// chessengine.cpp
#include "common.h"
// global variables used in this module only
static wchar_t chessengine_path[MAX_PATH];
static wchar_t chessengine_shellcommand[MAX_PATH];
static wchar_t chessengineinitfile_pathname[MAX_PATH];
static int current_obstinacy;
static int max_cores;
static bool is_hint_pending;
static bool should_initialize;
FILE *fpipe;
// prototypes of local functions
static void PlayerEngine_Recv (player_t *player);
static void PlayerEngine_Send (player_t *player);
static wchar_t *Move_BuildString (boardmove_t *move);
bool PlayerEngine_Init (player_t *player)
{
// this function starts a chess engine as a child process. This process's stdin and
// stdout are redirected to the handles we give it, so that we may read/write to it.
engineprogram_t *program;
wchar_t current_path[MAX_PATH];
wchar_t widechar_buffer[1024];
SYSTEM_INFO sysinfo;
int attempt_index;
int64_t exit_code;
FILE *fp;
// reset stuff first
player->wants_hint = false;
// quick access to engine program
program = &options.engine.programs[options.engine.selected_program];
// build the chess engine module path and pathname
swprintf_s (chessengine_path, WCHAR_SIZEOF (chessengine_path), L"%s/engines/%s", app_path, program->folder);
swprintf_s (chessengine_shellcommand, WCHAR_SIZEOF (chessengine_shellcommand), L"\"%s/%s\" %s", chessengine_path, program->executable_name, program->executable_arguments);
// start the engine behind a bidirectional I/O pipe
GetCurrentDirectory (WCHAR_SIZEOF (current_path), current_path); // save current directory
SetCurrentDirectory (chessengine_path); // temporarily set chess engine's startup directory as current directory
fpipe = pipe_open (chessengine_shellcommand, L"r+");
SetCurrentDirectory (current_path); // restore current directory
for (attempt_index = 0; attempt_index < 10; attempt_index++)
if (!pipe_isalive (fpipe, &exit_code))
Sleep (100); // wait for the pipe to come to life, stop as soon as it's alive
else
break; // wait for the pipe to come to life
if ((fpipe == NULL) || (attempt_index == 10))
{
dont_nag = true; // remember NOT to nag the user if he experienced any bug
messagebox.hWndParent = hMainWnd;
wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
messagebox.flags = MB_ICONWARNING | MB_OK;
DialogBox_Message (&messagebox); // display a modeless error message box
PlayerEngine_Shutdown (player); // on error, shutdown the engine
return (false);
}
// SMP HACK -- save the max CPUs to use to core max - 1 (the computer will look like hung if all CPU is taken)
GetSystemInfo (&sysinfo); // get the number of cores
max_cores = max (1, sysinfo.dwNumberOfProcessors - 1);
// optionally initialize the debug log file
Debug_Init (L"Chess engine output.txt");
Debug_Log (L"===Using engine: %s [%s]===\n", program->friendly_name, chessengine_shellcommand);
// build the init file full qualified path name and try to open it
swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, program->folder);
_wfopen_s (&fp, chessengineinitfile_pathname, L"r");
// could the init file be opened ?
if (fp != NULL)
{
Debug_Log (L"===Found initialization file, parsing...===\n", chessengineinitfile_pathname);
// read line per line
while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
{
if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
continue; // skip comments and empty lines
// new command line found, append it to the send buffer
Player_SendBuffer_Add (player, 1000, widechar_buffer);
}
fclose (fp); // finished, close the file
}
// everything's okay, set engine name as the player's name
wcscpy_s (player->name, WCHAR_SIZEOF (player->name), program->friendly_name);
should_initialize = true; // remember the engine should be initialized
return (true); // finished
}
void PlayerEngine_Shutdown (player_t *player)
{
// this function terminates the chess engine process and releases all handles attached to it
int attempt_index;
int64_t exit_code;
// send the engine a quit command
Player_SendBuffer_Add (player, 1000, options.engine.programs[options.engine.selected_program].command_quit);
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
PlayerEngine_Send (player);
// check 10 times if the engine process has ended cleanly
for (attempt_index = 0; attempt_index < 10; attempt_index++)
{
if (!pipe_isalive (fpipe, &exit_code))
break; // break as soon as we've told the process exited cleanly
Sleep (100); // else wait one tenth second
}
// close the pipe (this will terminate the child process if it hasn't terminated yet)
pipe_close (fpipe);
Debug_Log (L"===Engine closed===\n");
return; // finished
}
bool PlayerEngine_Think (player_t *player)
{
// this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
engineprogram_t *program;
wchar_t line_buffer[1024] = L"";
wchar_t *line_pointer;
wchar_t *move_string;
int64_t exit_code;
int engine_index;
int char_index;
int length;
boardmove_t move;
player_t *current_player;
player_t *opposite_player;
bool do_update;
// quick access to chess engine program
program = &options.engine.programs[options.engine.selected_program];
// don't update the scene until told otherwise
do_update = false;
// get current and opposite players
current_player = Player_GetCurrent ();
opposite_player = Player_GetOpposite ();
// is the game still alive AND has the engine just died ?
