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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 chessenginemodule_path[MAX_PATH];
  8. static wchar_t chessenginemodule_pathname[MAX_PATH];
  9. static wchar_t chessengineinitfile_pathname[MAX_PATH];
  10. static PROCESS_INFORMATION PlayerEngine_pi;
  11. static HANDLE hChessEngineStdinRd;
  12. static HANDLE hChessEngineStdinWr;
  13. static HANDLE hChessEngineStdoutRd;
  14. static HANDLE hChessEngineStdoutWr;
  15. static int current_obstinacy;
  16.  
  17. // prototypes of local functions
  18. static void PlayerEngine_Recv (player_t *player);
  19. static void PlayerEngine_Send (player_t *player);
  20. static wchar_t *Move_BuildString (boardmove_t *move);
  21.  
  22.  
  23. bool PlayerEngine_Init (player_t *player)
  24. {
  25.    // this function starts a chess engine as a child process. This process's stdin and
  26.    // stdout are redirected to the handles we give it, so that we may read/write to it.
  27.  
  28.    wchar_t widechar_buffer[256];
  29.    SYSTEM_INFO sysinfo;
  30.    SECURITY_ATTRIBUTES saAttr;
  31.    STARTUPINFO si;
  32.    FILE *fp;
  33.  
  34.    // reset stuff first
  35.    hChessEngineStdinRd = NULL;
  36.    hChessEngineStdinWr = NULL;
  37.    hChessEngineStdoutRd = NULL;
  38.    hChessEngineStdoutWr = NULL;
  39.    player->wants_hint = false;
  40.  
  41.    // load the selected engine parameters
  42.    Config_LoadEngine (options.engine.program);
  43.  
  44.    // build the chess engine module path and pathname
  45.    swprintf_s (chessenginemodule_path, WCHAR_SIZEOF (chessenginemodule_path), L"%s/engines/%s", app_path, options.engine.program);
  46.    swprintf_s (chessenginemodule_pathname, WCHAR_SIZEOF (chessenginemodule_pathname), L"%s/engines/%s/%s", app_path, options.engine.program, options.engine.program_options.cmdline);
  47.  
  48.    // prepare the pipes' security attributes
  49.    saAttr.nLength = sizeof (SECURITY_ATTRIBUTES);
  50.    saAttr.bInheritHandle = true; // set the bInheritHandle flag so pipe handles are inherited
  51.    saAttr.lpSecurityDescriptor = NULL;
  52.  
  53.    // create a pipe for the child process's stdout
  54.    CreatePipe (&hChessEngineStdoutRd, &hChessEngineStdoutWr, &saAttr, 0);
  55.    SetHandleInformation (hChessEngineStdoutRd, HANDLE_FLAG_INHERIT, 0); // ensure the read handle to the pipe for STDOUT is not inherited
  56.  
  57.    // create a pipe for the child process's stdin
  58.    CreatePipe (&hChessEngineStdinRd, &hChessEngineStdinWr, &saAttr, 0);
  59.    SetHandleInformation (hChessEngineStdinWr, HANDLE_FLAG_INHERIT, 0); // ensure the write handle to the pipe for STDIN is not inherited.
  60.  
  61.    // spawn the chess engine process with redirected input and output
  62.    memset (&si, 0, sizeof (si));
  63.    si.cb = sizeof (STARTUPINFOA);
  64.    si.dwFlags = STARTF_USESTDHANDLES;
  65.    si.hStdInput = hChessEngineStdinRd;
  66.    si.hStdOutput = hChessEngineStdoutWr;
  67.    si.hStdError = hChessEngineStdoutWr;
  68.    if (!CreateProcess (chessenginemodule_pathname, // module pathname
  69.                        options.engine.program_options.cmdline, // command line
  70.                        NULL, NULL,
  71.                        true, // handles are inherited
  72.                        CREATE_NO_WINDOW | DETACHED_PROCESS | CREATE_NEW_PROCESS_GROUP,
  73.                        NULL,
  74.                        chessenginemodule_path, // process path
  75.                        &si, // STARTUPINFO pointer
  76.                        &PlayerEngine_pi)) // receives PROCESS_INFORMATION
  77.    {
  78.       messagebox.hWndParent = hMainWnd;
  79.       wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  80.       wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ChessEngineInitializationFailed"));
  81.       messagebox.flags = MB_ICONWARNING | MB_OK;
  82.       DialogBox_Message (&messagebox); // display a modeless error message box
  83.  
