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  1. // chessengine.cpp
  2.  
  3. #include "common.h"
  4.  
  5.  
  6. // global variables used in this module only
  7. static wchar_t chessengine_path[MAX_PATH];
  8. static wchar_t chessengine_shellcommand[MAX_PATH];
  9. static wchar_t chessengineinitfile_pathname[MAX_PATH];
  10. static int current_obstinacy;
  11. static int max_cores;
  12. static bool is_hint_pending;
  13. static bool should_initialize;
  14. FILE *fpipe;
  15.  
  16. // prototypes of local functions
  17. static void PlayerEngine_Recv (player_t *player);
  18. static void PlayerEngine_Send (player_t *player);
  19. static wchar_t *Move_BuildString (boardmove_t *move);
  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.  
  27.    engineprogram_t *program;
  28.    wchar_t current_path[MAX_PATH];
  29.    wchar_t widechar_buffer[1024];
  30.    SYSTEM_INFO sysinfo;
  31.    int attempt_index;
  32.    int64_t exit_code;
  33.    FILE *fp;
  34.  
  35.    // reset stuff first
  36.    player->wants_hint = false;
  37.  
  38.    // quick access to engine program
  39.    program = &options.engine.programs[options.engine.selected_program];
  40.  
  41.    // build the chess engine module path and pathname
  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);
  44.  
  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
  50.    for (attempt_index = 0; attempt_index < 10; attempt_index++)
  51.       if (!pipe_isalive (fpipe, &exit_code))
  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))
  56.    {
  57. #ifndef NO_REGISTRATION
  58.       dont_nag = true; // remember NOT to nag the user if he experienced any bug
  59. #endif // !NO_REGISTRATION
  60.  
  61.       messagebox.hWndParent = hMainWnd;
  62.       wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  63.       wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
  64.       messagebox.flags = MB_ICONWARNING | MB_OK;
  65.       DialogBox_Message (&messagebox); // display a modeless error message box
  66.  
  67.       PlayerEngine_Shutdown (player); // on error, shutdown the engine
  68.       return (false);
  69.    }
  70.  
  71.    // SMP HACK -- save the max CPUs to use to core max - 1 (the computer will look like hung if all CPU is taken)
  72.    GetSystemInfo (&sysinfo); // get the number of cores
  73.    max_cores = max (1, sysinfo.dwNumberOfProcessors - 1);
  74.  
  75.    // optionally initialize the debug log file
  76.    Debug_Init (L"Chess engine output.txt");
  77.    Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
  78.  
  79.    // build the init file full qualified path name and try to open it
  80.    swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
  81.    _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
  82.  
  83.    // could the init file be opened ?
  84.    if (fp != NULL)
  85.    {
  86.       Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
  87.  
  88.       // read line per line
  89.       while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
  90.       {
  91.          if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
  92.             continue; // skip comments and empty lines
  93.  
  94.          // new command line found, append it to the send buffer
  95.          Player_SendBuffer_Add (player, 1000, widechar_buffer);
  96.       }
  97.  
  98.       fclose (fp); // finished, close the file
  99.    }
  100.  
  101.    // everything's okay, set engine name as the player's name
  102.    wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
  103.  
  104.    should_initialize = true; // remember the engine should be initialized
  105.    return (true); // finished
  106. }
  107.  
  108.  
  109. void PlayerEngine_Shutdown (player_t *player)
  110. {
  111.    // this function terminates the chess engine process and releases all handles attached to it
  112.  
  113.    int attempt_index;
  114.    int64_t exit_code;
  115.  
  116.    // send the engine a quit command
  117.    Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
  118.    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.    PlayerEngine_Send (player);
  120.  
  121.    // check 10 times if the engine process has ended cleanly
  122.    for (attempt_index = 0; attempt_index < 10; attempt_index++)
  123.    {
  124.       if (!pipe_isalive (fpipe, &exit_code))
  125.          break; // break as soon as we've told the process exited cleanly
  126.  
