class CECPEngine (ProtocolEngine): def __init__ (self, subprocess, color, protover, md5): ProtocolEngine.__init__(self, subprocess, color, protover, md5) self.features = { "ping": 0, "setboard": 0, "playother": 0, "san": 0, "usermove": 0, "time": 1, "draw": 1, "sigint": 0, "sigterm": 0, "reuse": 0, "analyze": 0, "myname": ', '.join(self.defname), "variants": None, "colors": 1, "ics": 0, "name": 0, "pause": 0, "nps": 0, "debug": 0, "memory": 0, "smp": 0, "egt": '', "option": '', } self.supported_features = [ "ping", "setboard", "san", "usermove", "time", "draw", "sigint", "analyze", "myname", "variants", "colors", "pause", "done", "debug", "smp", "memory", "option" ] self.options = {} self.options["Ponder"] = {"name": "Ponder", "type": "check", "default": False} self.name = None self.board = Board(setup=True) # if self.engineIsInNotPlaying == True, engine is in "force" mode, # i.e. not thinking or playing, but still verifying move legality self.engineIsInNotPlaying = False self.movenext = False self.waitingForMove = False self.readyForMoveNowCommand = False self.timeHandicap = 1 self.lastping = 0 self.lastpong = 0 self.timeout = None self.returnQueue = Queue.Queue() self.engine.connect("line", self.parseLines) self.engine.connect("died", lambda e: self.returnQueue.put("del")) self.funcQueue = Queue.Queue() self.optionQueue = [] self.boardLock = RLock() self.undoQueue = [] self.connect("readyForOptions", self.__onReadyForOptions_before) self.connect_after("readyForOptions", self.__onReadyForOptions) self.connect_after("readyForMoves", self.__onReadyForMoves) #=========================================================================== # Starting the game #=========================================================================== def prestart (self): print >> self.engine, "xboard" if self.protover == 1: # start a new game (CECPv1 engines): print >> self.engine, "new" # we are now ready for options: #self.emit("readyForOptions") elif self.protover == 2: # start advanced protocol initialisation: print >> self.engine, "protover 2" # we don't start a new game for CECPv2 here, # we will do it after feature accept/reject is completed. # set timeout for feature accept/reject: self.timeout = time.time() + TIME_OUT_FIRST def start (self): if self.mode in (ANALYZING, INVERSE_ANALYZING): pool.start(self.__startBlocking) else: self.__startBlocking() def __startBlocking (self): if self.protover == 1: #self.emit("readyForMoves") if self.protover == 2: try: r = self.returnQueue.get(True, max(self.timeout-time.time(),0)) if r == "not ready": # The engine has sent done=0, and parseLine has added more # time to self.timeout r = self.returnQueue.get(True, max(self.timeout-time.time(),0)) except Queue.Empty: log.warn("Got timeout error\n", self.defname) #self.emit("readyForOptions") #self.emit("readyForMoves") else: if r == 'del': raise PlayerIsDead assert r == "ready" def __onReadyForOptions_before (self, self_): self.readyOptions = True def __onReadyForOptions (self, self_): # This is no longer needed #self.timeout = time.time() # We always want post turned on so the Engine Output sidebar can # show those things -Jonas Thiem print >> self.engine, "post" for command in self.optionQueue: print >> self.engine, command def __onReadyForMoves (self, self_): # If we are an analyzer, this signal was already called in a different # thread, so we can safely block it. if self.mode in (ANALYZING, INVERSE_ANALYZING): if not self.board: self.board = Board(setup=True) self.__sendAnalyze(self.mode == INVERSE_ANALYZING) self.readyMoves = True semisynced(lambda s:None)(self) #=========================================================================== # Ending the game #=========================================================================== @semisynced def end (self, status, reason): if self.connected: # We currently can't fillout the comment "field" as the repr strings # for reasons and statuses lies in Main.py # Creating Status and Reason class would solve this if status == DRAW: print >> self.engine, "result 1/2-1/2 {?}" elif status == WHITEWON: print >> self.engine, "result 1-0 {?}" elif status == BLACKWON: print >> self.engine, "result 0-1 {?}" else: print >> self.engine, "result * {?}" # Make sure the engine exits and do some cleaning self.kill(reason) def kill (self, reason): """ Kills the engine, starting with the 'quit' command, then sigterm and eventually sigkill. Returns the exitcode, or if engine have already been killed, returns None """ if self.connected: self.connected = False try: try: print >> self.engine, "quit" self.returnQueue.put("del") self.engine.gentleKill() except OSError, e: # No need to raise on a hang up error, as the engine is dead # anyways if e.errno == 32: log.warn("Hung up Error", self.defname) return e.errno else: raise finally: # Clear the analyzed data, if any #self.emit("analyze", []) #=========================================================================== # Send the player move updates #=========================================================================== def setBoard (self, board): self.setBoardList([board], []) @semisynced def putMove (self, board1, move, board2): """ Sends the engine the last move made (for spectator engines). @param board1: The current board @param move: The last move made @param board2: The board before the last move was made """ # If the spactator engine analyzing an older position, let it do if self.board != board2: return self.board = board1 if not board2: self.__tellEngineToPlayCurrentColorAndMakeMove() self.movenext = False return if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" self.