  84.       PlayerEngine_Shutdown (player); // on error, shutdown the engine
  85.       return (false);
  86.    }
  87.  
  88.    // eventually initialize the debug log file
  89.    Debug_Init (L"Chess engine output.txt");
  90.  
  91.    // build the init file full qualified path name and try to open it
  92.    swprintf_s (chessengineinitfile_pathname, WCHAR_SIZEOF (chessengineinitfile_pathname), L"%s/engines/%s/init.txt", app_path, options.engine.program);
  93.    _wfopen_s (&fp, chessengineinitfile_pathname, L"r");
  94.  
  95.    // could the init file be opened ?
  96.    if (fp != NULL)
  97.    {
  98.       Debug_Log (L"===Found initialization file, parsing...===\n");
  99.  
  100.       // SMP HACK -- is our engine Crafty or GNU Chess ? if so, set the max CPUs to use to core max - 1
  101.       // (the computer will look like hung if all CPU is taken)
  102.       if ((wcsistr (options.engine.program_options.name, L"Crafty") != NULL) || (wcsistr (options.engine.program_options.name, L"GNU Chess") != NULL))
  103.       {
  104.          GetSystemInfo (&sysinfo); // get the number of cores and build the corresponding engine initialization order
  105.          Player_SendBuffer_Add (player, 1000, L"mt %d\n", max (1, sysinfo.dwNumberOfProcessors - 1));
  106.       }
  107.  
  108.       // read line per line
  109.       while (fgetws (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), fp) != NULL)
  110.       {
  111.          if ((widechar_buffer[0] == L'#') || (widechar_buffer[0] == L'\n'))
  112.             continue; // skip comments and empty lines
  113.  
  114.          // new command line found, append it to the send buffer
  115.          Player_SendBuffer_Add (player, 1000, widechar_buffer);
  116.       }
  117.  
  118.       fclose (fp); // finished, close the file
  119.    }
  120.  
  121.    // everything's okay, set engine name as the player's name
  122.    wcscpy_s (player->name, WCHAR_SIZEOF (player->name), options.engine.program_options.name);
  123.  
  124.    return (true); // finished
  125. }
  126.  
  127.  
  128. void PlayerEngine_Shutdown (player_t *player)
  129. {
  130.    // this function terminates the chess engine process and releases all handles attached to it
  131.  
  132.    unsigned long exit_code;
  133.    unsigned long handle_flags;
  134.    int attempt_index;
  135.  
  136.    // send the engine a quit command
  137.    Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_quit);
  138.    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
  139.    PlayerEngine_Send (player);
  140.  
  141.    // close the pipe handles
  142.    if (hChessEngineStdinRd)
  143.       CloseHandle (hChessEngineStdinRd);
  144.    hChessEngineStdinRd = NULL;
  145.    if (hChessEngineStdinWr)
  146.       CloseHandle (hChessEngineStdinWr);
  147.    hChessEngineStdinWr = NULL;
  148.    if (hChessEngineStdoutRd)
  149.       CloseHandle (hChessEngineStdoutRd);
  150.    hChessEngineStdoutRd = NULL;
  151.    if (hChessEngineStdoutWr)
  152.       CloseHandle (hChessEngineStdoutWr);
  153.    hChessEngineStdoutWr = NULL;
  154.  
  155.    // check 10 times if the engine process has ended cleanly
  156.    for (attempt_index = 0; attempt_index < 10; attempt_index++)
  157.    {
  158.       if (GetExitCodeProcess (PlayerEngine_pi.hProcess, &exit_code) && (exit_code != STILL_ACTIVE))
  159.          break; // break as soon as we've told the process exited cleanly
  160.  
  161.       Sleep (100); // else wait one tenth second
  162.    }
  163.  
  164.    // has the engine NOT closen by itself yet ?
  165.    if ((attempt_index == 10) && GetExitCodeProcess (PlayerEngine_pi.hProcess, &exit_code) && (exit_code == STILL_ACTIVE))
  166.    {
  167.       Debug_Log (L"===Engine not closen, terminating process manually===\n");
  168.  
  169.       // terminate the chess engine process using our smart technique ^^
  170.       if (!SafeTerminateProcess (PlayerEngine_pi.hProcess, 0))
  171.          TerminateProcess (PlayerEngine_pi.hProcess, 0); // if process doesn't want to shutdown, kill it
  172.    }
  173.    else
  174.       Debug_Log (L"===Engine closed cleanly===\n");
  175.  