if ((the_board.game_state == STATE_PLAYING) && !pipe_isalive (fpipe, &exit_code))
{
Debug_Log (L"===Unrecoverable engine error (engine disappeared unexpectedly with exit code %lld [0x%08x]): opponent wins!===\n", exit_code, exit_code);
dont_nag = true; // remember NOT to nag the user if he experienced any bug
// if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
// display a crash notification dialog box
if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
{
sprintf_s ((char *) line_buffer, sizeof (line_buffer), "engine disappeared unexpectedly (exit code %lld / 0x%llx)", exit_code, exit_code);
if (Debug_SendLogToAuthor ((char *) line_buffer, true))
MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
else
MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
}
// and display the game over dialog box
the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
DialogBox_EndGame ();
do_update = true; // remember to update the 3D scene
// no matter what the cause was, remember this engine crashed and select the next one in list for the next game
options.engine.programs[options.engine.selected_program].already_crashed = true; // remember this engine crashed
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)
if (!options.engine.programs[engine_index].already_crashed)
{
options.engine.selected_program = engine_index; // select the first next engine in list that hasn't crashed yet
break; // and stop searching
}
}
// read from pipe (non-blocking)
PlayerEngine_Recv (player);
////////////////
// START PARSING
// read line per line...
line_pointer = player->recvbuffer; // start at the first character
while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
{
// is it an empty line or engine noise ?
if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
continue; // skip empty lines and engine noise
// is the engine offering us a draw ?
if (wcsncmp (line_buffer, L"offer draw", 10) == 0)
continue; // if so, discard its offer (engine draws are unsupported) and proceed to the next line
// else is it an *irrevocable* draw ? (at this point there's nothing we can do but accept it)
else if (wcsstr (line_buffer, L"1/2-1/2") != NULL)
{
Debug_Log (L"===Engine tells us that it's a draw: nobody wins!===\n");
// play defeat sound (a draw is always a sort of defeat...) at the center of the board
Audio_PlaySoundAtCenter (SOUNDTYPE_DEFEAT);
// display the game over dialog box
the_board.game_state = STATE_DRAW_OTHER;
DialogBox_EndGame ();
do_update = true; // remember to update the 3D scene
continue; // we processed that line
}
// else is the engine *irrevocably* resigning ? (at this point there's nothing we can do but accept it)
else if (wcsncmp (line_buffer, L"resign", 6) == 0)
{
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"));
// if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
// display the game over dialog box
the_board.game_state = (current_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
DialogBox_EndGame ();
do_update = true; // remember to update the 3D scene
continue; // we processed that line
}
// is engine allowed to resign ? if so, check if it's a game results
if (options.engine.obstinacy_level >= 0)
{
// is it a game result AND are we still in play ?
if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
{
// have we NOT been obstinate enough ?
if (current_obstinacy < options.engine.obstinacy_level)
current_obstinacy++; // if so, discard this resign and go on
else
{
Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
// if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
// display the game over dialog box
the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
DialogBox_EndGame ();
do_update = true; // remember to update the 3D scene
}
continue; // we processed that line
}
else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
{
// have we NOT been obstinate enough ?
if (current_obstinacy < options.engine.obstinacy_level)
current_obstinacy++; // if so, discard this resign and go on
else
{
Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
// if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
// display the game over dialog box
the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
DialogBox_EndGame ();
do_update = true; // remember to update the 3D scene
}
continue; // we processed that line
}
}
// has the game ended already ?
if (the_board.game_state > STATE_PLAYING)
continue; // ignore all that the engine tells us. Game is over already.
