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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;
174 pmbaty 31
   int attempt_index;
177 pmbaty 32
   int64_t exit_code;
1 pmbaty 33
   FILE *fp;
34
 
35
   // reset stuff first
36
   player->wants_hint = false;
37
 
119 pmbaty 38
   // quick access to engine program
39
   program = &options.engine.programs[options.engine.selected_program];
40 pmbaty 40
 
1 pmbaty 41
   // build the chess engine module path and pathname
150 pmbaty 42
   swprintf_s (chessengine_path, WCHAR_SIZEOF (chessengine_path), L"%s/engines/%s", app_path, program->folder);
43
   swprintf_s (chessengine_shellcommand, WCHAR_SIZEOF (chessengine_shellcommand), L"\"%s/%s\" %s", chessengine_path, program->executable_name, program->executable_arguments);
1 pmbaty 44
 
150 pmbaty 45
   // start the engine behind a bidirectional I/O pipe
46
   GetCurrentDirectory (WCHAR_SIZEOF (current_path), current_path); // save current directory
47
   SetCurrentDirectory (chessengine_path); // temporarily set chess engine's startup directory as current directory
48
   fpipe = pipe_open (chessengine_shellcommand, L"r+");
49
   SetCurrentDirectory (current_path); // restore current directory
174 pmbaty 50
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
177 pmbaty 51
      if (!pipe_isalive (fpipe, &exit_code))
174 pmbaty 52
         Sleep (100); // wait for the pipe to come to life, stop as soon as it's alive
53
      else
54
         break; // wait for the pipe to come to life
55
   if ((fpipe == NULL) || (attempt_index == 10))
1 pmbaty 56
   {
175 pmbaty 57
      dont_nag = true; // remember NOT to nag the user if he experienced any bug
58
 
1 pmbaty 59
      messagebox.hWndParent = hMainWnd;
60
      wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
61
      wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
62
      messagebox.flags = MB_ICONWARNING | MB_OK;
63
      DialogBox_Message (&messagebox); // display a modeless error message box
64
 
65
      PlayerEngine_Shutdown (player); // on error, shutdown the engine
66
      return (false);
67
   }
68
 
154 pmbaty 69
   // SMP HACK -- save the max CPUs to use to core max - 1 (the computer will look like hung if all CPU is taken)
70
   GetSystemInfo (&sysinfo); // get the number of cores
71
   max_cores = max (1, sysinfo.dwNumberOfProcessors - 1);
77 pmbaty 72
 
150 pmbaty 73
   // optionally initialize the debug log file
1 pmbaty 74
   Debug_Init (L"Chess engine output.txt");
153 pmbaty 75
   Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
1 pmbaty 76
 
32 pmbaty 77
   // build the init file full qualified path name and try to open it
119 pmbaty 78
   swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
32 pmbaty 79
   _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
80
 
81
   // could the init file be opened ?
82
   if (fp != NULL)
1 pmbaty 83
   {
153 pmbaty 84
      Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
1 pmbaty 85
 
86
      // read line per line
87
      while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
88
      {
89
         if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
90
            continue; // skip comments and empty lines
91
 
92
         // new command line found, append it to the send buffer
93
         Player_SendBuffer_Add (player, 1000, widechar_buffer);
94
      }
95
 
96
      fclose (fp); // finished, close the file
97
   }
98
 
99
   // everything's okay, set engine name as the player's name
150 pmbaty 100
   wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
1 pmbaty 101
 
154 pmbaty 102
   should_initialize = true; // remember the engine should be initialized
1 pmbaty 103
   return (true); // finished
104
}
105
 
106
 
107
void PlayerEngine_Shutdown (player_t *player)
108
{
109
   // this function terminates the chess engine process and releases all handles attached to it
110
 
111
   int attempt_index;
177 pmbaty 112
   int64_t exit_code;
1 pmbaty 113
 
114
   // send the engine a quit command
119 pmbaty 115
   Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
39 pmbaty 116
   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 117
   PlayerEngine_Send (player);
118
 
119
   // check 10 times if the engine process has ended cleanly
120
   for (attempt_index = 0; attempt_index < 10; attempt_index++)
121
   {
177 pmbaty 122
      if (!pipe_isalive (fpipe, &exit_code))
1 pmbaty 123
         break; // break as soon as we've told the process exited cleanly
124
 
