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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.    FILE *fp;
  33.  
  34.    // reset stuff first
  35.    player->wants_hint = false;
  36.  
  37.    // quick access to engine program
  38.    program = &options.engine.programs[options.engine.selected_program];
  39.  
  40.    // build the chess engine module path and pathname
  41.    swprintf_s (chessengine_path, WCHAR_SIZEOF (chessengine_path), L"%s/engines/%s", app_path, program->folder);
  42.    swprintf_s (chessengine_shellcommand, WCHAR_SIZEOF (chessengine_shellcommand), L"\"%s/%s\" %s", chessengine_path, program->executable_name, program->executable_arguments);
  43.  
  44.    // start the engine behind a bidirectional I/O pipe
  45.    GetCurrentDirectory (WCHAR_SIZEOF (current_path), current_path); // save current directory
  46.    SetCurrentDirectory (chessengine_path); // temporarily set chess engine's startup directory as current directory
  47.    fpipe = pipe_open (chessengine_shellcommand, L"r+");
  48.    SetCurrentDirectory (current_path); // restore current directory
  49.    for (attempt_index = 0; attempt_index < 10; attempt_index++)
  50.       if (!pipe_isalive (fpipe))
  51.          Sleep (100); // wait for the pipe to come to life, stop as soon as it's alive
  52.       else
  53.          break; // wait for the pipe to come to life
  54.    if ((fpipe == NULL) || (attempt_index == 10))
  55.    {
  56.       dont_nag = true; // remember NOT to nag the user if he experienced any bug
  57.  
  58.       messagebox.hWndParent = hMainWnd;
  59.       wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  60.       wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
  61.       messagebox.flags = MB_ICONWARNING | MB_OK;
  62.       DialogBox_Message (&messagebox); // display a modeless error message box
  63.  
  64.       PlayerEngine_Shutdown (player); // on error, shutdown the engine
  65.       return (false);
  66.    }
  67.  
  68.    // SMP HACK -- save the max CPUs to use to core max - 1 (the computer will look like hung if all CPU is taken)
  69.    GetSystemInfo (&sysinfo); // get the number of cores
  70.    max_cores = max (1, sysinfo.dwNumberOfProcessors - 1);
  71.  
  72.    // optionally initialize the debug log file
  73.    Debug_Init (L"Chess engine output.txt");
  74.    Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
  75.  
  76.    // build the init file full qualified path name and try to open it
  77.    swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
  78.    _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
  79.  
  80.    // could the init file be opened ?
  81.    if (fp != NULL)
  82.    {
  83.       Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
  84.  
  85.       // read line per line
  86.       while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
  87.       {
  88.          if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
  89.             continue; // skip comments and empty lines
  90.  
  91.          // new command line found, append it to the send buffer
  92.          Player_SendBuffer_Add (player, 1000, widechar_buffer);
  93.       }
  94.  
  95.       fclose (fp); // finished, close the file
  96.    }
  97.  
  98.    // everything's okay, set engine name as the player's name
  99.    wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
  100.  
  101.    should_initialize = true; // remember the engine should be initialized
  102.    return (true); // finished
  103. }
  104.  
  105.  
  106. void PlayerEngine_Shutdown (player_t *player)
  107. {
  108.    // this function terminates the chess engine process and releases all handles attached to it
  109.  
  110.    int attempt_index;
  111.  
  112.    // send the engine a quit command
  113.    Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
  114.    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
  115.    PlayerEngine_Send (player);
  116.  
  117.    // check 10 times if the engine process has ended cleanly
  118.    for (attempt_index = 0; attempt_index < 10; attempt_index++)
  119.    {
  120.       if (!pipe_isalive (fpipe))
  121.          break; // break as soon as we've told the process exited cleanly
  122.  
  123.       Sleep (100); // else wait one tenth second
  124.    }
  125.  