  176.    if (PlayerEngine_pi.hProcess)
  177.       CloseHandle (PlayerEngine_pi.hProcess);
  178.    PlayerEngine_pi.hProcess = NULL;
  179.    if (GetHandleInformation (PlayerEngine_pi.hThread, &handle_flags))
  180.       CloseHandle (PlayerEngine_pi.hThread);
  181.    PlayerEngine_pi.hThread = NULL;
  182.  
  183.    // and finally reset the process information structure
  184.    memset (&PlayerEngine_pi, 0, sizeof (PlayerEngine_pi));
  185.  
  186.    return; // finished
  187. }
  188.  
  189.  
  190. bool PlayerEngine_Think (player_t *player)
  191. {
  192.    // this function reads and writes any necessary data from and to the chess engine. Returns TRUE if scene needs to be updated.
  193.  
  194.    wchar_t line_buffer[256];
  195.    wchar_t *line_pointer;
  196.    wchar_t *move_string;
  197.    int char_index;
  198.    int length;
  199.    boardmove_t move;
  200.    player_t *current_player;
  201.    player_t *opposite_player;
  202.    bool do_update;
  203.    bool is_hint;
  204.  
  205.    // don't update the scene until told otherwise
  206.    do_update = false;
  207.  
  208.    // get current and opposite players
  209.    current_player = Player_GetCurrent ();
  210.    opposite_player = Player_GetOpposite ();
  211.  
  212.    // read from pipe (non-blocking)
  213.    PlayerEngine_Recv (player);
  214.  
  215.    ////////////////
  216.    // START PARSING
  217.  
  218.    // read line per line...
  219.    line_pointer = player->recvbuffer; // start at the first character
  220.    while ((line_pointer = ReadACompleteLine (line_buffer, WCHAR_SIZEOF (line_buffer), line_pointer)) != NULL)
  221.    {
  222.       // is it an empty line or engine noise ?
  223.       if ((line_buffer[0] == 0) || iswspace (line_buffer[0]))
  224.          continue; // skip empty lines and engine noise
  225.  
  226.       // is engine allowed to resign ? if so, check if it's a game results
  227.       if (options.engine.obstinacy_level >= 0)
  228.       {
  229.          // is it a game result AND are we still in play ?
  230.          if ((wcsstr (line_buffer, L"1-0") != NULL) && (the_board.game_state == STATE_PLAYING))
  231.          {
  232.             // have we NOT been obstinate enough ?
  233.             if (current_obstinacy < options.engine.obstinacy_level)
  234.                current_obstinacy++; // if so, discard this resign and go on
  235.             else
  236.             {
  237.                Debug_Log (L"===Engine tells us that black resigns: white wins!===\n");
  238.  
  239.                // if opponent player is human, play the victory sound, else, play defeat sound
  240.                Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
  241.  
  242.                // display the game over dialog box
  243.                the_board.game_state = STATE_WHITEWIN_RESIGNORFORFEIT;
  244.                DialogBox_EndGame ();
  245.  
  246.                do_update = true; // remember to update the 3D scene
  247.             }
  248.  
  249.             continue; // we processed that line
  250.          }
  251.          else if ((wcsstr (line_buffer, L"0-1") != NULL) && (the_board.game_state == STATE_PLAYING))
  252.          {
  253.             // have we NOT been obstinate enough ?
  254.             if (current_obstinacy < options.engine.obstinacy_level)
  255.                current_obstinacy++; // if so, discard this resign and go on
  256.             else
  257.             {
  258.                Debug_Log (L"===Engine tells us that white resigns: black wins!===\n");
  259.  
  260.                // if opponent player is human, play the victory sound, else, play defeat sound
  261.                Audio_PlaySound (opposite_player->type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT);
  262.  
  263.                // display the game over dialog box
  264.                the_board.game_state = STATE_BLACKWIN_RESIGNORFORFEIT;
  265.                DialogBox_EndGame ();
  266.  
  267.                do_update = true; // remember to update the 3D scene
  268.             }
  269.  
  270.             continue; // we processed that line
  271.          }
  272.       }
  273.  
  274.       // has the game ended already ?
  275.       if (the_board.game_state > STATE_PLAYING)
  276.          continue; // ignore all that the engine tells us. Game is over already.
  277.  
  278.       // is it a hint ?