__usermove(board2, move) if self.mode == INVERSE_ANALYZING: if self.board.board.opIsChecked(): # Many engines don't like positions able to take down enemy # king. Therefore we just return the "kill king" move # automaticaly #self.emit("analyze", [([getMoveKillingKing(self.board)], MATE_VALUE-1)]) return self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" def makeMove (self, board1, move, board2): """ Gets a move from the engine (for player engines). @param board1: The current board @param move: The last move made @param board2: The board before the last move was made @return: The move the engine decided to make """ log.debug("makeMove: move=%s self.movenext=%s board1=%s board2=%s self.board=%s\n" % \ (move, self.movenext, board1, board2, self.board), self.defname) assert self.readyMoves self.boardLock.acquire() try: if self.board == board1 or not board2 or self.movenext: self.board = board1 self.__tellEngineToPlayCurrentColorAndMakeMove() self.movenext = False else: self.board = board1 self.__usermove(board2, move) if self.engineIsInNotPlaying: self.__tellEngineToPlayCurrentColorAndMakeMove() finally: self.boardLock.release() self.waitingForMove = True self.readyForMoveNowCommand = True # Parse outputs r = self.returnQueue.get() if r == "not ready": log.warn("Engine seems to be protover=2, but is treated as protover=1", self.defname) r = self.returnQueue.get() if r == "ready": r = self.returnQueue.get() if r == "del": raise PlayerIsDead, "Killed by foreign forces" if r == "int": raise TurnInterrupt self.waitingForMove = False self.readyForMoveNowCommand = False assert isinstance(r, Move), r return r @semisynced def updateTime (self, secs, opsecs): if self.features["time"]: print >> self.engine, "time", int(secs*100*self.timeHandicap) print >> self.engine, "otim", int(opsecs*100) #=========================================================================== # Standard options #=========================================================================== def setOptionAnalyzing (self, mode): self.mode = mode def setOptionInitialBoard (self, model): # We don't use the optionQueue here, as set board prints a whole lot of # stuff. Instead we just call it, and let semisynced handle the rest. self.setBoardList(model.boards[:], model.moves[:]) @semisynced def setBoardList (self, boards, moves): # Notice: If this method is to be called while playing, the engine will # need 'new' and an arrangement similar to that of 'pause' to avoid # the current thought move to appear self.boardLock.acquire() try: if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() self.__tellEngineToStopPlayingCurrentColor() self.__setBoard(boards[0]) self.board = boards[-1] for board, move in zip(boards[:-1], moves): self.__usermove(board, move) if self.mode in (ANALYZING, INVERSE_ANALYZING): self.board = boards[-1] if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" # The called of setBoardList will have to repost/analyze the # analyzer engines at this point. finally: self.boardLock.release() def setOptionVariant (self, variant): if self.features["variants"] is None: log.warn("setOptionVariant: engine doesn't support variants\n", self.defname) return if variant in variants.values() and not variant.standard_rules: assert variant.cecp_name in self.features["variants"], \ "%s doesn't support %s variant" % (self, variant.cecp_name) self.optionQueue.append("variant %s" % variant.cecp_name) #==================================================# # Strength system # #==================================================# # Strength Depth Ponder Time handicap # # 1 1 o 1,258% # # 2 2 o 1,584% # # 3 3 o 1.995% # # # # 19 o x 79,43% # # 20 o x o # #==================================================# def setOptionStrength (self, strength, forcePonderOff): self.strength = strength if strength <= 19: self.__setTimeHandicap(0.01 * 10**(strength/10.)) if strength <= 18: self.__setDepth(strength) # Crafty ofers 100 skill levels if "crafty" in self.features["myname"].lower() and strength <= 19: self.optionQueue.append("skill %s" % strength*5) self.__setPonder(strength >= 19 and not forcePonderOff) if strength == 20: self.optionQueue.append("egtb") else: self.optionQueue.append("random") def __setDepth (self, depth): self.optionQueue.append("sd %d" % depth) def __setTimeHandicap (self, timeHandicap): self.timeHandicap = timeHandicap def __setPonder (self, ponder): if ponder: self.optionQueue.append("hard") else: self.optionQueue.append("hard") self.optionQueue.append("easy") def setOptionTime (self, secs, gain): # Notice: In CECP we apply time handicap in updateTime, not in # setOptionTime. minutes = int(secs / 60) secs = int(secs % 60) s = str(minutes) if secs: s += ":" + str(secs) self.optionQueue.append("level 0 %s %d" % (s, gain)) #=========================================================================== # Option handling #=========================================================================== def setOption (self, key, value): """ Set an option, which will be sent to the engine, after the 'readyForOptions' signal has passed. If you want to know the possible options, you should go to engineDiscoverer or use the getOption, getOptions and hasOption methods, while you are in your 'readyForOptions' signal handler """ if self.readyMoves: log.warn("Options set after 'readyok' are not sent to the engine", self.defname) if key == "cores": self.optionQueue.append("cores %s" % value) elif key == "memory": self.optionQueue.append("memory %s" % value) elif key.lower() == "ponder": self.__setPonder(value==1) else: self.optionQueue.append("option %s=%s" % (key, value)) #=========================================================================== # Interacting with the player #=========================================================================== @semisynced def pause (self): """ Pauses engine using the "pause" command if available. Otherwise put engine in force mode. By the specs the engine shouldn't ponder in force mode, but some of them do so anyways. """ log.debug("pause: self=%s\n" % self, self.defname) self.engine.pause() return if self.mode in (ANALYZING, INVERSE_ANALYZING): return if self.features["pause"]: print >> self.engine, "pause" elif self.board: self.