// else is it an unrecoverable engine error ?
else if ((wcsstr (line_buffer, L"illegal") != NULL) || (wcsstr (line_buffer, L"invalid") != NULL))
{
Debug_Log (L"===Unrecoverable engine error: opponent wins!===\n");
dont_nag = true; // remember NOT to nag the user if he experienced any bug
// if opponent player is human, play the victory sound, else, play defeat sound at the center of the board
Audio_PlaySoundAtCenter (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
// display a crash notification dialog box
if (MessageBox (hMainWnd, LOCALIZE (L"Error_EngineCrashed"), LOCALIZE (L"ImportantMessage"), MB_ICONWARNING | MB_YESNO) == IDYES)
if (Debug_SendLogToAuthor ("engine refused our command", true))
MessageBox (hMainWnd, LOCALIZE (L"MessageSent"), PROGRAM_NAME, MB_ICONINFORMATION | MB_OK); // send the game engine history to the author
else
MessageBox (hMainWnd, LOCALIZE (L"NoInternetConnection"), LOCALIZE (L"FatalError"), MB_ICONWARNING | MB_OK); // and display an error message if failed
// and display the game over dialog box
the_board.game_state = (opposite_player->color == COLOR_BLACK ? STATE_WHITEWIN_RESIGNORFORFEIT : STATE_BLACKWIN_RESIGNORFORFEIT);
DialogBox_EndGame ();
do_update = true; // remember to update the 3D scene
}
// else is it a normal move ?
else if ((move_string = wcsstr (line_buffer, program->replystring_move)) != NULL)
move_string += wcslen (program->replystring_move); // go to the parsable data
// else it's any other sort of line
else
continue; // skip lines that don't contain any valid move data
// now we are sure it's either a hint or a move (or some pondering)
length = wcslen (move_string);
if (length < 2)
continue; // if string is too short to be a move, skip it
// there must be valid move data on that line.
// evaluate the engine move string
memset (&move, 0, sizeof (move));
memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
char_index = 0;
while ((move_string[char_index] != 0) && !iswspace (move_string[char_index]))
{
move.pgntext[char_index] = move_string[char_index];
char_index++;
}
move.pgntext[char_index] = 0;
if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
{
Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
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
}
// is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
if (!is_hint_pending && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
&& Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
{
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
{
Player_SendBuffer_Add (player, 1000, program->command_force, Move_BuildString (&move)); // send the blunderous move to the engine
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
}
Debug_LogMove (&move, L"===Overriding engine choice with blunderous move: [%s]===\n", Move_BuildString (&move)); // blunder
}
// mark the engine's selected and hovered squares
Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
// was it NOT a hint ?
if (!is_hint_pending)
{
the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
the_scene.gui.want_spinwheel = false; // stop spinning wheel
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);
Player_GetOpposite ()->should_wakeup = true; // do the movement and switch players
// forget the hovered and selected positions
Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
}
// else it was a hint
else
{
the_scene.gui.central_text.disappear_time = current_time + 0.1f; // fade the "thinking" phrase out now quickly (FIXME: ugly)
the_scene.gui.want_spinwheel = false; // stop spinning wheel
highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
is_hint_pending = false; // remember no hint is pending any longer
// we must now restore the board to its last state. Just set up the board again from its current Forsyth-Edwards notation
Debug_Log (L"===Hint received, rebuilding board and telling engine to backup 1 move===\n");
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);
// get the current game state in FEN format and feed it to the engine
Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
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
}
do_update = true; // remember to update the 3D scene
}
// now clean the input buffer of all the lines we parsed
line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
if (line_pointer != NULL)
{
line_pointer++; // skip the carriage return
length = wcslen (line_pointer); // get the remaining string length
for (char_index = 0; char_index < length; char_index++)
player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
player->recvbuffer[char_index] = 0; // finish the string ourselves
}
// END PARSING
//////////////
/////////////////////////////////
// START NOTIFICATIONS PROCESSING
// have we been notified that the board was just set up ?