125
      Sleep (100); // else wait one tenth second
126
   }
127
 
150 pmbaty 128
   // close the pipe (this will terminate the child process if it hasn't terminated yet)
129
   pipe_close (fpipe);
1 pmbaty 130
 
150 pmbaty 131
   Debug_Log (L"===Engine closed===\n");
1 pmbaty 132
   return; // finished
133
}
134
 
135
 
136
bool PlayerEngine_Think (player_t *player)
137
{
138
   // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
139
 
119 pmbaty 140
   engineprogram_t *program;
193 pmbaty 141
   wchar_t line_buffer[1024] = L"";
1 pmbaty 142
   wchar_t *line_pointer;
143
   wchar_t *move_string;
177 pmbaty 144
   int64_t exit_code;
192 pmbaty 145
   int engine_index;
1 pmbaty 146
   int char_index;
147
   int length;
148
   boardmove_t move;
149
   player_t *current_player;
150
   player_t *opposite_player;
151
   bool do_update;
152
 
119 pmbaty 153
   // quick access to chess engine program
154
   program = &options.engine.programs[options.engine.selected_program];
155
 
1 pmbaty 156
   // don't update the scene until told otherwise
157
   do_update = false;
158
 
159
   // get current and opposite players
160
   current_player = Player_GetCurrent ();
161
   opposite_player = Player_GetOpposite ();
162
 
153 pmbaty 163
   // is the game still alive AND has the engine just died ?
177 pmbaty 164
   if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe, &exit_code))
153 pmbaty 165
   {
186 pmbaty 166
      Debug_Log (L"===Unrecoverable engine error (engine disappeared unexpectedly with exit code %lld [0x%08x]): opponent wins!===\n", exit_code, exit_code);
175 pmbaty 167
      dont_nag = true; // remember NOT to nag the user if he experienced any bug
153 pmbaty 168
 
169
      // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
185 pmbaty 170
      Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
153 pmbaty 171
 
172
      // display a crash notification dialog box
173
      if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
177 pmbaty 174
      {
192 pmbaty 175
         sprintf_s ((char *) line_buffer, sizeof (line_buffer), "engine disappeared unexpectedly (exit code %lld / 0x%llx)", exit_code, exit_code);
177 pmbaty 176
         if (Debug_SendLogToAuthor ((char *) line_buffer, true))
154 pmbaty 177
            MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
178
         else
179
            MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
177 pmbaty 180
      }
153 pmbaty 181
 
182
      // and display the game over dialog box
183
      the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
184
      DialogBox_EndGame ();
185
 
186
      do_update = true; // remember to update the 3D scene
192 pmbaty 187
 
188
      // no matter what the cause was, remember this engine crashed and select the next one in list for the next game
189
      options.engine.programs[options.engine.selected_program].already_crashed = true; // remember this engine crashed
190
      for (engine_index = (options.engine.selected_program + 1) % options.engine.program_count; engine_index != options.engine.selected_program; engine_index = (engine_index + 1) % options.engine.program_count)
191
         if (!options.engine.programs[engine_index].already_crashed)
192
         {
193
            options.engine.selected_program = engine_index; // select the first next engine in list that hasn't crashed yet
194
            break; // and stop searching
195
         }
153 pmbaty 196
   }
197
 
1 pmbaty 198
   // read from pipe (non-blocking)
199
   PlayerEngine_Recv (player);
200
 
201
   ////////////////
202
   // START PARSING
203
 
204
   // read line per line...
205
   line_pointer = player->recvbuffer; // start at the first character
206
   while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
207
   {
208
      // is it an empty line or engine noise ?
209
      if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
210
         continue; // skip empty lines and engine noise
211
 
86 pmbaty 212
      // is the engine offering us a draw ?
213
      if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
214
         continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
215
 
216
      // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
217
      else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
53 pmbaty 218
      {
86 pmbaty 219
         Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
53 pmbaty 220
 
116 pmbaty 221
         // play defeat sound (a draw is always a sort of defeat...) at the center of the board
185 pmbaty 222
         Audio_PlaySoundAtCenter (SOUNDTYPE_DEFEAT);
86 pmbaty 223
 
224
         // display the game over dialog box
225
         the_board.game_state = STATE_DRAW_OTHER;
226
         DialogBox_EndGame ();
227
 