  127.       Sleep (100); // else wait one tenth second
  128.    }
  129.  
  130.    // close the pipe (this will terminate the child process if it hasn't terminated yet)
  131.    pipe_close (fpipe);
  132.  
  133.    Debug_Log (L"===Engine closed===\n");
  134.    return; // finished
  135. }
  136.  
  137.  
  138. bool PlayerEngine_Think (player_t *player)
  139. {
  140.    // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
  141.  
  142.    engineprogram_t *program;
  143.    wchar_t line_buffer[1024] = L"";
  144.    wchar_t *line_pointer;
  145.    wchar_t *move_string;
  146.    int64_t exit_code;
  147.    int engine_index;
  148.    int char_index;
  149.    int length;
  150.    boardmove_t move;
  151.    player_t *current_player;
  152.    player_t *opposite_player;
  153.    bool do_update;
  154.  
  155.    // quick access to chess engine program
  156.    program = &options.engine.programs[options.engine.selected_program];
  157.  
  158.    // don't update the scene until told otherwise
  159.    do_update = false;
  160.  
  161.    // get current and opposite players
  162.    current_player = Player_GetCurrent ();
  163.    opposite_player = Player_GetOpposite ();
  164.  
  165.    // is the game still alive AND has the engine just died ?
  166.    if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe, &exit_code))
  167.    {
  168.       Debug_Log (L"===Unrecoverable engine error (engine disappeared unexpectedly with exit code %lld [0x%08x]): opponent wins!===\n", exit_code, exit_code);
  169. #ifndef NO_REGISTRATION
  170.       dont_nag = true; // remember NOT to nag the user if he experienced any bug
  171. #endif // !NO_REGISTRATION
  172.  
  173.       // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  174.       Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
  175.  
  176.       // display a crash notification dialog box
  177.       if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
  178.       {
  179.          sprintf_s ((char *) line_buffer, sizeof (line_buffer), "engine disappeared unexpectedly (exit code %lld / 0x%llx)", exit_code, exit_code);
  180.          if (Debug_SendLogToAuthor ((char *) line_buffer, true))
  181.             MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
  182.          else
  183.             MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
  184.       }
  185.  
  186.       // and display the game over dialog box
  187.       the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
  188.       DialogBox_EndGame ();
  189.  
  190.       do_update = true; // remember to update the 3D scene
  191.  
  192.       // no matter what the cause was, remember this engine crashed and select the next one in list for the next game
  193.       options.engine.programs[options.engine.selected_program].already_crashed = true; // remember this engine crashed
  194.       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)
  195.          if (!options.engine.programs[engine_index].already_crashed)
  196.          {
  197.             options.engine.selected_program = engine_index; // select the first next engine in list that hasn't crashed yet
  198.             break; // and stop searching
  199.          }
  200.    }
  201.  
  202.    // read from pipe (non-blocking)
  203.    PlayerEngine_Recv (player);
  204.  
  205.    ////////////////
  206.    // START PARSING
  207.  
  208.    // read line per line...
  209.    line_pointer = player->recvbuffer; // start at the first character
  210.    while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
  211.    {
  212.       // is it an empty line or engine noise ?
  213.       if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
  214.          continue; // skip empty lines and engine noise
  215.  
  216.       // is the engine offering us a draw ?
  217.       if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
  218.          continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
  219.  
  220.       // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
  221.       else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
  222.       {
  223.          Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
  224.  
  225.          // play defeat sound (a draw is always a sort of defeat...) at the center of the board
  226.          Audio_PlaySoundAtCenter (SOUNDTYPE_DEFEAT);
  227.  
  228.          // display the game over dialog box
  229.          the_board.game_state = STATE_DRAW_OTHER;
  230.          DialogBox_EndGame ();
  231.  
  232.          do_update = true; // remember to update the 3D scene
  233.          continue; // we processed that line
  234.       }
  235.  