if (the_board.was_setup)
{
Debug_Log (L"===Got board setup notification from interface===\n");
// send a new game command to the chess engine
Player_SendBuffer_Add (player, 1000, program->command_new);
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
// just set up the board from its Forsyth-Edwards notation
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);
// get the current game state in FEN format and feed it to the engine
Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
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
current_obstinacy = 0; // reset current obstinacy
is_hint_pending = false; // no hint was requested so far
}
// 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)
if (the_board.want_playerswap)
{
Debug_Log (L"===Got player SWAP notification from interface===\n");
Player_SendBuffer_Add (player, 1000, program->command_go); // tell engine it's now the current player
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
}
// have we been notified that the current player just changed AND is the animation finished ?
if (player->should_wakeup && (animation_endtime < current_time))
{
Debug_Log (L"===Got player change notification from interface===\n");
// is the current player our color ? (meaning is it engine's turn to play) ?
if (Board_ColorToMove (&the_board) == player->color)
{
// is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
if (!the_board.was_setup && (the_board.move_count > 1))
{
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]));
// build the move string, and send the move string to the engine
Player_SendBuffer_Add (player, 1000, program->command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
}
// else game has not started yet, but it's our turn
else
{
Player_SendBuffer_Add (player, 1000, program->command_go); // so let's start the game
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
}
}
player->should_wakeup = false; // remember we taken this notification in account
}
// END NOTIFICATIONS PROCESSING
///////////////////////////////
// is it NOT our turn ?
if (current_player != player)
{
// does our opponent want a hint ?
if (current_player->wants_hint)
{
current_player->wants_hint = false; // don't ask twice
Debug_Log (L"===Hint requested, asking engine for it===\n");
Player_SendBuffer_Add (player, 1000, program->command_go); // tell the computer to analyze this position
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
is_hint_pending = true; // remember a hint is pending
// FIXME: move to scene.cpp
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
the_scene.gui.want_spinwheel = true; // start spinning wheel
do_update = true; // remember to update the 3D scene
}
// does our opponent want to cancel a move ?
if (current_player->wants_cancel)
{
current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
// rewind game 2 moves back
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);
the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
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)
// just set up the board from its Forsyth-Edwards notation
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);
// get the current game state in FEN format and feed it to the engine
Player_SendBuffer_Add (player, 1000, program->command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
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
do_update = true; // remember to update the 3D scene
}
}
// write to pipe (when we're allowed to)
if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
PlayerEngine_Send (player);
return (do_update); // finished, return whether we should update the scene or not
}
static void PlayerEngine_Recv (player_t *player)
{
// helper function to read data from the pipe communicating with the game engine process
//unsigned long amount_to_read;
unsigned long read_count;
int length;
unsigned int initial_pos;
// get reception buffer's initial end position
initial_pos = wcslen (player->recvbuffer);
length = initial_pos;
// as long as the pipe reports us there is data to read, read one byte at a time
while (pipe_hasdata (fpipe))
{
read_count = pipe_read (fpipe, player->ascii_recvbuffer, 1);
if (read_count == 0)
break; // read the pipe; if it fails, stop trying
if ((player->ascii_recvbuffer[0] == '\r') || (player->ascii_recvbuffer[0] == '%'))
continue; // ignore carriage returns and percent signs
// convert the received character to wide char and append it to recvbuffer
player->ascii_recvbuffer[1] = 0; // terminate the received string ourselves
player->recvbuffer[length] = (wchar_t) player->ascii_recvbuffer[0];
//ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
length++; // there's one more character in the player's recv buffer
player->recvbuffer[length] = 0; // terminate the string ourselves
}
// write what we received (if we received anything)
if (wcslen (player->recvbuffer) > initial_pos)
Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