  279.       if ((move_string = wcsstr (line_buffer, options.engine.program_options.replystring_hint)) != NULL)
  280.       {
  281.          move_string += wcslen (options.engine.program_options.replystring_hint); // go to the parsable data
  282.          is_hint = true;
  283.       }
  284.  
  285.       // else is it a normal move ?
  286.       else if ((move_string = wcsstr (line_buffer, options.engine.program_options.replystring_move)) != NULL)
  287.       {
  288.          move_string += wcslen (options.engine.program_options.replystring_move); // go to the parsable data
  289.          is_hint = false;
  290.       }
  291.  
  292.       // else it's any other sort of line
  293.       else
  294.          continue; // skip lines that don't contain any valid move data
  295.  
  296.       // now we are sure it's either a hint or a move (or some pondering)
  297.  
  298.       length = wcslen (move_string);
  299.       if ((length < 2) || (length > 9))
  300.          continue; // if string is too long to be a move, skip it
  301.  
  302.       // there must be valid move data on that line.
  303.  
  304.       // evaluate the engine move string
  305.       memcpy (move.slots, the_board.moves[the_board.move_count - 1].slots, sizeof (move.slots));
  306.       wcscpy_s (move.pgntext, WCHAR_SIZEOF (move.pgntext), move_string);
  307.       if (!Move_SetupFromSAN (&the_board.moves[the_board.move_count - 1], &move, Board_ColorToMove (&the_board)))
  308.       {
  309.          Debug_Log (L"===Skipping line (invalid move syntax)===\n%s", move_string);
  310.          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
  311.       }
  312.  
  313.       // is it NOT a hint, are blunders allowed, should we do one now AND can we do one now ?
  314.       if (!is_hint && (options.engine.blunder_chances > 0) && (rand () % 100 < options.engine.blunder_chances)
  315.           && Move_FindRandomMove (&the_board.moves[the_board.move_count - 1], player->color, &move))
  316.       {
  317.          Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_force, Move_BuildString (&move)); // send the blunderous move to the engine
  318.          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
  319.          if (wcscmp (options.engine.program, L"Crafty") == 0)
  320.             Player_SendBuffer_Add (player, 1000, L"disp\n");
  321.          Debug_Log (L"===Discarding engine move, forcing a blunderous move (%s) instead===\n", Move_BuildString (&move)); // blunder
  322.       }
  323.  
  324.       // mark the engine's selected and hovered squares
  325.       Board_SetSelectedAndHovered (&the_board, move.source[0], move.source[1], move.target[0], move.target[1]);
  326.  
  327.       // was it NOT a hint ?
  328.       if (!is_hint)
  329.       {
  330.          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);
  331.          the_board.has_playerchanged = true; // do the movement and switch players
  332.  
  333.          // forget the hovered and selected positions
  334.          Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
  335.          animation_endtime = current_time + ANIMATION_DURATION; // wait for animation time seconds
  336.          sound_playtime = current_time + ANIMATION_DURATION - 0.1f; // play sound near the end of animation
  337.       }
  338.  
  339.       // else it was a hint
  340.       else
  341.          highlight_endtime = current_time + 2.0f; // just highlight this part for a little more than one second
  342.  
  343.       the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "thinking" phrase out now (FIXME: ugly)
  344.       the_scene.gui.want_spinwheel = false; // stop spinning wheel
  345.       do_update = true; // remember to update the 3D scene
  346.    }
  347.  
  348.    // now clean the input buffer of all the lines we parsed
  349.    line_pointer = wcsrchr (player->recvbuffer, L'\n'); // reach the last carriage return
  350.    if (line_pointer != NULL)
  351.    {
  352.       line_pointer++; // skip the carriage return
  353.       length = wcslen (line_pointer); // get the remaining string length
  354.       for (char_index = 0; char_index < length; char_index++)
  355.          player->recvbuffer[char_index] = line_pointer[char_index]; // and recopy the remaining string at the beginning of the buffer
  356.       player->recvbuffer[char_index] = 0; // finish the string ourselves
  357.    }
  358.  
  359.    // END PARSING
  360.    //////////////
  361.  
  362.    /////////////////////////////////
  363.    // START NOTIFICATIONS PROCESSING
  364.  
  365.    // have we been notified that the board was just set up ?
  366.    if (the_board.was_setup)
  367.    {
  368.       Debug_Log (L"===Got board setup notification from interface===\n");
  369.  