228
         do_update = true; // remember to update the 3D scene
229
         continue; // we processed that line
230
      }
231
 
232
      // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
233
      else if (wcsncmp (line_buffer, L"resign", 6) == 0)
234
      {
235
         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"));
236
 
116 pmbaty 237
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
185 pmbaty 238
         Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
53 pmbaty 239
 
240
         // display the game over dialog box
86 pmbaty 241
         the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
53 pmbaty 242
         DialogBox_EndGame ();
243
 
244
         do_update = true; // remember to update the 3D scene
245
         continue; // we processed that line
246
      }
247
 
1 pmbaty 248
      // is engine allowed to resign ? if so, check if it's a game results
249
      if (options.engine.obstinacy_level >= 0)
250
      {
251
         // is it a game result AND are we still in play ?
252
         if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
253
         {
254
            // have we NOT been obstinate enough ?
255
            if (current_obstinacy < options.engine.obstinacy_level)
256
               current_obstinacy++; // if so, discard this resign and go on
257
            else
258
            {
259
               Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
260
 
116 pmbaty 261
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
185 pmbaty 262
               Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
1 pmbaty 263
 
264
               // display the game over dialog box
265
               the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
266
               DialogBox_EndGame ();
267
 
268
               do_update = true; // remember to update the 3D scene
269
            }
270
 
271
            continue; // we processed that line
272
         }
273
         else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
274
         {
275
            // have we NOT been obstinate enough ?
276
            if (current_obstinacy < options.engine.obstinacy_level)
277
               current_obstinacy++; // if so, discard this resign and go on
278
            else
279
            {
280
               Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
281
 
116 pmbaty 282
               // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
185 pmbaty 283
               Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
1 pmbaty 284
 
285
               // display the game over dialog box
286
               the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
287
               DialogBox_EndGame ();
288
 
289
               do_update = true; // remember to update the 3D scene
290
            }
291
 
292
            continue; // we processed that line
293
         }
294
      }
295
 
296
      // has the game ended already ?
297
      if (the_board.game_state > STATE_PLAYING)
298
         continue; // ignore all that the engine tells us. Game is over already.
299
 
153 pmbaty 300
      // else is it an unrecoverable engine error ?
154 pmbaty 301
      else if ((wcsstr (line_buffer, L"illegal") != NULL) || (wcsstr (line_buffer, L"invalid") != NULL))
153 pmbaty 302
      {
303
         Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
175 pmbaty 304
         dont_nag = true; // remember NOT to nag the user if he experienced any bug
153 pmbaty 305
 
306
         // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
185 pmbaty 307
         Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
153 pmbaty 308
 
309
         // display a crash notification dialog box
310
         if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
177 pmbaty 311
            if (Debug_SendLogToAuthor ("engine refused our command", true))
154 pmbaty 312
               MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
313
            else
314
               MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
153 pmbaty 315
 
316
         // and display the game over dialog box
317
         the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
318
         DialogBox_EndGame ();
319
 
320
         do_update = true; // remember to update the 3D scene
321
      }
322
 
154 pmbaty 323
      // else is it a normal move ?
324
      else if ((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL)
325
         move_string += wcslen (program->replystring_move); // go to the parsable data
326
 
1 pmbaty 327
      // else it's any other sort of line
328
      else
329
         continue; // skip lines that don't contain any valid move data
330
 
331
      // now we are sure it's either a hint or a move (or some pondering)
332
 
333
      length = wcslen (move_string);
154 pmbaty 334
      if (length < 2)
335
         continue; // if string is too short to be a move, skip it
1 pmbaty 336
 
337
      // there must be valid move data on that line.
338
 
339
      // evaluate the engine move string
193 pmbaty 340
      memset (&move, 0, sizeof (move));
1 pmbaty 341
      memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
154 pmbaty 342
      char_index = 0;
343
      while ((move_string[char_index] != 0) && !iswspace (move_string[char_index]))
344
      {
345
         move.pgntext[char_index] = move_string[char_index];
346
         char_index++;
347
      }
348
      move.pgntext[char_index] = 0;
1 pmbaty 349
      if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
350
      {
351
         Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
352
         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
353
      }
354
 