  126.    // close the pipe (this will terminate the child process if it hasn't terminated yet)
  127.    pipe_close (fpipe);
  128.  
  129.    Debug_Log (L"===Engine closed===\n");
  130.    return; // finished
  131. }
  132.  
  133.  
  134. bool PlayerEngine_Think (player_t *player)
  135. {
  136.    // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
  137.  
  138.    engineprogram_t *program;
  139.    wchar_t line_buffer[1024];
  140.    wchar_t *line_pointer;
  141.    wchar_t *move_string;
  142.    int char_index;
  143.    int length;
  144.    boardmove_t move;
  145.    player_t *current_player;
  146.    player_t *opposite_player;
  147.    bool do_update;
  148.  
  149.    // quick access to chess engine program
  150.    program = &options.engine.programs[options.engine.selected_program];
  151.  
  152.    // don't update the scene until told otherwise
  153.    do_update = false;
  154.  
  155.    // get current and opposite players
  156.    current_player = Player_GetCurrent ();
  157.    opposite_player = Player_GetOpposite ();
  158.  
  159.    // is the game still alive AND has the engine just died ?
  160.    if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe))
  161.    {
  162.       Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
  163.       dont_nag = true; // remember NOT to nag the user if he experienced any bug
  164.  
  165.       // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  166.       Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
  167.  
  168.       // display a crash notification dialog box
  169.       if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
  170.          if (Debug_SendLogToAuthor (true))
  171.             MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
  172.          else
  173.             MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
  174.  
  175.       // and display the game over dialog box
  176.       the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
  177.       DialogBox_EndGame ();
  178.  
  179.       do_update = true; // remember to update the 3D scene
  180.    }
  181.  
  182.    // read from pipe (non-blocking)
  183.    PlayerEngine_Recv (player);
  184.  
  185.    ////////////////
  186.    // START PARSING
  187.  
  188.    // read line per line...
  189.    line_pointer = player->recvbuffer; // start at the first character
  190.    while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
  191.    {
  192.       // is it an empty line or engine noise ?
  193.       if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
  194.          continue; // skip empty lines and engine noise
  195.  
  196.       // is the engine offering us a draw ?
  197.       if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
  198.          continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
  199.  
  200.       // else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
  201.       else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
  202.       {
  203.          Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
  204.  
  205.          // play defeat sound (a draw is always a sort of defeat...) at the center of the board
  206.          Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
  207.  
  208.          // display the game over dialog box
  209.          the_board.game_state = STATE_DRAW_OTHER;
  210.          DialogBox_EndGame ();
  211.  
  212.          do_update = true; // remember to update the 3D scene
  213.          continue; // we processed that line
  214.       }
  215.  
  216.       // else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
  217.       else if (wcsncmp (line_buffer, L"resign", 6) == 0)
  218.       {
  219.          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"));
  220.  
  221.          // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  222.          Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
  223.  
  224.          // display the game over dialog box
  225.          the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
  226.          DialogBox_EndGame ();
  227.  
  228.          do_update = true; // remember to update the 3D scene
  229.          continue; // we processed that line
  230.       }
  231.  
  232.       // is engine allowed to resign ? if so, check if it's a game results
  233.       if (options.engine.obstinacy_level >= 0)
  234.       {
  235.          // is it a game result AND are we still in play ?
  236.          if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
  237.          {
  238.             // have we NOT been obstinate enough ?
  239.             if (current_obstinacy < options.engine.obstinacy_level)
  240.                current_obstinacy++; // if so, discard this resign and go on
  241.             else
  242.             {
  243.                Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
  244.  
  245.                // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  246.                Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
  247.  
  248.                // display the game over dialog box
  249.                the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
  250.                DialogBox_EndGame ();
  251.  
  252.                do_update = true; // remember to update the 3D scene
  253.             }
  254.  
  255.             continue; // we processed that line
  256.          }
  257.          else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
  258.          {
  259.             // have we NOT been obstinate enough ?