  236.       // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
  237.       else if (wcsncmp (line_buffer, L"resign", 6) == 0)
  238.       {
  239.          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"));
  240.  
  241.          // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  242.          Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
  243.  
  244.          // display the game over dialog box
  245.          the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
  246.          DialogBox_EndGame ();
  247.  
  248.          do_update = true; // remember to update the 3D scene
  249.          continue; // we processed that line
  250.       }
  251.  
  252.       // is engine allowed to resign ? if so, check if it's a game results
  253.       if (options.engine.obstinacy_level >= 0)
  254.       {
  255.          // is it a game result AND are we still in play ?
  256.          if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
  257.          {
  258.             // have we NOT been obstinate enough ?
  259.             if (current_obstinacy < options.engine.obstinacy_level)
  260.                current_obstinacy++; // if so, discard this resign and go on
  261.             else
  262.             {
  263.                Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
  264.  
  265.                // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  266.                Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
  267.  
  268.                // display the game over dialog box
  269.                the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
  270.                DialogBox_EndGame ();
  271.  
  272.                do_update = true; // remember to update the 3D scene
  273.             }
  274.  
  275.             continue; // we processed that line
  276.          }
  277.          else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
  278.          {
  279.             // have we NOT been obstinate enough ?
  280.             if (current_obstinacy < options.engine.obstinacy_level)
  281.                current_obstinacy++; // if so, discard this resign and go on
  282.             else
  283.             {
  284.                Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
  285.  
  286.                // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  287.                Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
  288.  
  289.                // display the game over dialog box
  290.                the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
  291.                DialogBox_EndGame ();
  292.  
  293.                do_update = true; // remember to update the 3D scene
  294.             }
  295.  
  296.             continue; // we processed that line
  297.          }
  298.       }
  299.  
  300.       // has the game ended already ?
  301.       if (the_board.game_state > STATE_PLAYING)
  302.          continue; // ignore all that the engine tells us. Game is over already.
  303.  
  304.       // else is it an unrecoverable engine error ?
  305.       else if ((wcsstr (line_buffer, L"illegal") != NULL) || (wcsstr (line_buffer, L"invalid") != NULL))
  306.       {
  307.          Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
  308. #ifndef NO_REGISTRATION
  309.          dont_nag = true; // remember NOT to nag the user if he experienced any bug
  310. #endif // !NO_REGISTRATION
  311.  
  312.          // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  313.          Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
  314.  
  315.          // display a crash notification dialog box
  316.          if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
  317.             if (Debug_SendLogToAuthor ("engine refused our command", true))
  318.                MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
  319.             else
  320.                MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
  321.  
  322.          // and display the game over dialog box
  323.          the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
  324.          DialogBox_EndGame ();
  325.  
  326.          do_update = true; // remember to update the 3D scene
  327.       }
  328.  
  329.       // else is it a normal move ?
  330.       else if ((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL)
  331.          move_string += wcslen (program->replystring_move); // go to the parsable data
  332.  
  333.       // else it's any other sort of line
  334.       else
  335.          continue; // skip lines that don't contain any valid move data
  336.  
  337.       // now we are sure it's either a hint or a move (or some pondering)
  338.  
  339.       length = wcslen (move_string);
  340.       if (length < 2)
  341.          continue; // if string is too short to be a move, skip it
  342.  
  343.       // there must be valid move data on that line.
  344.  
  345.       // evaluate the engine move string
  346.       memset (&move, 0, sizeof (move));
  347.       memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
  348.       char_index = 0;
  349.       while ((move_string[char_index] != 0) && !iswspace (move_string[char_index]))
  350.       {
  351.          move.pgntext[char_index] = move_string[char_index];
  352.          char_index++;
  353.       }
  354.       move.pgntext[char_index] = 0;
  355.       if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
  356.       {
  357.          Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
  358.          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
  359.       }
  360.  