355
      // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
50 pmbaty 356
      if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
1 pmbaty 357
          && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
358
      {
177 pmbaty 359
         if (program->command_force[0] != 0) // "force" commands are only used with CECP engines such as Crafty. Others are sent the game history, so no need to force anything
154 pmbaty 360
         {
361
            Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
362
            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
363
         }
177 pmbaty 364
         Debug_LogMove (&move, L"===Overriding engine choice with blunderous move: [%s]===\n", Move_BuildString (&move)); // blunder
1 pmbaty 365
      }
366
 
367
      // mark the engine's selected and hovered squares
368
      Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
369
 
370
      // was it NOT a hint ?
50 pmbaty 371
      if (!is_hint_pending)
1 pmbaty 372
      {
50 pmbaty 373
         the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
374
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
375
 
1 pmbaty 376
         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);
171 pmbaty 377
         Player_GetOpposite ()->should_wakeup = true; // do the movement and switch players
1 pmbaty 378
 
379
         // forget the hovered and selected positions
380
         Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
381
         animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
382
      }
383
 
384
      // else it was a hint
385
      else
50 pmbaty 386
      {
387
         the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
388
         the_scene.gui.want_spinwheel = false; // stop spinning wheel
389
 
1 pmbaty 390
         highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
50 pmbaty 391
         is_hint_pending = false; // remember no hint is pending any longer
1 pmbaty 392
 
50 pmbaty 393
         // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
394
         Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
177 pmbaty 395
         Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===setting up board using FEN string: [%s]===\n", the_board.moves[the_board.move_count - 1].fen_string);
50 pmbaty 396
 
154 pmbaty 397
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 398
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
50 pmbaty 399
         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
400
      }
401
 
1 pmbaty 402
      do_update = true; // remember to update the 3D scene
403
   }
404
 
405
   // now clean the input buffer of all the lines we parsed
406
   line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
407
   if (line_pointer != NULL)
408
   {
409
      line_pointer++; // skip the carriage return
410
      length = wcslen (line_pointer); // get the remaining string length
411
      for (char_index = 0; char_index < length; char_index++)
412
         player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
413
      player->recvbuffer[char_index] = 0; // finish the string ourselves
414
   }
415
 
416
   // END PARSING
417
   //////////////
418
 
419
   /////////////////////////////////
420
   // START NOTIFICATIONS PROCESSING
421
 
422
   // have we been notified that the board was just set up ?
423
   if (the_board.was_setup)
424
   {
425
      Debug_Log (L"===Got board setup notification from interface===\n");
426
 
427
      // send a new game command to the chess engine
119 pmbaty 428
      Player_SendBuffer_Add (player, 1000, program->command_new);
39 pmbaty 429
      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 430
 
431
      // just set up the board from its Forsyth-Edwards notation
177 pmbaty 432
      Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===setting up board using FEN string: [%s]===\n", the_board.moves[the_board.move_count - 1].fen_string);
1 pmbaty 433
 
154 pmbaty 434
      // get the current game state in FEN format and feed it to the engine
119 pmbaty 435
      Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 436
      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 437
 
50 pmbaty 438
      current_obstinacy = 0; // reset current obstinacy
439
      is_hint_pending = false; // no hint was requested so far
1 pmbaty 440
   }
441
 
442
   // 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)
443
   if (the_board.want_playerswap)
444
   {
445
      Debug_Log (L"===Got player SWAP notification from interface===\n");
119 pmbaty 446
      Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
39 pmbaty 447
      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 448
   }
449
 
171 pmbaty 450
   // have we been notified that the current player just changed AND is the animation finished ?
451
   if (player->should_wakeup && (animation_endtime < current_time))
1 pmbaty 452
   {
453
      Debug_Log (L"===Got player change notification from interface===\n");
454
 
455
      // is the current player our color ? (meaning is it engine's turn to play) ?
456
      if (Board_ColorToMove (&the_board) == player->color)
457
      {
458
         // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
459
         if (!the_board.was_setup && (the_board.move_count > 1))
460
         {
177 pmbaty 461
            Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===Player just played, sending the chosen move to engine: [%s]===\n", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
1 pmbaty 462
 
154 pmbaty 463
            // build the move string, and send the move string to the engine
119 pmbaty 464
            Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
39 pmbaty 465
            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
1 pmbaty 466
         }
467
 