return; // finished
}
int wcs_replace (wchar_t *haystack, wchar_t *needle, wchar_t *replacement)
{
// FIXME: REWRITE TAKING IN ACCOUNT MAX BUF SIZE
size_t replacement_length;
size_t replacement_count;
size_t pattern_length;
wchar_t *line_pointer;
replacement_count = 0;
pattern_length = wcslen (needle);
replacement_length = wcslen (replacement);
while ((line_pointer = wcsstr (haystack, needle)) != NULL)
{
memmove (&line_pointer[replacement_length], &line_pointer[pattern_length], (wcslen (&line_pointer[pattern_length]) + 1) * sizeof (wchar_t));
memcpy (line_pointer, replacement, replacement_length * sizeof (wchar_t));
replacement_count++;
}
return (replacement_count);
}
static void PlayerEngine_Send (player_t *player)
{
// helper function to send data through the pipe communicating with the game engine process
static wchar_t replacement_string[65536];
static wchar_t widechar_buffer[65536]; // needs to be big enough to hold game history
static char ascii_buffer[65536]; // needs to be big enough to hold game history
wchar_t *line_pointer;
unsigned long amount_written;
int move_index;
int try_index;
player->sendbuffer_locked = true; // lock the buffer
// perform variable replacements on sendbuffer
if (the_board.move_count > 0)
{
wcs_replace (player->sendbuffer, L"${START_POS}", the_board.moves[0].fen_string);
wcs_replace (player->sendbuffer, L"${CURRENT_POS}", (/*the_board.move_count == 2 ? L"startpos" : */the_board.moves[the_board.move_count - 1].fen_string));
wcs_replace (player->sendbuffer, L"${LAST_MOVE}", Move_BuildString (&the_board.moves[the_board.move_count - 1]));
while (wcsstr (player->sendbuffer, L"${MAX_CORES}") != NULL)
{
swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", max_cores);
wcs_replace (player->sendbuffer, L"${MAX_CORES}", replacement_string);
}
while (wcsstr (player->sendbuffer, L"${SEARCH_DEPTH}") != NULL)
{
swprintf_s (replacement_string, WCHAR_SIZEOF (replacement_string), L"%d", options.engine.depth);
wcs_replace (player->sendbuffer, L"${SEARCH_DEPTH}", replacement_string);
}
while (wcsstr (player->sendbuffer, L"${GAME_HISTORY}") != NULL)
{
replacement_string[0] = 0;
for (move_index = 1; move_index < the_board.move_count; move_index++)
{
if (move_index > 1)
wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), L" ");
wcscat_s (replacement_string, WCHAR_SIZEOF (replacement_string), Move_BuildString (&the_board.moves[move_index]));
}
wcs_replace (player->sendbuffer, L"${GAME_HISTORY}", replacement_string);
}
}
// write what we're sending (if we're sending anything)
if (player->sendbuffer[0] != 0)
Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
// now read line per line...
line_pointer = player->sendbuffer; // start at the first character
while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
{
wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
amount_written = pipe_write (fpipe, ascii_buffer, strlen (ascii_buffer)); // send data
}
player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
player->sendbuffer_locked = false; // and unlock it
// should the engine be initialized ?
if (should_initialize)
{
// wait for the engine process to display something (which will mean it's ready). Try for 5 seconds.
for (try_index = 0; try_index < 50; try_index++)
{
// read from pipe (non-blocking)
PlayerEngine_Recv (player);
if (player->recvbuffer[0] != 0)
break; // break as soon as we get something
Sleep (100); // next try in 100 milliseconds
}
// has the engine process not spoken yet ?
if (player->recvbuffer[0] == 0)
{
messagebox.hWndParent = hMainWnd;
wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
swprintf_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"), options.engine.programs[options.engine.selected_program].folder);
messagebox.flags = MB_ICONWARNING | MB_OK;
DialogBox_Message (&messagebox); // display a modeless error message box
PlayerEngine_Shutdown (player); // on error, shutdown the engine
}
should_initialize = false; // remember this is no longer to be done (until the next call to PlayerEngine_Init())
}
return; // finished
}
static wchar_t *Move_BuildString (boardmove_t *move)
{
// helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
static wchar_t output_string[8];
// construct the four first characters
swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
L'a' + move->source[1], L'1' + move->source[0],
L'a' + move->target[1], L'1' + move->target[0]);
// append any eventual promotion
if (move->promotion_type == PART_ROOK)
wcscat_s (output_string, WCHAR_SIZEOF (output_string), L"r");
else if (move->promotion_type == PART_KNIGHT)
wcscat_s (output_string, WCHAR_SIZEOF (output_string), L"n");
else if (move->promotion_type == PART_BISHOP)
wcscat_s (output_string, WCHAR_SIZEOF (output_string), L"b");
else if (move->promotion_type == PART_QUEEN)
wcscat_s (output_string, WCHAR_SIZEOF (output_string), L"q");
return (output_string); // finished, return the move string
}