (L"===setting up board using FEN string===\n");
411
 
154 pmbaty 412
      // get the current game state in FEN format and feed it to the engine
119 pmbaty 413
      Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 414
      Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
1 pmbaty 415
 
50 pmbaty 416
      current_obstinacy = 0; // reset current obstinacy
417
      is_hint_pending = false; // no hint was requested so far
1 pmbaty 418
 
150 pmbaty 419
      if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
420
         Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 421
   }
422
 
423
   // 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)
424
   if (the_board.want_playerswap)
425
   {
426
      Debug_Log (L"===Got player SWAP notification from interface===\n");
119 pmbaty 427
      Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
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
1 pmbaty 429
   }
430
 
431
   // have we been notified that the current player just changed ?
432
   if (the_board.has_playerchanged)
433
   {
434
      Debug_Log (L"===Got player change notification from interface===\n");
435
 
436
      // is the current player our color ? (meaning is it engine's turn to play) ?
437
      if (Board_ColorToMove (&the_board) == player->color)
438
      {
439
         // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
440
         if (!the_board.was_setup && (the_board.move_count > 1))
441
         {
39 pmbaty 442
            Debug_Log (L"===Player just played, sending the chosen move to engine===\n");
150 pmbaty 443
            if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
444
               Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 445
 
154 pmbaty 446
            // build the move string, and send the move string to the engine
119 pmbaty 447
            Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
39 pmbaty 448
            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
1 pmbaty 449
         }
450
 
451
         // else game has not started yet, but it's our turn
452
         else
39 pmbaty 453
         {
119 pmbaty 454
            Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
39 pmbaty 455
            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
456
         }
1 pmbaty 457
      }
458
   }
459
 
460
   // END NOTIFICATIONS PROCESSING
461
   ///////////////////////////////
462
 
463
   // is it NOT our turn ?
464
   if (current_player != player)
465
   {
466
      // does our opponent want a hint ?
467
      if (current_player->wants_hint)
468
      {
469
         current_player->wants_hint = false; // don't ask twice
39 pmbaty 470
         Debug_Log (L"===Hint requested, asking engine for it===\n");
119 pmbaty 471
         Player_SendBuffer_Add (player, 1000, program->command_go); // tell the computer to analyze this position
39 pmbaty 472
         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 473
         is_hint_pending = true; // remember a hint is pending
474
 
475
         // FIXME: move to scene.cpp
140 pmbaty 476
         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 477
         the_scene.gui.want_spinwheel = true; // start spinning wheel
478
         do_update = true; // remember to update the 3D scene
1 pmbaty 479
      }
480
 
481
      // does our opponent want to cancel a move ?
482
      if (current_player->wants_cancel)
483
      {
484
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
39 pmbaty 485
         Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
1 pmbaty 486
 
487
         // rewind game 2 moves back
488
         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);
489
         the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
490
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
136 pmbaty 491
         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 492
 
493
         // just set up the board from its Forsyth-Edwards notation
494
         Debug_Log (L"===setting up board using FEN string===\n");
495
 
154 pmbaty 496
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 497
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 498
         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 499
 
150 pmbaty 500
         if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
501
            Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
1 pmbaty 502
 
503
         do_update = true; // remember to update the 3D scene
504
      }
505
   }
506
 
507
   // write to pipe (when we're allowed to)
508
   if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
509
      PlayerEngine_Send (player);
510
 
511
   return (do_update); // finished, return whether we should update the scene or not
512
}
513
 
514
 
515
static void PlayerEngine_Recv (player_t *player)
516
{
517
   // helper function to read data from the pipe communicating with the game engine process
518
 
149 pmbaty 519
   //unsigned long amount_to_read;
1 pmbaty 520
   unsigned long read_count;
521
   int length;
522
   unsigned int initial_pos;
523
 
524
   // get reception buffer's initial end position
525
   initial_pos = wcslen (player->recvbuffer);
149 pmbaty 526
   length = initial_pos;
1 pmbaty 527
 
149 pmbaty 528
   // as long as the pipe reports us there is data to read, read one byte at a time
150 pmbaty 529
   while (pipe_hasdata (fpipe))
1 pmbaty 530
   {
150 pmbaty 531
      read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
149 pmbaty 532
      if (read_count == 0)
1 pmbaty 533
         break; // read the pipe; if it fails, stop trying
149 pmbaty 534
      if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
535
         continue; // ignore carriage returns and percent signs
1 pmbaty 536
 
149 pmbaty 537
      // convert the received character to wide char and append it to recvbuffer
538
      player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
1 pmbaty 539
      ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
149 pmbaty 540
      length++; // there's one more character in the player's recv buffer
1 pmbaty 541
   }
542
 
543
   // write what we received (if we received anything)
544
   if (wcslen (player->recvbuffer) > initial_pos)
545
      Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
546
 
547
   return; // finished
548
}
549
 
550
 
154 pmbaty 551
int wcs_replace (wchar_t *haystack, wchar_t *needle, wchar_t *replacement)
552
{
553
   size_t replacement_length;
554
   size_t replacement_count;
555
   size_t pattern_length;
556
   wchar_t *line_pointer;
557
 