468
         // else game has not started yet, but it's our turn
469
         else
39 pmbaty 470
         {
119 pmbaty 471
            Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
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
473
         }
1 pmbaty 474
      }
171 pmbaty 475
 
476
      player->should_wakeup = false; // remember we taken this notification in account
1 pmbaty 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
177 pmbaty 513
         Debug_LogMove (&the_board.moves[the_board.move_count - 1], L"===setting up board using FEN string: [%s]===\n", the_board.moves[the_board.move_count - 1].fen_string);
1 pmbaty 514
 
154 pmbaty 515
         // get the current game state in FEN format and feed it to the engine
119 pmbaty 516
         Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
39 pmbaty 517
         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 518
 
519
         do_update = true; // remember to update the 3D scene
520
      }
521
   }
522
 
523
   // write to pipe (when we're allowed to)
524
   if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
525
      PlayerEngine_Send (player);
526
 
527
   return (do_update); // finished, return whether we should update the scene or not
528
}
529
 
530
 
531
static void PlayerEngine_Recv (player_t *player)
532
{
533
   // helper function to read data from the pipe communicating with the game engine process
534
 
149 pmbaty 535
   //unsigned long amount_to_read;
1 pmbaty 536
   unsigned long read_count;
537
   int length;
538
   unsigned int initial_pos;
539
 
540
   // get reception buffer's initial end position
541
   initial_pos = wcslen (player->recvbuffer);
149 pmbaty 542
   length = initial_pos;
1 pmbaty 543
 
149 pmbaty 544
   // as long as the pipe reports us there is data to read, read one byte at a time
150 pmbaty 545
   while (pipe_hasdata (fpipe))
1 pmbaty 546
   {
150 pmbaty 547
      read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
149 pmbaty 548
      if (read_count == 0)
1 pmbaty 549
         break; // read the pipe; if it fails, stop trying
149 pmbaty 550
      if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
551
         continue; // ignore carriage returns and percent signs
1 pmbaty 552
 
149 pmbaty 553
      // convert the received character to wide char and append it to recvbuffer
554
      player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
171 pmbaty 555
      player->recvbuffer[length] = (wchar_t) player->ascii_recvbuffer[0];
556
      //ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
149 pmbaty 557
      length++; // there's one more character in the player's recv buffer
171 pmbaty 558
      player->recvbuffer[length] = 0; // terminate the string ourselves
1 pmbaty 559
   }
560
 
561
   // write what we received (if we received anything)
562
   if (wcslen (player->recvbuffer) > initial_pos)
563
      Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
564
 
565
   return; // finished
566
}
567
 
568
 
154 pmbaty 569
int wcs_replace (wchar_t *haystack, wchar_t *needle, wchar_t *replacement)
570
{
193 pmbaty 571
   // FIXME: REWRITE TAKING IN ACCOUNT MAX BUF SIZE
572
 
154 pmbaty 573
   size_t replacement_length;
574
   size_t replacement_count;
575
   size_t pattern_length;
576
   wchar_t *line_pointer;
577
 
578
   replacement_count = 0;
193 pmbaty 579
   pattern_length = wcslen (needle);
580
   replacement_length = wcslen (replacement);
154 pmbaty 581
   while ((line_pointer = wcsstr (haystack, needle)) != NULL)
582
   {
583
      memmove (&line_pointer[replacement_length], &line_pointer[pattern_length], (wcslen (&line_pointer[pattern_length]) + 1) * sizeof (wchar_t));
584
      memcpy (line_pointer, replacement, replacement_length * sizeof (wchar_t));
585
      replacement_count++;
586
   }
587
 
588
   return (replacement_count);
589
}
590
 
591
 
1 pmbaty 592
static void PlayerEngine_Send (player_t *player)
593
{
594
   // helper function to send data through the pipe communicating with the game engine process
595
 
154 pmbaty 596
   static wchar_t replacement_string[65536];
159 pmbaty 597
   static wchar_t widechar_buffer[65536]; // needs to be big enough to hold game history
598
   static char ascii_buffer[65536]; // needs to be big enough to hold game history
1 pmbaty 599
   wchar_t *line_pointer;
600
   unsigned long amount_written;
154 pmbaty 601
   int move_index;
602
   int try_index;
1 pmbaty 603
 