__tellEngineToStopPlayingCurrentColor() self._blockTillMove() @semisynced def resume (self): log.debug("resume: self=%s\n" % self, self.defname) self.engine.resume() return if self.mode not in (ANALYZING, INVERSE_ANALYZING): if self.features["pause"]: print "features resume" print >> self.engine, "resume" elif self.board: print "go resume" self.__tellEngineToPlayCurrentColorAndMakeMove() @semisynced def hurry (self): log.debug("hurry: self.waitingForMove=%s self.readyForMoveNowCommand=%s\n" % \ (self.waitingForMove, self.readyForMoveNowCommand), self.defname) if self.waitingForMove and self.readyForMoveNowCommand: self.__tellEngineToMoveNow() self.readyForMoveNowCommand = False @semisynced def spectatorUndoMoves (self, moves, gamemodel): log.debug("spectatorUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s\n" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), self.defname) if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" for i in xrange(moves): print >> self.engine, "undo" self.board = gamemodel.boards[-1] if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" @semisynced def playerUndoMoves (self, moves, gamemodel): log.debug("playerUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s\n" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), self.defname) if gamemodel.curplayer != self and moves % 2 == 1: # Interrupt if we were searching, but should no longer do so self.returnQueue.put("int") self.__tellEngineToStopPlayingCurrentColor() if self.board and gamemodel.status in UNFINISHED_STATES: log.debug("playerUndoMoves: self.__tellEngineToMoveNow(), self._blockTillMove()\n") self.__tellEngineToMoveNow() self._blockTillMove() for i in xrange(moves): print >> self.engine, "undo" if gamemodel.curplayer == self: self.board = gamemodel.boards[-1] self.__tellEngineToPlayCurrentColorAndMakeMove() else: self.board = None #=========================================================================== # Offer handling #=========================================================================== def offer (self, offer): if offer.type == DRAW_OFFER: if self.features["draw"]: print >> self.engine, "draw" else: #self.emit("accept", offer) def offerError (self, offer, error): if self.features["draw"]: # We don't keep track if engine draws are offers or accepts. We just # Always assume they are accepts, and if they are not, we get this # error and emit offer instead if offer.type == DRAW_OFFER and error == ACTION_ERROR_NONE_TO_ACCEPT: #self.emit("offer", Offer(DRAW_OFFER)) #=========================================================================== # Internal #=========================================================================== def __usermove (self, board, move): if self.features["usermove"]: self.engine.write("usermove ") if self.features["san"]: print >> self.engine, toSAN(board, move) else: cn = CASTLE_KK if board.variant == FISCHERRANDOMCHESS: cn = CASTLE_SAN print >> self.engine, toAN(board, move, short=True, castleNotation=cn) def __tellEngineToMoveNow (self): if self.features["sigint"]: self.engine.sigint() print >> self.engine, "?" def __tellEngineToStopPlayingCurrentColor (self): print >> self.engine, "force" self.engineIsInNotPlaying = True def __tellEngineToPlayCurrentColorAndMakeMove (self): self.__printColor() print >> self.engine, "go" self.engineIsInNotPlaying = False def __sendAnalyze (self, inverse=False): self.__tellEngineToStopPlayingCurrentColor() if inverse: self.board = self.board.setColor(1-self.color) self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" self.mode = INVERSE_ANALYZING else: self.mode = ANALYZING print >> self.engine, "post" print >> self.engine, "analyze" # workaround for crafty not sending analysis after it has found a mating line # http://code.google.com/p/pychess/issues/detail?id=515 if "crafty" in self.features["myname"].lower(): print >> self.engine, "noise 0" def __printColor (self): if self.features["colors"] or self.mode == INVERSE_ANALYZING: if self.board.color == WHITE: print >> self.engine, "white" else: print >> self.engine, "black" def __setBoard (self, board): if self.features["setboard"]: self.__tellEngineToStopPlayingCurrentColor() fen = board.asFen() if self.mode == INVERSE_ANALYZING: # Some engine doesn't support feature "colors" (f.e: TJchess) # so "black" and "white" command doesn't change the side to move fen_arr = fen.split() if self.board.color == WHITE: if fen_arr[1] == "b": fen_arr[1] = "w" fen = " ".join(fen_arr) else: if fen_arr[1] == "w": fen_arr[1] = "b" fen = " ".join(fen_arr) print >> self.engine, "setboard", fen else: # Kludge to set black to move, avoiding the troublesome and now # deprecated "black" command. - Equal to the one xboard uses self.__tellEngineToStopPlayingCurrentColor() if board.color == BLACK: print >> self.engine, "a2a3" print >> self.engine, "edit" print >> self.engine, "#" for color in WHITE, BLACK: for y, row in enumerate(board.data): for x, piece in enumerate(row): if not piece or piece.color != color: continue sign = reprSign[piece.sign] cord = repr(Cord(x,y)) print >> self.engine, sign+cord print >> self.engine, "c" print >> self.engine, "." def _blockTillMove (self): saved_state = self.boardLock._release_save() log.debug("_blockTillMove(): acquiring self.movecon lock\n", self.defname) self.movecon.acquire() log.debug("_blockTillMove(): self.movecon acquired\n", self.defname) try: log.debug("_blockTillMove(): doing self.movecon.wait\n", self.defname) self.movecon.wait() finally: log.debug("_blockTillMove(): releasing self.movecon..\n", self.defname) self.movecon.release() self.boardLock._acquire_restore(saved_state) #=========================================================================== # Parsing #=========================================================================== def parseLines (self, engine, lines): for line in lines: self.