558
   replacement_count = 0;
559
   while ((line_pointer = wcsstr (haystack, needle)) != NULL)
560
   {
561
      pattern_length = wcslen (needle);
562
      replacement_length = wcslen (replacement);
563
      memmove (&line_pointer[replacement_length], &line_pointer[pattern_length], (wcslen (&line_pointer[pattern_length]) + 1) * sizeof (wchar_t));
564
      memcpy (line_pointer, replacement, replacement_length * sizeof (wchar_t));
565
      replacement_count++;
566
   }
567
 
568
   return (replacement_count);
569
}
570
 
571
 
1 pmbaty 572
static void PlayerEngine_Send (player_t *player)
573
{
574
   // helper function to send data through the pipe communicating with the game engine process
575
 
154 pmbaty 576
   static wchar_t replacement_string[65536];
159 pmbaty 577
   static wchar_t widechar_buffer[65536]; // needs to be big enough to hold game history
578
   static char ascii_buffer[65536]; // needs to be big enough to hold game history
1 pmbaty 579
   wchar_t *line_pointer;
580
   unsigned long amount_written;
154 pmbaty 581
   int move_index;
582
   int try_index;
1 pmbaty 583
 
584
   player->sendbuffer_locked = true; // lock the buffer
585
 
154 pmbaty 586
   // perform variable replacements on sendbuffer
587
   if (the_board.move_count > 0)
588
   {
589
      wcs_replace (player->sendbuffer, L"${CURRENT_POS}", (/*the_board.move_count == 2 ? L"startpos" : */the_board.moves[the_board.move_count - 1].fen_string));
590
      wcs_replace (player->sendbuffer, L"${LAST_MOVE}", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
591
      while (wcsstr (player->sendbuffer, L"${MAX_CORES}") != NULL)
592
      {
593
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", max_cores);
594
         wcs_replace (player->sendbuffer, L"${MAX_CORES}", replacement_string);
595
      }
596
      while (wcsstr (player->sendbuffer, L"${SEARCH_DEPTH}") != NULL)
597
      {
598
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", options.engine.depth);
599
         wcs_replace (player->sendbuffer, L"${SEARCH_DEPTH}", replacement_string);
600
      }
601
      while (wcsstr (player->sendbuffer, L"${GAME_HISTORY}") != NULL)
602
      {
603
         replacement_string[0] = 0;
604
         for (move_index = 1; move_index < the_board.move_count; move_index++)
605
         {
606
            if (move_index > 1)
607
               wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), L" ");
608
            wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), Move_BuildString (&the_board.moves[move_index]));
609
         }
610
         wcs_replace (player->sendbuffer, L"${GAME_HISTORY}", replacement_string);
611
      }
612
   }
613
 
1 pmbaty 614
   // write what we're sending (if we're sending anything)
615
   if (player->sendbuffer[0] != 0)
616
      Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
617
 
618
   // now read line per line...
619
   line_pointer = player->sendbuffer; // start at the first character
620
   while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
621
   {
622
      wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
623
      ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
150 pmbaty 624
      amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
1 pmbaty 625
   }
626
 
627
   player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
628
   player->sendbuffer_locked = false; // and unlock it
629
 
154 pmbaty 630
   // should the engine be initialized ?
631
   if (should_initialize)
632
   {
633
      // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
634
      for (try_index = 0; try_index < 50; try_index++)
635
      {
636
         // read from pipe (non-blocking)
637
         PlayerEngine_Recv (player);
638
         if (player->recvbuffer[0] != 0)
639
            break; // break as soon as we get something
640
         Sleep (100); // next try in 100 milliseconds
641
      }
642
 
643
      // has the engine process not spoken yet ?
644
      if (player->recvbuffer[0] == 0)
645
      {
646
         messagebox.hWndParent = hMainWnd;
647
         wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
648
         swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), options.engine.programs[options.engine.selected_program].folder);
649
         messagebox.flags = MB_ICONWARNING | MB_OK;
650
         DialogBox_Message (&messagebox); // display a modeless error message box
651
 
652
         PlayerEngine_Shutdown (player); // on error, shutdown the engine
653
      }
654
 
655
      should_initialize = false; // remember this is no longer to be done (until the next call to PlayerEngine_Init())
656
   }
657
 
1 pmbaty 658
   return; // finished
659
}
660
 
661
 
12 pmbaty 662
static wchar_t *Move_BuildString (boardmove_t *move)
1 pmbaty 663
{
12 pmbaty 664
   // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
1 pmbaty 665
 
12 pmbaty 666
   static wchar_t output_string[8];
667
 
1 pmbaty 668
   // construct the four first characters
12 pmbaty 669
   swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
1 pmbaty 670
               L'a' + move->source[1], L'1' + move->source[0],
671
               L'a' + move->target[1], L'1' + move->target[0]);
672
 
673
   // append any eventual promotion
674
   if (move->promotion_type == PART_ROOK)
12 pmbaty 675
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
1 pmbaty 676
   else if (move->promotion_type == PART_KNIGHT)
12 pmbaty 677
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
1 pmbaty 678
   else if (move->promotion_type == PART_BISHOP)
12 pmbaty 679
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
1 pmbaty 680
   else if (move->promotion_type == PART_QUEEN)
12 pmbaty 681
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
1 pmbaty 682
 
12 pmbaty 683
   return (output_string); // finished, return the move string
1 pmbaty 684
}