  260.             if (current_obstinacy < options.engine.obstinacy_level)
  261.                current_obstinacy++; // if so, discard this resign and go on
  262.             else
  263.             {
  264.                Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
  265.  
  266.                // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  267.                Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
  268.  
  269.                // display the game over dialog box
  270.                the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
  271.                DialogBox_EndGame ();
  272.  
  273.                do_update = true; // remember to update the 3D scene
  274.             }
  275.  
  276.             continue; // we processed that line
  277.          }
  278.       }
  279.  
  280.       // has the game ended already ?
  281.       if (the_board.game_state > STATE_PLAYING)
  282.          continue; // ignore all that the engine tells us. Game is over already.
  283.  
  284.       // else is it an unrecoverable engine error ?
  285.       else if ((wcsstr (line_buffer, L"illegal") != NULL) || (wcsstr (line_buffer, L"invalid") != NULL))
  286.       {
  287.          Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
  288.          dont_nag = true; // remember NOT to nag the user if he experienced any bug
  289.  
  290.          // if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
  291.          Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f);
  292.  
  293.          // display a crash notification dialog box
  294.          if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
  295.             if (Debug_SendLogToAuthor (true))
  296.                MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
  297.             else
  298.                MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
  299.  
  300.          // and display the game over dialog box
  301.          the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
  302.          DialogBox_EndGame ();
  303.  
  304.          do_update = true; // remember to update the 3D scene
  305.       }
  306.  
  307.       // else is it a normal move ?
  308.       else if ((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL)
  309.          move_string += wcslen (program->replystring_move); // go to the parsable data
  310.  
  311.       // else it's any other sort of line
  312.       else
  313.          continue; // skip lines that don't contain any valid move data
  314.  
  315.       // now we are sure it's either a hint or a move (or some pondering)
  316.  
  317.       length = wcslen (move_string);
  318.       if (length < 2)
  319.          continue; // if string is too short to be a move, skip it
  320.  
  321.       // there must be valid move data on that line.
  322.  
  323.       // evaluate the engine move string
  324.       memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
  325.       char_index = 0;
  326.       while ((move_string[char_index] != 0) && !iswspace (move_string[char_index]))
  327.       {
  328.          move.pgntext[char_index] = move_string[char_index];
  329.          char_index++;
  330.       }
  331.       move.pgntext[char_index] = 0;
  332.       if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
  333.       {
  334.          Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
  335.          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
  336.       }
  337.  
  338.       // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
  339.       if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
  340.           && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
  341.       {
  342.          if (program->command_force[0] != 0)
  343.          {
  344.             Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
  345.             Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
  346.             if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
  347.                Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
  348.          }
  349.          Debug_Log (L"===Discarding engine move, forcing a blunderous move (%s) instead===\n", Move_BuildString (&move)); // blunder
  350.       }
  351.  
  352.       // mark the engine's selected and hovered squares
  353.       Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
  354.  
  355.       // was it NOT a hint ?
  356.       if (!is_hint_pending)
  357.       {
  358.          the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
  359.          the_scene.gui.want_spinwheel = false; // stop spinning wheel
  360.  
  361.          Board_AppendMove (&the_board, the_board.selected_position[0], the_board.selected_position[1], the_board.hovered_position[0], the_board.hovered_position[1], move.promotion_type, NULL);
  362.          Player_GetOpposite ()->should_wakeup = true; // do the movement and switch players
  363.  
  364.          // forget the hovered and selected positions
  365.          Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
  366.          animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
  367.       }
  368.  
  369.       // else it was a hint
  370.       else
  371.       {
  372.          the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
  373.          the_scene.gui.want_spinwheel = false; // stop spinning wheel
  374.  
  375.          highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
  376.          is_hint_pending = false; // remember no hint is pending any longer
  377.  
  378.          // we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
  379.          Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
  380.          Debug_Log (L"===setting up board using FEN string===\n");
  381.  