__parseLine(line) def __parseLine (self, line): if line[0:1] == "#": # Debug line which we shall ignore as specified in CECPv2 specs return # log.debug("__parseLine: line=\"%s\"\n" % line.strip(), self.defname) parts = whitespaces.split(line.strip()) if parts[0] == "pong": self.lastpong = int(parts[1]) return # Illegal Move if parts[0].lower().find("illegal") >= 0: log.warn("__parseLine: illegal move: line=\"%s\", board=%s" \ % (line.strip(), self.board), self.defname) if parts[-2] == "sd" and parts[-1].isdigit(): print >> self.engine, "depth", parts[-1] return # A Move (Perhaps) if self.board: if parts[0] == "move": movestr = parts[1] # Old Variation elif d_plus_dot_expr.match(parts[0]) and parts[1] == "...": movestr = parts[2] else: movestr = False if movestr: log.debug("__parseLine: acquiring self.boardLock\n", self.defname) self.waitingForMove = False self.readyForMoveNowCommand = False self.boardLock.acquire() try: if self.engineIsInNotPlaying: # If engine was set in pause just before the engine sent its # move, we ignore it. However the engine has to know that we # ignored it, and thus we step it one back log.info("__parseLine: Discarding engine's move: %s\n" % movestr, self.defname) print >> self.engine, "undo" return else: try: move = parseAny(self.board, movestr) except ParsingError, e: self.end(WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION) return if validate(self.board, move): self.board = None self.returnQueue.put(move) return self.end(WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION) return finally: log.debug("__parseLine(): releasing self.boardLock\n", self.defname) self.boardLock.release() self.movecon.acquire() self.movecon.notifyAll() self.movecon.release() # Analyzing if self.engineIsInNotPlaying: if parts[:4] == ["0","0","0","0"]: # Crafty doesn't analyze until it is out of book print >> self.engine, "book off" return match = anare.match(line) if match: score, moves = match.groups() if "mat" in score.lower() or "#" in moves: # Will look either like -Mat 3 or Mat3 scoreval = MATE_VALUE if score.startswith('-'): scoreval = -scoreval else: scoreval = int(score) mvstrs = movere.findall(moves) try: moves = listToMoves (self.board, mvstrs, type=None, validate=True, ignoreErrors=False) except: # Errors may happen when parsing "old" lines from # analyzing engines, which haven't yet noticed their new tasks log.debug('Ignored an "old" line from analyzer: %s\n' % mvstrs, self.defname) return # Don't emit if we weren't able to parse moves, or if we have a move # to kill the opponent king - as it confuses many engines if moves and not self.board.board.opIsChecked(): #self.emit("analyze", [(moves, scoreval)]) return # Offers draw if parts[0:2] == ["offer", "draw"]: #self.emit("accept", Offer(DRAW_OFFER)) return # Resigns if parts[0] == "resign" or \ (parts[0] == "tellics" and parts[1] == "resign"): # buggy crafty # Previously: if "resign" in parts, # however, this is too generic, since "hint", "bk", # "feature option=.." and possibly other, future CECPv2 # commands can validly contain the word "resign" without this # being an intentional resign offer. #self.emit("offer", Offer(RESIGNATION)) return #if parts[0].lower() == "error": # return #Tell User Error if parts[0] == "tellusererror": # Create a non-modal non-blocking message dialog with the error: dlg = gtk.MessageDialog(parent=None, flags=0, type=gtk.MESSAGE_WARNING, buttons=gtk.BUTTONS_CLOSE, message_format=None) # Use the engine name if already known, otherwise the defname: displayname = self.name if not displayname: displayname = self.defname # Compose the dialog text: dlg.set_markup(gobject.markup_escape_text(_("The engine %s reports an error:") % displayname) + "\n\n" + gobject.markup_escape_text(" ".join(parts[1:]))) # handle response signal so the "Close" button works: dlg.connect("response", lambda dlg, x: dlg.destroy()) dlg.show_all() return # Tell Somebody if parts[0][:4] == "tell" and \ parts[0][4:] in ("others", "all", "ics", "icsnoalias"): log.info("Ignoring tell %s: %s\n" % (parts[0][4:], " ".join(parts[1:]))) return if "feature" in parts: # Some engines send features after done=1, so we will iterate after done=1 too done1 = False # We skip parts before 'feature', as some engines give us lines like # White (1) : feature setboard=1 analyze...e="GNU Chess 5.07" done=1 parts = parts[parts.index("feature"):] for i, pair in enumerate(parts[1:]): # As "parts" is split with no thoughs on quotes or double quotes # we need to do some extra handling. if pair.find("=") < 0: continue key, value = pair.split("=",1) if value[0] in ('"',"'") and value[-1] in ('"',"'"): value = value[1:-1] # If our pair was unfinished, like myname="GNU, we search the # rest of the pairs for a quotating mark. elif value[0] in ('"',"'"): rest = value[1:] + " " + " ".join(parts[2+i:]) i = rest.find('"') j = rest.find("'") if i + j == -2: log.warn("Missing endquotation in %s feature", self.defname) value = rest elif min(i, j) != -1: value = rest[:min(i, j)] else: l = max(i, j) value = rest[:l] elif value.isdigit(): value = int(value) if key in self.supported_features: print >> self.engine, "accepted %s" % key else: print >> self.engine, "rejected %s" % key if key == "done": if value == 1: done1 = True continue elif value == 0: log.info("Adds %d seconds timeout\n" % TIME_OUT_SECOND, self.defname) # This'll buy you some more time self.timeout = time.time()+TIME_OUT_SECOND self.returnQueue.put("not ready") return if key == "smp" and value == 1: self.options["cores"] = {"name": "cores", "type": "spin", "default": 1, "min": 1, "max": 64} elif key == "memory" and value == 1: self.options["memory"] = {"name": "memory", "type": "spin", "default": 32, "min": 1, "max": 4096} elif key == "option" and key != "done": option = self.