604
   player->sendbuffer_locked = true; // lock the buffer
605
 
154 pmbaty 606
   // perform variable replacements on sendbuffer
607
   if (the_board.move_count > 0)
608
   {
178 pmbaty 609
      wcs_replace (player->sendbuffer, L"${START_POS}", the_board.moves[0].fen_string);
154 pmbaty 610
      wcs_replace (player->sendbuffer, L"${CURRENT_POS}", (/*the_board.move_count == 2 ? L"startpos" : */the_board.moves[the_board.move_count - 1].fen_string));
611
      wcs_replace (player->sendbuffer, L"${LAST_MOVE}", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
612
      while (wcsstr (player->sendbuffer, L"${MAX_CORES}") != NULL)
613
      {
614
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", max_cores);
615
         wcs_replace (player->sendbuffer, L"${MAX_CORES}", replacement_string);
616
      }
617
      while (wcsstr (player->sendbuffer, L"${SEARCH_DEPTH}") != NULL)
618
      {
619
         swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", options.engine.depth);
620
         wcs_replace (player->sendbuffer, L"${SEARCH_DEPTH}", replacement_string);
621
      }
622
      while (wcsstr (player->sendbuffer, L"${GAME_HISTORY}") != NULL)
623
      {
624
         replacement_string[0] = 0;
625
         for (move_index = 1; move_index < the_board.move_count; move_index++)
626
         {
627
            if (move_index > 1)
628
               wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), L" ");
629
            wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), Move_BuildString (&the_board.moves[move_index]));
630
         }
631
         wcs_replace (player->sendbuffer, L"${GAME_HISTORY}", replacement_string);
632
      }
633
   }
634
 
1 pmbaty 635
   // write what we're sending (if we're sending anything)
636
   if (player->sendbuffer[0] != 0)
637
      Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
638
 
639
   // now read line per line...
640
   line_pointer = player->sendbuffer; // start at the first character
641
   while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
642
   {
643
      wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
644
      ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
150 pmbaty 645
      amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
1 pmbaty 646
   }
647
 
648
   player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
649
   player->sendbuffer_locked = false; // and unlock it
650
 
154 pmbaty 651
   // should the engine be initialized ?
652
   if (should_initialize)
653
   {
654
      // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
655
      for (try_index = 0; try_index < 50; try_index++)
656
      {
657
         // read from pipe (non-blocking)
658
         PlayerEngine_Recv (player);
659
         if (player->recvbuffer[0] != 0)
660
            break; // break as soon as we get something
661
         Sleep (100); // next try in 100 milliseconds
662
      }
663
 
664
      // has the engine process not spoken yet ?
665
      if (player->recvbuffer[0] == 0)
666
      {
667
         messagebox.hWndParent = hMainWnd;
668
         wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
669
         swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), options.engine.programs[options.engine.selected_program].folder);
670
         messagebox.flags = MB_ICONWARNING | MB_OK;
671
         DialogBox_Message (&messagebox); // display a modeless error message box
672
 
673
         PlayerEngine_Shutdown (player); // on error, shutdown the engine
674
      }
675
 
676
      should_initialize = false; // remember this is no longer to be done (until the next call to PlayerEngine_Init())
677
   }
678
 
1 pmbaty 679
   return; // finished
680
}
681
 
682
 
12 pmbaty 683
static wchar_t *Move_BuildString (boardmove_t *move)
1 pmbaty 684
{
12 pmbaty 685
   // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
1 pmbaty 686
 
12 pmbaty 687
   static wchar_t output_string[8];
688
 
1 pmbaty 689
   // construct the four first characters
12 pmbaty 690
   swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
1 pmbaty 691
               L'a' + move->source[1], L'1' + move->source[0],
692
               L'a' + move->target[1], L'1' + move->target[0]);
693
 
694
   // append any eventual promotion
695
   if (move->promotion_type == PART_ROOK)
12 pmbaty 696
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
1 pmbaty 697
   else if (move->promotion_type == PART_KNIGHT)
12 pmbaty 698
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
1 pmbaty 699
   else if (move->promotion_type == PART_BISHOP)
12 pmbaty 700
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
1 pmbaty 701
   else if (move->promotion_type == PART_QUEEN)
12 pmbaty 702
      wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
1 pmbaty 703
 
12 pmbaty 704
   return (output_string); // finished, return the move string
1 pmbaty 705
}