  361.       // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
  362.       if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
  363.           && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
  364.       {
  365.          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
  366.          {
  367.             Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
  368.             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
  369.          }
  370.          Debug_LogMove (&move, L"===Overriding engine choice with blunderous move: [%s]===\n", Move_BuildString (&move)); // blunder
  371.       }
  372.  
  373.       // mark the engine's selected and hovered squares
  374.       Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
  375.  
  376.       // was it NOT a hint ?
  377.       if (!is_hint_pending)
  378.       {
  379.          the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
  380.          the_scene.gui.want_spinwheel = false; // stop spinning wheel
  381.  
  382.          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);
  383.          Player_GetOpposite ()->should_wakeup = true; // do the movement and switch players
  384.  
  385.          // forget the hovered and selected positions
  386.          Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
  387.          animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
  388.       }
  389.  
  390.       // else it was a hint
  391.       else
  392.       {
  393.          the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
  394.          the_scene.gui.want_spinwheel = false; // stop spinning wheel
  395.  
  396.          highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
  397.          is_hint_pending = false; // remember no hint is pending any longer
  398.  
  399.          // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
  400.          Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
  401.          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);
  402.  
  403.          // get the current game state in FEN format and feed it to the engine
  404.          Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  405.          Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
  406.       }
  407.  
  408.       do_update = true; // remember to update the 3D scene
  409.    }
  410.  
  411.    // now clean the input buffer of all the lines we parsed
  412.    line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
  413.    if (line_pointer != NULL)
  414.    {
  415.       line_pointer++; // skip the carriage return
  416.       length = wcslen (line_pointer); // get the remaining string length
  417.       for (char_index = 0; char_index < length; char_index++)
  418.          player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
  419.       player->recvbuffer[char_index] = 0; // finish the string ourselves
  420.    }
  421.  
  422.    // END PARSING
  423.    //////////////
  424.  
  425.    /////////////////////////////////
  426.    // START NOTIFICATIONS PROCESSING
  427.  
  428.    // have we been notified that the board was just set up ?
  429.    if (the_board.was_setup)
  430.    {
  431.       Debug_Log (L"===Got board setup notification from interface===\n");
  432.  
  433.       // send a new game command to the chess engine
  434.       Player_SendBuffer_Add (player, 1000, program->command_new);
  435.       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
  436.  
  437.       // just set up the board from its Forsyth-Edwards notation
  438.       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);
  439.  
  440.       // get the current game state in FEN format and feed it to the engine
  441.       Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  442.       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
  443.  
  444.       current_obstinacy = 0; // reset current obstinacy
  445.       is_hint_pending = false; // no hint was requested so far
  446.    }
  447.  
  448.    // 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)
  449.    if (the_board.want_playerswap)
  450.    {
  451.       Debug_Log (L"===Got player SWAP notification from interface===\n");
  452.       Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
  453.       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
  454.    }
  455.  
  456.    // have we been notified that the current player just changed AND is the animation finished ?
  457.    if (player->should_wakeup && (animation_endtime < current_time))
  458.    {
  459.       Debug_Log (L"===Got player change notification from interface===\n");
  460.  
  461.       // is the current player our color ? (meaning is it engine's turn to play) ?
  462.       if (Board_ColorToMove (&the_board) == player->color)
  463.       {
  464.          // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
  465.          if (!the_board.was_setup && (the_board.move_count > 1))
  466.          {
  467.             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]));
  468.  
  469.             // build the move string, and send the move string to the engine
  470.             Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
  471.             Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
  472.          }
  473.  
  474.          // else game has not started yet, but it's our turn
  475.          else
  476.          {
  477.             Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
  478.             Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
  479.          }
  480.       }
  481.  
  482.       player->should_wakeup = false; // remember we taken this notification in account
  483.    }
  484.  
  485.    // END NOTIFICATIONS PROCESSING
  486.    ///////////////////////////////
  487.  
  488.    // is it NOT our turn ?