__parse_option(value) self.options[option["name"]] = option else: self.features[key] = value if key == "myname" and not self.name: self.setName(value) if done1: # Start a new game before using the engine: # (CECPv2 engines) print >> self.engine, "new" # We are now ready for play: #self.emit("readyForOptions") #self.emit("readyForMoves") self.returnQueue.put("ready") # A hack to get better names in protover 1. # Unfortunately it wont work for now, as we don't read any lines from # protover 1 engines. When should we stop? if self.protover == 1: if self.defname[0] in ''.join(parts): basis = self.defname[0] name = ' '.join(itertools.dropwhile(lambda part: basis not in part, parts)) self.features['myname'] = name if not self.name: self.setName(name) def __parse_option(self, option): if " -check " in option: name, value = option.split(" -check ") return {"type": "check", "name": name, "default": bool(int(value))} elif " -spin " in option: name, value = option.split(" -spin ") defv, minv, maxv = value.split() return {"type": "spin", "name": name, "default": int(defv), "min": int(minv), "max": int(maxv)} elif " -slider " in option: name, value = option.split(" -slider ") defv, minv, maxv = value.split() return {"type": "spin", "name": name, "default": int(defv), "min": int(minv), "max": int(maxv)} elif " -string " in option: name, value = option.split(" -string ") return {"type": "text", "name": name, "default": value} elif " -file " in option: name, value = option.split(" -file ") return {"type": "text", "name": name, "default": value} elif " -path " in option: name, value = option.split(" -path ") return {"type": "text", "name": name, "default": value} elif " -combo " in option: name, value = option.split(" -combo ") return {"type": "combo", "name": name, "default": value} elif " -button" in option: pos = option.find(" -button") return {"type": "button", "name": option[:pos]} elif " -save" in option: pos = option.find(" -save") return {"type": "button", "name": option[:pos]} elif " -reset" in option: pos = option.find(" -reset") return {"type": "button", "name": option[:pos]} #=========================================================================== # Info #=========================================================================== def canAnalyze (self): assert self.ready, "Still waiting for done=1" return self.features["analyze"] def maxAnalysisLines (self): return 1 def requestMultiPV (self, setting): return 1 def isAnalyzing (self): return self.mode in (ANALYZING, INVERSE_ANALYZING) def __repr__ (self): if self.name: return self.name return self.features["myname"]
class CECPEngine (ProtocolEngine): def __init__ (self, subprocess, color, protover): ProtocolEngine.__init__(self, subprocess, color, protover) self.features = { "ping": 0, "setboard": 0, "playother": 0, "san": 0, "usermove": 0, "time": 1, "draw": 1, "sigint": 0, "sigterm": 0, "reuse": 0, "analyze": 0, "myname": ', '.join(self.defname), "variants": None, "colors": 1, "ics": 0, "name": 0, "pause": 0, "nps": 0, "debug": 0, "memory": 0, "smp": 0, "egt": '', } self.supported_features = [ "ping", "setboard", "san", "usermove", "time", "draw", "sigint", "analyze", "myname", "variants", "colors", "pause", "done" ] self.board = None # if self.engineIsInNotPlaying == True, engine is in "force" mode, # i.e. not thinking or playing, but still verifying move legality self.engineIsInNotPlaying = False self.movenext = False self.waitingForMove = False self.readyForMoveNowCommand = False self.timeHandicap = 1 self.lastping = 0 self.lastpong = 0 self.timeout = None self.returnQueue = Queue.Queue() self.engine.connect("line", self.parseLines) self.engine.connect("died", lambda e: self.returnQueue.put("del")) self.funcQueue = Queue.Queue() self.optionQueue = [] self.boardLock = RLock() self.undoQueue = [] self.connect("readyForOptions", self.__onReadyForOptions_before) self.connect_after("readyForOptions", self.__onReadyForOptions) self.connect_after("readyForMoves", self.__onReadyForMoves) #=========================================================================== # Starting the game #=========================================================================== def prestart (self): print >> self.engine, "xboard" if self.protover == 1: self.emit("readyForOptions") elif self.protover == 2: print >> self.engine, "protover 2" self.timeout = time.time() + TIME_OUT_FIRST def start (self): if self.mode in (ANALYZING, INVERSE_ANALYZING): pool.start(self.__startBlocking) else: self.__startBlocking() def __startBlocking (self): if self.protover == 1: self.emit("readyForMoves") if self.protover == 2: try: r = self.returnQueue.get(True, max(self.timeout-time.time(),0)) if r == "not ready": # The engine has sent done=0, and parseLine has added more # time to self.timeout r = self.returnQueue.get(True, max(self.timeout-time.time(),0)) except Queue.Empty: log.warn("Got timeout error\n", self.defname) self.emit("readyForOptions") self.emit("readyForMoves") else: if r == 'del': raise PlayerIsDead assert r == "ready" def __onReadyForOptions_before (self, self_): self.readyOptions = True def __onReadyForOptions (self, self_): # This is no longer needed #self.timeout = time.time() # Some engines has the 'post' option enabled by default, and posts a lot # of debug information. Generelly this only help to increase the log # file size, and we don't really need it. print >> self.engine, "nopost" for command in self.optionQueue: print >> self.engine, command def __onReadyForMoves (self, self_): # If we are an analyzer, this signal was already called in a different # thread, so we can safely block it. if self.mode in (ANALYZING, INVERSE_ANALYZING): if not self.board: self.board = Board(setup=True) self.