  382.          // get the current game state in FEN format and feed it to the engine
  383.          Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  384.          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
  385.  
  386.          if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
  387.             Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
  388.       }
  389.  
  390.       do_update = true; // remember to update the 3D scene
  391.    }
  392.  
  393.    // now clean the input buffer of all the lines we parsed
  394.    line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
  395.    if (line_pointer != NULL)
  396.    {
  397.       line_pointer++; // skip the carriage return
  398.       length = wcslen (line_pointer); // get the remaining string length
  399.       for (char_index = 0; char_index < length; char_index++)
  400.          player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
  401.       player->recvbuffer[char_index] = 0; // finish the string ourselves
  402.    }
  403.  
  404.    // END PARSING
  405.    //////////////
  406.  
  407.    /////////////////////////////////
  408.    // START NOTIFICATIONS PROCESSING
  409.  
  410.    // have we been notified that the board was just set up ?
  411.    if (the_board.was_setup)
  412.    {
  413.       Debug_Log (L"===Got board setup notification from interface===\n");
  414.  
  415.       // send a new game command to the chess engine
  416.       Player_SendBuffer_Add (player, 1000, program->command_new);
  417.       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
  418.  
  419.       // just set up the board from its Forsyth-Edwards notation
  420.       Debug_Log (L"===setting up board using FEN string===\n");
  421.  
  422.       // get the current game state in FEN format and feed it to the engine
  423.       Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  424.       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
  425.  
  426.       current_obstinacy = 0; // reset current obstinacy
  427.       is_hint_pending = false; // no hint was requested so far
  428.  
  429.       if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
  430.          Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
  431.    }
  432.  
  433.    // 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)
  434.    if (the_board.want_playerswap)
  435.    {
  436.       Debug_Log (L"===Got player SWAP notification from interface===\n");
  437.       Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
  438.       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
  439.    }
  440.  
  441.    // have we been notified that the current player just changed AND is the animation finished ?
  442.    if (player->should_wakeup && (animation_endtime < current_time))
  443.    {
  444.       Debug_Log (L"===Got player change notification from interface===\n");
  445.  
  446.       // is the current player our color ? (meaning is it engine's turn to play) ?
  447.       if (Board_ColorToMove (&the_board) == player->color)
  448.       {
  449.          // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
  450.          if (!the_board.was_setup && (the_board.move_count > 1))
  451.          {
  452.             Debug_Log (L"===Player just played, sending the chosen move to engine===\n");
  453.             if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
  454.                Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
  455.  
  456.             // build the move string, and send the move string to the engine
  457.             Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
  458.             Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
  459.          }
  460.  
  461.          // else game has not started yet, but it's our turn
  462.          else
  463.          {
  464.             Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
  465.             Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
  466.          }
  467.       }
  468.  
  469.       player->should_wakeup = false; // remember we taken this notification in account
  470.    }
  471.  
  472.    // END NOTIFICATIONS PROCESSING
  473.    ///////////////////////////////
  474.  
  475.    // is it NOT our turn ?
  476.    if (current_player != player)
  477.    {
  478.       // does our opponent want a hint ?
  479.       if (current_player->wants_hint)
  480.       {
  481.          current_player->wants_hint = false; // don't ask twice
  482.          Debug_Log (L"===Hint requested, asking engine for it===\n");
  483.          Player_SendBuffer_Add (player, 1000, program->command_go); // tell the computer to analyze this position
  484.          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
  485.          is_hint_pending = true; // remember a hint is pending
  486.  
  487.          // FIXME: move to scene.cpp
  488.          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
  489.          the_scene.gui.want_spinwheel = true; // start spinning wheel
  490.          do_update = true; // remember to update the 3D scene
  491.       }
  492.  
  493.       // does our opponent want to cancel a move ?
  494.       if (current_player->wants_cancel)
  495.       {
  496.          current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
  497.          Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
  498.  