  370.       // send a new game command to the chess engine
  371.       Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_new);
  372.       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
  373.  
  374.       // just set up the board from its Forsyth-Edwards notation
  375.       Debug_Log (L"===setting up board using FEN string===\n");
  376.  
  377.       // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
  378.       // then get the current game state in FEN format and feed it to the engine
  379.       Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
  380.       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
  381.       Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  382.       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
  383.  
  384.       // and reset current obstinacy
  385.       current_obstinacy = 0;
  386.  
  387.       if (wcscmp (options.engine.program, L"Crafty") == 0)
  388.          Player_SendBuffer_Add (player, 1000, L"disp\n");
  389.    }
  390.  
  391.    // 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)
  392.    if (the_board.want_playerswap)
  393.    {
  394.       Debug_Log (L"===Got player SWAP notification from interface===\n");
  395.       Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_go); // tell engine it's now the current player
  396.       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
  397.    }
  398.  
  399.    // have we been notified that the current player just changed ?
  400.    if (the_board.has_playerchanged)
  401.    {
  402.       Debug_Log (L"===Got player change notification from interface===\n");
  403.  
  404.       // is the current player our color ? (meaning is it engine's turn to play) ?
  405.       if (Board_ColorToMove (&the_board) == player->color)
  406.       {
  407.          // is it NOT a board setup AND has at least one move been played (meaning it was just the other's turn before) ?
  408.          if (!the_board.was_setup && (the_board.move_count > 1))
  409.          {
  410.             Debug_Log (L"===Player just played, sending the chosen move to engine===\n");
  411.             if (wcscmp (options.engine.program, L"Crafty") == 0)
  412.                Player_SendBuffer_Add (player, 1000, L"disp\n");
  413.  
  414.             // instruct it about its allowed search depth BEFORE each move (this ensures engine will be "ready" to handle the command)
  415.             // then build the move string, and send the move string to the engine
  416.             Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
  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.             Player_SendBuffer_Add (player, 1000, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
  419.             Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
  420.          }
  421.  
  422.          // else game has not started yet, but it's our turn
  423.          else
  424.          {
  425.             Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_go); // so let's start the game
  426.             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
  427.          }
  428.       }
  429.    }
  430.  
  431.    // END NOTIFICATIONS PROCESSING
  432.    ///////////////////////////////
  433.  
  434.    // is it NOT our turn ?
  435.    if (current_player != player)
  436.    {
  437.       // does our opponent want a hint ?
  438.       if (current_player->wants_hint)
  439.       {
  440.          current_player->wants_hint = false; // don't ask twice
  441.          Debug_Log (L"===Hint requested, asking engine for it===\n");
  442.          Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_hint); // ask for a hint
  443.          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
  444.       }
  445.  
  446.       // does our opponent want to cancel a move ?
  447.       if (current_player->wants_cancel)
  448.       {
  449.          current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
  450.          Debug_Log (L"===Move cancellation requested, rebuilding board and telling engine to backup 2 moves===\n");
  451.  
  452.          // rewind game 2 moves back
  453.          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);
  454.          the_board.move_count = max (1, the_board.move_count - 2); // figure out how many moves we have now
  455.          the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
  456.  
  457.          // just set up the board from its Forsyth-Edwards notation
  458.          Debug_Log (L"===setting up board using FEN string===\n");
  459.  
  460.          // instruct it about its allowed search depth BEFORE each table set (this ensures engine will be "ready" to handle the command)
  461.          // then get the current game state in FEN format and feed it to the engine
  462.          Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
  463.          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
  464.          Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_setboard, the_board.moves[the_board.move_count - 1].fen_string);
  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.          if (wcscmp (options.engine.program, L"Crafty") == 0)
  468.             Player_SendBuffer_Add (player, 1000, L"disp\n");
  469.  
  470.          do_update = true; // remember to update the 3D scene
  471.       }
  472.    }
  473.  
  474.    // write to pipe (when we're allowed to)
  475.    if (!player->sendbuffer_locked && (animation_endtime + 1.0f < current_time))
  476.       PlayerEngine_Send (player);
  477.  
  478.    return (do_update); // finished, return whether we should update the scene or not
  479. }
  480.  
  481.  
  482. static void PlayerEngine_Recv (player_t *player)
  483. {
  484.    // helper function to read data from the pipe communicating with the game engine process
  485.  
  486.    unsigned long amount_to_read;
  487.    unsigned long read_count;
  488.    int byte_index;
  489.    int rewrite_index;
  490.    int length;
  491.    unsigned int initial_pos;
  492.  