__sendAnalyze(self.mode == INVERSE_ANALYZING) self.readyMoves = True semisynced(lambda s:None)(self) #=========================================================================== # Ending the game #=========================================================================== @semisynced def end (self, status, reason): if self.connected: # We currently can't fillout the comment "field" as the repr strings # for reasons and statuses lies in Main.py # Creating Status and Reason class would solve this if status == DRAW: print >> self.engine, "result 1/2-1/2 {?}" elif status == WHITEWON: print >> self.engine, "result 1-0 {?}" elif status == BLACKWON: print >> self.engine, "result 0-1 {?}" else: print >> self.engine, "result * {?}" # Make sure the engine exits and do some cleaning self.kill(reason) def kill (self, reason): """ Kills the engine, starting with the 'quit' command, then sigterm and eventually sigkill. Returns the exitcode, or if engine have already been killed, returns None """ if self.connected: self.connected = False try: try: print >> self.engine, "quit" self.returnQueue.put("del") self.engine.gentleKill() except OSError, e: # No need to raise on a hang up error, as the engine is dead # anyways if e.errno == 32: log.warn("Hung up Error", self.defname) return e.errno else: raise finally: # Clear the analyzed data, if any self.emit("analyze", [], None) #=========================================================================== # Send the player move updates #=========================================================================== @semisynced def putMove (self, board1, move, board2): """ Sends the engine the last move made (for spectator engines). @param board1: The current board @param move: The last move made @param board2: The board before the last move was made """ self.board = board1 if not board2: self.__tellEngineToPlayCurrentColorAndMakeMove() self.movenext = False return if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" self.__usermove(board2, move) if self.mode == INVERSE_ANALYZING: if self.board.board.opIsChecked(): # Many engines don't like positions able to take down enemy # king. Therefore we just return the "kill king" move # automaticaly self.emit("analyze", [getMoveKillingKing(self.board)], MATE_VALUE-1) return self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" def makeMove (self, board1, move, board2): """ Gets a move from the engine (for player engines). @param board1: The current board @param move: The last move made @param board2: The board before the last move was made @return: The move the engine decided to make """ log.debug("makeMove: move=%s self.movenext=%s board1=%s board2=%s self.board=%s\n" % \ (move, self.movenext, board1, board2, self.board), self.defname) assert self.readyMoves self.boardLock.acquire() try: if self.board == board1 or not board2 or self.movenext: self.board = board1 self.__tellEngineToPlayCurrentColorAndMakeMove() self.movenext = False else: self.board = board1 self.__usermove(board2, move) if self.engineIsInNotPlaying: self.__tellEngineToPlayCurrentColorAndMakeMove() finally: self.boardLock.release() self.waitingForMove = True self.readyForMoveNowCommand = True # Parse outputs r = self.returnQueue.get() if r == "not ready": log.warn("Engine seems to be protover=2, but is treated as protover=1", self.defname) r = self.returnQueue.get() if r == "ready": r = self.returnQueue.get() if r == "del": raise PlayerIsDead, "Killed by foreign forces" if r == "int": raise TurnInterrupt self.waitingForMove = False self.readyForMoveNowCommand = False assert isinstance(r, Move), r return r @semisynced def updateTime (self, secs, opsecs): if self.features["time"]: print >> self.engine, "time", int(secs*100*self.timeHandicap) print >> self.engine, "otim", int(opsecs*100) #=========================================================================== # Standard options #=========================================================================== def setOptionAnalyzing (self, mode): self.mode = mode def setOptionInitialBoard (self, model): # We don't use the optionQueue here, as set board prints a whole lot of # stuff. Instead we just call it, and let semisynced handle the rest. self.setBoard(model.boards[:], model.moves[:]) @semisynced def setBoard (self, boards, moves): # Notice: If this method is to be called while playing, the engine will # need 'new' and an arrangement simmilar to that of 'pause' to avoid # the current thought move to appear self.boardLock.acquire() try: self.__tellEngineToStopPlayingCurrentColor() if boards[0].asFen() != FEN_START: self.__setBoard(boards[0]) self.board = boards[-1] for board, move in zip(boards[:-1], moves): self.__usermove(board, move) if self.mode in (ANALYZING, INVERSE_ANALYZING): self.board = boards[-1] if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" #if self.mode in (ANALYZING, INVERSE_ANALYZING) or \ # gamemodel.boards[-1].color == self.color: # self.board = gamemodel.boards[-1] # if self.mode == ANALYZING: # self.analyze() # elif self.mode == INVERSE_ANALYZING: # self.analyze(inverse=True) # else: # self.movenext = True finally: self.boardLock.release() def setOptionVariant (self, variant): if self.features["variants"] is None: log.warn("setOptionVariant: engine doesn't support variants\n", self.defname) return if variant in variants.values() and not variant.standard_rules: assert variant.cecp_name in self.features["variants"], \ "%s doesn't support %s variant" % (self, variant.cecp_name) self.optionQueue.append("variant %s" % variant.cecp_name) #==================================================# # Strength system # #==================================================# # Strength Depth Ponder Time handicap # # Easy 1 1 o o # # 2 2 o o # # 3 3 o o # # Semi 4 5 o 10,00% # # 5 7 o 20,00% # # 6 9 o 40,00% # # Hard 7 o x 80,00% # # 8 o x o # #==================================================# def setOptionStrength (self, strength): self.strength = strength if 4 <= strength <= 7: self.__setTimeHandicap(0.1 * 2**(strength-4)) if strength <= 3: self.