  489.    if (current_player != player)
  490.    {
  491.       // does our opponent want a hint ?
  492.       if (current_player->wants_hint)
  493.       {
  494.          current_player->wants_hint = false; // don't ask twice
  495.          Debug_Log (L"===Hint requested, asking engine for it===\n");
  496.          Player_SendBuffer_Add (player, 1000, program->command_go); // tell the computer to analyze this position
  497.          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
  498.          is_hint_pending = true; // remember a hint is pending
  499.  
  500.          // FIXME: move to scene.cpp
  501.          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
  502.          the_scene.gui.want_spinwheel = true; // start spinning wheel
  503.          do_update = true; // remember to update the 3D scene
  504.       }
  505.  
  506.       // does our opponent want to cancel a move ?
  507.       if (current_player->wants_cancel)
  508.       {
  509.          current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
  510.          Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
  511.  
  512.          // rewind game 2 moves back
  513.          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);
  514.          the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
  515.          the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
  516.          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)
  517.  
  518.          // just set up the board from its Forsyth-Edwards notation
  519.          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);
  520.  
  521.          // get the current game state in FEN format and feed it to the engine
  522.          Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  523.          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
  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.  
  541.    //unsigned long amount_to_read;
  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);
  548.    length = initial_pos;
  549.  
  550.    // as long as the pipe reports us there is data to read, read one byte at a time
  551.    while (pipe_hasdata (fpipe))
  552.    {
  553.       read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
  554.       if (read_count == 0)
  555.          break; // read the pipe; if it fails, stop trying
  556.       if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
  557.          continue; // ignore carriage returns and percent signs
  558.  
  559.       // convert the received character to wide char and append it to recvbuffer
  560.       player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
  561.       player->recvbuffer[length] = (wchar_t) player->ascii_recvbuffer[0];
  562.       //ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
  563.       length++; // there's one more character in the player's recv buffer
  564.       player->recvbuffer[length] = 0; // terminate the string ourselves
  565.    }
  566.  
  567.    // write what we received (if we received anything)
  568.    if (wcslen (player->recvbuffer) > initial_pos)
  569.       Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
  570.  
  571.    return; // finished
  572. }
  573.  
  574.  
  575. int wcs_replace (wchar_t *haystack, wchar_t *needle, wchar_t *replacement)
  576. {
  577.    // FIXME: REWRITE TAKING IN ACCOUNT MAX BUF SIZE
  578.  
  579.    size_t replacement_length;
  580.    size_t replacement_count;
  581.    size_t pattern_length;
  582.    wchar_t *line_pointer;
  583.  
  584.    replacement_count = 0;
  585.    pattern_length = wcslen (needle);
  586.    replacement_length = wcslen (replacement);
  587.    while ((line_pointer = wcsstr (haystack, needle)) != NULL)
  588.    {
  589.       memmove (&line_pointer[replacement_length], &line_pointer[pattern_length], (wcslen (&line_pointer[pattern_length]) + 1) * sizeof (wchar_t));
  590.       memcpy (line_pointer, replacement, replacement_length * sizeof (wchar_t));
  591.       replacement_count++;
  592.    }
  593.  
  594.    return (replacement_count);
  595. }
  596.  
  597.  
  598. static void PlayerEngine_Send (player_t *player)
  599. {
  600.    // helper function to send data through the pipe communicating with the game engine process
  601.  
  602.    static wchar_t replacement_string[65536];
  603.    static wchar_t widechar_buffer[65536]; // needs to be big enough to hold game history
  604.    static char ascii_buffer[65536]; // needs to be big enough to hold game history
  605.    wchar_t *line_pointer;
  606.    unsigned long amount_written;
  607.    int move_index;
  608.    int try_index;
  609.  
  610.    player->sendbuffer_locked = true; // lock the buffer
  611.  