  493.    // get reception buffer's initial end position
  494.    initial_pos = wcslen (player->recvbuffer);
  495.  
  496.    // as long as the pipe reports us there is data to read...
  497.    while (PeekNamedPipe (hChessEngineStdoutRd, NULL, 0, NULL, &amount_to_read, NULL) && (amount_to_read > 0))
  498.    {
  499.       if (!ReadFile (hChessEngineStdoutRd, player->ascii_recvbuffer, min (amount_to_read, (unsigned long) player->recvbuffer_size - 1), &read_count, NULL))
  500.          break; // read the pipe; if it fails, stop trying
  501.  
  502.       // parse all received data and eradicate all carriage returns and percent signs
  503.       rewrite_index = 0;
  504.       for (byte_index = 0; byte_index < (int) read_count; byte_index++)
  505.          if ((player->ascii_recvbuffer[byte_index] != '\r') && (player->ascii_recvbuffer[byte_index] != '%'))
  506.          {
  507.             player->ascii_recvbuffer[rewrite_index] = player->ascii_recvbuffer[byte_index];
  508.             rewrite_index++;
  509.          }
  510.       player->ascii_recvbuffer[rewrite_index] = 0; // terminate the buffer ourselves
  511.  
  512.       // convert to wide char and append it to recvbuffer
  513.       length = wcslen (player->recvbuffer);
  514.       ConvertToWideChar (&player->recvbuffer[length], player->recvbuffer_size - length, player->ascii_recvbuffer);
  515.    }
  516.  
  517.    // write what we received (if we received anything)
  518.    if (wcslen (player->recvbuffer) > initial_pos)
  519.       Debug_Log (L"===================================RECEIVED:===================================\n%s\n", &player->recvbuffer[initial_pos]);
  520.  
  521.    return; // finished
  522. }
  523.  
  524.  
  525. static void PlayerEngine_Send (player_t *player)
  526. {
  527.    // helper function to send data through the pipe communicating with the game engine process
  528.  
  529.    wchar_t widechar_buffer[256];
  530.    wchar_t *line_pointer;
  531.    char ascii_buffer[256];
  532.    unsigned long amount_written;
  533.  
  534.    player->sendbuffer_locked = true; // lock the buffer
  535.  
  536.    // write what we're sending (if we're sending anything)
  537.    if (player->sendbuffer[0] != 0)
  538.       Debug_Log (L"====================================SENDING:===================================\n%s\n", player->sendbuffer);
  539.  
  540.    // now read line per line...
  541.    line_pointer = player->sendbuffer; // start at the first character
  542.    while ((line_pointer = wcsgets (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), line_pointer)) != NULL)
  543.    {
  544.       wcscat_s (widechar_buffer, WCHAR_SIZEOF (widechar_buffer), L"\n"); // put the carriage return back
  545.       ConvertTo7BitASCII (ascii_buffer, sizeof (ascii_buffer), widechar_buffer); // convert to ASCII
  546.       WriteFile (hChessEngineStdinWr, ascii_buffer, strlen (ascii_buffer), &amount_written, NULL); // send data
  547.    }
  548.  
  549.    player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer
  550.    player->sendbuffer_locked = false; // and unlock it
  551.  
  552.    return; // finished
  553. }
  554.  
  555.  
  556. static wchar_t *Move_BuildString (boardmove_t *move)
  557. {
  558.    // helper function to build a move string to send to the engine from a particular board move. NOT THREAD SAFE.
  559.  
  560.    static wchar_t output_string[8];
  561.  
  562.    // construct the four first characters
  563.    swprintf_s (output_string, WCHAR_SIZEOF (output_string), L"%c%c%c%c",
  564.                L'a' + move->source[1], L'1' + move->source[0],
  565.                L'a' + move->target[1], L'1' + move->target[0]);
  566.  
  567.    // append any eventual promotion
  568.    if (move->promotion_type == PART_ROOK)
  569.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"r");
  570.    else if (move->promotion_type == PART_KNIGHT)
  571.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"n");
  572.    else if (move->promotion_type == PART_BISHOP)
  573.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"b");
  574.    else if (move->promotion_type == PART_QUEEN)
  575.       wcscat_s  (output_string, WCHAR_SIZEOF (output_string), L"q");
  576.  
  577.    return (output_string); // finished, return the move string
  578. }
  579.