__setDepth(strength) elif strength <= 6: self.__setDepth(5+(strength-4)*2) self.__setPonder(strength >= 7) if strength == 8: self.optionQueue.append("egtb") else: self.optionQueue.append("random") def __setDepth (self, depth): self.optionQueue.append("sd %d" % depth) def __setTimeHandicap (self, timeHandicap): self.timeHandicap = timeHandicap def __setPonder (self, ponder): if ponder: self.optionQueue.append("hard") else: self.optionQueue.append("hard") self.optionQueue.append("easy") def setOptionTime (self, secs, gain): # Notice: In CECP we apply time handicap in updateTime, not in # setOptionTime. minutes = int(secs / 60) secs = int(secs % 60) s = str(minutes) if secs: s += ":" + str(secs) self.optionQueue.append("level 0 %s %d" % (s, gain)) #=========================================================================== # Interacting with the player #=========================================================================== @semisynced def pause (self): """ Pauses engine using the "pause" command if available. Otherwise put engine in force mode. By the specs the engine shouldn't ponder in force mode, but some of them do so anyways. """ self.engine.pause() return if self.mode in (ANALYZING, INVERSE_ANALYZING): return if self.features["pause"]: print >> self.engine, "pause" elif self.board: self.__tellEngineToStopPlayingCurrentColor() self._blockTillMove() @semisynced def resume (self): self.engine.resume() return if self.mode not in (ANALYZING, INVERSE_ANALYZING): if self.features["pause"]: print "features resume" print >> self.engine, "resume" elif self.board: print "go resume" self.__tellEngineToPlayCurrentColorAndMakeMove() @semisynced def hurry (self): log.debug("hurry: self.waitingForMove=%s self.readyForMoveNowCommand=%s\n" % \ (self.waitingForMove, self.readyForMoveNowCommand), self.defname) if self.waitingForMove and self.readyForMoveNowCommand: self.__tellEngineToMoveNow() self.readyForMoveNowCommand = False @semisynced def spectatorUndoMoves (self, moves, gamemodel): log.debug("spectatorUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s\n" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), self.defname) if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" for i in xrange(moves): print >> self.engine, "undo" self.board = gamemodel.boards[-1] if self.mode == INVERSE_ANALYZING: self.board = self.board.switchColor() self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" @semisynced def playerUndoMoves (self, moves, gamemodel): log.debug("playerUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s\n" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), self.defname) if gamemodel.curplayer != self and moves % 2 == 1: # Interrupt if we were searching, but should no longer do so self.returnQueue.put("int") self.__tellEngineToStopPlayingCurrentColor() if self.board and gamemodel.status in UNFINISHED_STATES: log.debug("playerUndoMoves: self.__tellEngineToMoveNow(), self._blockTillMove()\n") self.__tellEngineToMoveNow() self._blockTillMove() for i in xrange(moves): print >> self.engine, "undo" if gamemodel.curplayer == self: self.board = gamemodel.boards[-1] self.__tellEngineToPlayCurrentColorAndMakeMove() else: self.board = None #=========================================================================== # Offer handling #=========================================================================== def offer (self, offer): if offer.type == DRAW_OFFER: if self.features["draw"]: print >> self.engine, "draw" else: self.emit("accept", offer) def offerError (self, offer, error): if self.features["draw"]: # We don't keep track if engine draws are offers or accepts. We just # Always assume they are accepts, and if they are not, we get this # error and emit offer instead if offer.type == DRAW_OFFER and error == ACTION_ERROR_NONE_TO_ACCEPT: self.emit("offer", Offer(DRAW_OFFER)) #=========================================================================== # Internal #=========================================================================== def __usermove (self, board, move): if self.features["usermove"]: self.engine.write("usermove ") if self.features["san"]: print >> self.engine, toSAN(board, move) else: print >> self.engine, toAN(board, move, short=True) def __tellEngineToMoveNow (self): if self.features["sigint"]: self.engine.sigint() print >> self.engine, "?" def __tellEngineToStopPlayingCurrentColor (self): print >> self.engine, "force" self.engineIsInNotPlaying = True def __tellEngineToPlayCurrentColorAndMakeMove (self): self.__printColor() print >> self.engine, "go" self.engineIsInNotPlaying = False def __sendAnalyze (self, inverse=False): self.__tellEngineToStopPlayingCurrentColor() if inverse: self.board = self.board.setColor(1-self.color) self.__printColor() if self.engineIsInNotPlaying: print >> self.engine, "force" self.mode = INVERSE_ANALYZING else: self.mode = ANALYZING print >> self.engine, "post" print >> self.engine, "analyze" # workaround for crafty not sending analysis after it has found a mating line # http://code.google.com/p/pychess/issues/detail?id=515 if "crafty" in self.features["myname"].lower(): print >> self.engine, "noise 0" def __printColor (self): if self.features["colors"] or self.mode == INVERSE_ANALYZING: if self.board.color == WHITE: print >> self.engine, "white" else: print >> self.engine, "black" def __setBoard (self, board): if self.features["setboard"]: self.__tellEngineToStopPlayingCurrentColor() print >> self.engine, "setboard", board.asFen() else: # Kludge to set black to move, avoiding the troublesome and now # deprecated "black" command. - Equal to the one xboard uses self.