  499.          // rewind game 2 moves back
  500.          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);
  501.          the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
  502.          the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
  503.          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)
  504.  
  505.          // just set up the board from its Forsyth-Edwards notation
  506.          Debug_Log (L"===setting up board using FEN string===\n");
  507.  
  508.          // get the current game state in FEN format and feed it to the engine
  509.          Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  510.          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
  511.  
  512.          if (_wcsnicmp (program->friendly_name, L"Crafty", 6) == 0)
  513.             Player_SendBuffer_Add (player, 1000, L"disp\n"); // FIXME: we no longer need this Crafty-specific hack, do we?
  514.  
  515.          do_update = true; // remember to update the 3D scene
  516.       }
  517.    }
  518.  
  519.    // write to pipe (when we're allowed to)
  520.    if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
  521.       PlayerEngine_Send (player);
  522.  
  523.    return (do_update); // finished, return whether we should update the scene or not
  524. }
  525.  
  526.  
  527. static void PlayerEngine_Recv (player_t *player)
  528. {
  529.    // helper function to read data from the pipe communicating with the game engine process
  530.  
  531.    //unsigned long amount_to_read;
  532.    unsigned long read_count;
  533.    int length;
  534.    unsigned int initial_pos;
  535.  
  536.    // get reception buffer's initial end position
  537.    initial_pos = wcslen (player->recvbuffer);
  538.    length = initial_pos;
  539.  
  540.    // as long as the pipe reports us there is data to read, read one byte at a time
  541.    while (pipe_hasdata (fpipe))
  542.    {
  543.       read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
  544.       if (read_count == 0)
  545.          break; // read the pipe; if it fails, stop trying
  546.       if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
  547.          continue; // ignore carriage returns and percent signs
  548.  
  549.       // convert the received character to wide char and append it to recvbuffer
  550.       player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
  551.       player->recvbuffer[length] = (wchar_t) player->ascii_recvbuffer[0];
  552.       //ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
  553.       length++; // there's one more character in the player's recv buffer
  554.       player->recvbuffer[length] = 0; // terminate the string ourselves
  555.    }
  556.  
  557.    // write what we received (if we received anything)
  558.    if (wcslen (player->recvbuffer) > initial_pos)
  559.       Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
  560.  
  561.    return; // finished
  562. }
  563.  
  564.  
  565. int wcs_replace (wchar_t *haystack, wchar_t *needle, wchar_t *replacement)
  566. {
  567.    size_t replacement_length;
  568.    size_t replacement_count;
  569.    size_t pattern_length;
  570.    wchar_t *line_pointer;
  571.  
  572.    replacement_count = 0;
  573.    while ((line_pointer = wcsstr (haystack, needle)) != NULL)
  574.    {
  575.       pattern_length = wcslen (needle);
  576.       replacement_length = wcslen (replacement);
  577.       memmove (&line_pointer[replacement_length], &line_pointer[pattern_length], (wcslen (&line_pointer[pattern_length]) + 1) * sizeof (wchar_t));
  578.       memcpy (line_pointer, replacement, replacement_length * sizeof (wchar_t));
  579.       replacement_count++;
  580.    }
  581.  
  582.    return (replacement_count);
  583. }
  584.  
  585.  
  586. static void PlayerEngine_Send (player_t *player)
  587. {
  588.    // helper function to send data through the pipe communicating with the game engine process
  589.  
  590.    static wchar_t replacement_string[65536];
  591.    static wchar_t widechar_buffer[65536]; // needs to be big enough to hold game history
  592.    static char ascii_buffer[65536]; // needs to be big enough to hold game history
  593.    wchar_t *line_pointer;
  594.    unsigned long amount_written;
  595.    int move_index;
  596.    int try_index;
  597.  
  598.    player->sendbuffer_locked = true; // lock the buffer
  599.  