  612.    // perform variable replacements on sendbuffer
  613.    if (the_board.move_count > 0)
  614.    {
  615.       wcs_replace (player->sendbuffer, L"${START_POS}", the_board.moves[0].fen_string);
  616.       wcs_replace (player->sendbuffer, L"${CURRENT_POS}", (/*the_board.move_count == 2 ? L"startpos" : */the_board.moves[the_board.move_count - 1].fen_string));
  617.       wcs_replace (player->sendbuffer, L"${LAST_MOVE}", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
  618.       while (wcsstr (player->sendbuffer, L"${MAX_CORES}") != NULL)
  619.       {
  620.          swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", max_cores);
  621.          wcs_replace (player->sendbuffer, L"${MAX_CORES}", replacement_string);
  622.       }
  623.       while (wcsstr (player->sendbuffer, L"${SEARCH_DEPTH}") != NULL)
  624.       {
  625.          swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", options.engine.depth);
  626.          wcs_replace (player->sendbuffer, L"${SEARCH_DEPTH}", replacement_string);
  627.       }
  628.       while (wcsstr (player->sendbuffer, L"${GAME_HISTORY}") != NULL)
  629.       {
  630.          replacement_string[0] = 0;
  631.          for (move_index = 1; move_index < the_board.move_count; move_index++)
  632.          {
  633.             if (move_index > 1)
  634.                wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), L" ");
  635.             wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), Move_BuildString (&the_board.moves[move_index]));
  636.          }
  637.          wcs_replace (player->sendbuffer, L"${GAME_HISTORY}", replacement_string);
  638.       }
  639.    }
  640.  
  641.    // write what we're sending (if we're sending anything)
  642.    if (player->sendbuffer[0] != 0)
  643.       Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
  644.  
  645.    // now read line per line...
  646.    line_pointer = player->sendbuffer; // start at the first character
  647.    while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
  648.    {
  649.       wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
  650.       ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
  651.       amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
  652.    }
  653.  
  654.    player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
  655.    player->sendbuffer_locked = false; // and unlock it
  656.  
  657.    // should the engine be initialized ?
  658.    if (should_initialize)
  659.    {
  660.       // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
  661.       for (try_index = 0; try_index < 50; try_index++)
  662.       {
  663.          // read from pipe (non-blocking)
  664.          PlayerEngine_Recv (player);
  665.          if (player->recvbuffer[0] != 0)
  666.             break; // break as soon as we get something
  667.          Sleep (100); // next try in 100 milliseconds
  668.       }
  669.  
  670.       // has the engine process not spoken yet ?
  671.       if (player->recvbuffer[0] == 0)
  672.       {
  673.          messagebox.hWndParent = hMainWnd;
  674.          wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  675.          swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), options.engine.programs[options.engine.selected_program].folder);
  676.          messagebox.flags = MB_ICONWARNING | MB_OK;
  677.          DialogBox_Message (&messagebox); // display a modeless error message box
  678.  
  679.          PlayerEngine_Shutdown (player); // on error, shutdown the engine
  680.       }
  681.  
  682.       should_initialize = false; // remember this is no longer to be done (until the next call to PlayerEngine_Init())
  683.    }
  684.  
  685.    return; // finished
  686. }
  687.  
  688.  
  689. static wchar_t *Move_BuildString (boardmove_t *move)
  690. {
  691.    // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
  692.  
  693.    static wchar_t output_string[8];
  694.  
  695.    // construct the four first characters
  696.    swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
  697.                L'a' + move->source[1], L'1' + move->source[0],
  698.                L'a' + move->target[1], L'1' + move->target[0]);
  699.  
  700.    // append any eventual promotion
  701.    if (move->promotion_type == PART_ROOK)
  702.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
  703.    else if (move->promotion_type == PART_KNIGHT)
  704.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
  705.    else if (move->promotion_type == PART_BISHOP)
  706.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
  707.    else if (move->promotion_type == PART_QUEEN)
  708.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
  709.  
  710.    return (output_string); // finished, return the move string
  711. }
  712.