__tellEngineToStopPlayingCurrentColor() if board.color == BLACK: print >> self.engine, "a2a3" print >> self.engine, "edit" print >> self.engine, "#" for color in WHITE, BLACK: for y, row in enumerate(board.data): for x, piece in enumerate(row): if not piece or piece.color != color: continue sign = reprSign[piece.sign] cord = repr(Cord(x,y)) print >> self.engine, sign+cord print >> self.engine, "c" print >> self.engine, "." def _blockTillMove (self): saved_state = self.boardLock._release_save() log.debug("_blockTillMove(): acquiring self.movecon lock\n", self.defname) self.movecon.acquire() log.debug("_blockTillMove(): self.movecon acquired\n", self.defname) try: log.debug("_blockTillMove(): doing self.movecon.wait\n", self.defname) self.movecon.wait() finally: log.debug("_blockTillMove(): releasing self.movecon..\n", self.defname) self.movecon.release() self.boardLock._acquire_restore(saved_state) #=========================================================================== # Parsing #=========================================================================== def parseLines (self, engine, lines): for line in lines: self.__parseLine(line) def __parseLine (self, line): # log.debug("__parseLine: line=\"%s\"\n" % line.strip(), self.defname) parts = whitespaces.split(line.strip()) if parts[0] == "pong": self.lastpong = int(parts[1]) return # Illegal Move if parts[0].lower().find("illegal") >= 0: log.warn("__parseLine: illegal move: line=\"%s\", board=%s" \ % (line.strip(), self.board), self.defname) if parts[-2] == "sd" and parts[-1].isdigit(): print >> self.engine, "depth", parts[-1] return # A Move (Perhaps) if self.board: if parts[0] == "move": movestr = parts[1] # Old Variation elif d_plus_dot_expr.match(parts[0]) and parts[1] == "...": movestr = parts[2] else: movestr = False if movestr: log.debug("__parseLine: acquiring self.boardLock\n", self.defname) self.waitingForMove = False self.readyForMoveNowCommand = False self.boardLock.acquire() try: if self.engineIsInNotPlaying: # If engine was set in pause just before the engine sent its # move, we ignore it. However the engine has to know that we # ignored it, and thus we step it one back log.log("__parseLine: Discarding engine's move: %s\n" % movestr, self.defname) print >> self.engine, "undo" return else: try: move = parseAny(self.board, movestr) except ParsingError, e: raise PlayerIsDead, e if validate(self.board, move): self.board = None self.returnQueue.put(move) return raise PlayerIsDead, "Board didn't validate after move" finally: log.debug("__parseLine(): releasing self.boardLock\n", self.defname) self.boardLock.release() self.movecon.acquire() self.movecon.notifyAll() self.movecon.release() # Analyzing if self.engineIsInNotPlaying: if parts[:4] == ["0","0","0","0"]: # Crafty doesn't analyze until it is out of book print >> self.engine, "book off" return match = anare.match(line) if match: score, moves = match.groups() if "mat" in score.lower(): # Will look either like -Mat 3 or Mat3 scoreval = MATE_VALUE - int("".join(c for c in score if c.isdigit())) if score.startswith('-'): scoreval = -scoreval else: scoreval = int(score) mvstrs = movere.findall(moves) try: moves = listToMoves (self.board, mvstrs, type=None, validate=True, ignoreErrors=False) except ParsingError, e: # ParsingErrors may happen when parsing "old" lines from # analyzing engines, which haven't yet noticed their new tasks log.debug("Ignored a line from analyzer: ParsingError%s\n" % e, self.defname) return # Don't emit if we weren't able to parse moves, or if we have a move # to kill the opponent king - as it confuses many engines if moves and not self.board.board.opIsChecked(): self.emit("analyze", moves, scoreval) return # Offers draw if parts[0:2] == ["offer", "draw"]: self.emit("accept", Offer(DRAW_OFFER)) return # Resigns if "resign" in parts: self.emit("offer", Offer(RESIGNATION)) return #if parts[0].lower() == "error": # return #Tell User Error if parts[0] == "tellusererror": log.warn("Ignoring tellusererror: %s\n" % " ".join(parts[1:])) return # Tell Somebody if parts[0][:4] == "tell" and \ parts[0][4:] in ("others", "all", "ics", "icsnoalias"): # Crafty sometimes only resign to ics :S #if parts[1] == "resign": # self.emit("offer", Offer(RESIGNATION)) # log.warn("Interpreted tellics as a wish to resign") #else: log.log("Ignoring tell %s: %s\n" % (parts[0][4:], " ".join(parts[1:]))) return if "feature" in parts: # We skip parts before 'feature', as some engines give us lines like # White (1) : feature setboard=1 analyze...e="GNU Chess 5.07" done=1 parts = parts[parts.index("feature"):] for i, pair in enumerate(parts[1:]): # As "parts" is split with no thoughs on quotes or double quotes # we need to do some extra handling. if pair.find("=") < 0: continue key, value = pair.split("=",1) if value[0] in ('"',"'") and value[-1] in ('"',"'"): value = value[1:-1] # If our pair was unfinished, like myname="GNU, we search the # rest of the pairs for a quotating mark. elif value[0] in ('"',"'"): rest = value[1:] + " " + " ".join(parts[2+i:]) i = rest.find('"') j = rest.find("'") if i + j == -2: log.warn("Missing endquotation in %s feature", self.defname) value = rest elif min(i, j) != -1: value = rest[:min(i, j)] else: l = max(i, j) value = rest[:l] else: # All nonquoted values are ints value = int(value) if key in self.supported_features: print >> self.engine, "accepted %s" % key else: print >> self.engine, "rejected %s" % key if key == "done": if value == 1: self.emit("readyForOptions") self.emit("readyForMoves") self.returnQueue.put("ready") elif value == 0: log.log("Adds %d seconds timeout\n" % TIME_OUT_SECOND, self.defname) # This'll buy you some more time self.timeout = time.time()+TIME_OUT_SECOND self.returnQueue.put("not ready") return self.features[key] = value # A hack to get better names in protover 1. # Unfortunately it wont work for now, as we don't read any lines from # protover 1 engines. When should we stop? if self.protover == 1: if self.defname[0] in ''.join(parts): basis = self.defname[0] name = ' '.join(itertools.dropwhile(lambda part: basis not in part, parts)) self.features['myname'] = name