  600.    // perform variable replacements on sendbuffer
  601.    if (the_board.move_count > 0)
  602.    {
  603.       wcs_replace (player->sendbuffer, L"${CURRENT_POS}", (/*the_board.move_count == 2 ? L"startpos" : */the_board.moves[the_board.move_count - 1].fen_string));
  604.       wcs_replace (player->sendbuffer, L"${LAST_MOVE}", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
  605.       while (wcsstr (player->sendbuffer, L"${MAX_CORES}") != NULL)
  606.       {
  607.          swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", max_cores);
  608.          wcs_replace (player->sendbuffer, L"${MAX_CORES}", replacement_string);
  609.       }
  610.       while (wcsstr (player->sendbuffer, L"${SEARCH_DEPTH}") != NULL)
  611.       {
  612.          swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", options.engine.depth);
  613.          wcs_replace (player->sendbuffer, L"${SEARCH_DEPTH}", replacement_string);
  614.       }
  615.       while (wcsstr (player->sendbuffer, L"${GAME_HISTORY}") != NULL)
  616.       {
  617.          replacement_string[0] = 0;
  618.          for (move_index = 1; move_index < the_board.move_count; move_index++)
  619.          {
  620.             if (move_index > 1)
  621.                wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), L" ");
  622.             wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), Move_BuildString (&the_board.moves[move_index]));
  623.          }
  624.          wcs_replace (player->sendbuffer, L"${GAME_HISTORY}", replacement_string);
  625.       }
  626.    }
  627.  
  628.    // write what we're sending (if we're sending anything)
  629.    if (player->sendbuffer[0] != 0)
  630.       Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
  631.  
  632.    // now read line per line...
  633.    line_pointer = player->sendbuffer; // start at the first character
  634.    while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
  635.    {
  636.       wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
  637.       ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
  638.       amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
  639.    }
  640.  
  641.    player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
  642.    player->sendbuffer_locked = false; // and unlock it
  643.  
  644.    // should the engine be initialized ?
  645.    if (should_initialize)
  646.    {
  647.       // wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
  648.       for (try_index = 0; try_index < 50; try_index++)
  649.       {
  650.          // read from pipe (non-blocking)
  651.          PlayerEngine_Recv (player);
  652.          if (player->recvbuffer[0] != 0)
  653.             break; // break as soon as we get something
  654.          Sleep (100); // next try in 100 milliseconds
  655.       }
  656.  
  657.       // has the engine process not spoken yet ?
  658.       if (player->recvbuffer[0] == 0)
  659.       {
  660.          messagebox.hWndParent = hMainWnd;
  661.          wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  662.          swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), options.engine.programs[options.engine.selected_program].folder);
  663.          messagebox.flags = MB_ICONWARNING | MB_OK;
  664.          DialogBox_Message (&messagebox); // display a modeless error message box
  665.  
  666.          PlayerEngine_Shutdown (player); // on error, shutdown the engine
  667.       }
  668.  
  669.       should_initialize = false; // remember this is no longer to be done (until the next call to PlayerEngine_Init())
  670.    }
  671.  
  672.    return; // finished
  673. }
  674.  
  675.  
  676. static wchar_t *Move_BuildString (boardmove_t *move)
  677. {
  678.    // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
  679.  
  680.    static wchar_t output_string[8];
  681.  
  682.    // construct the four first characters
  683.    swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
  684.                L'a' + move->source[1], L'1' + move->source[0],
  685.                L'a' + move->target[1], L'1' + move->target[0]);
  686.  
  687.    // append any eventual promotion
  688.    if (move->promotion_type == PART_ROOK)
  689.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
  690.    else if (move->promotion_type == PART_KNIGHT)
  691.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
  692.    else if (move->promotion_type == PART_BISHOP)
  693.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
  694.    else if (move->promotion_type == PART_QUEEN)
  695.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
  696.  
  697.    return (output_string); // finished, return the move string
  698. }
  699.