예제 #1
0
파일: __main__.py 프로젝트: xashes/katrain
class KaTrainGui(Screen, KaTrainBase):
    """Top level class responsible for tying everything together"""

    zen = NumericProperty(0)
    controls = ObjectProperty(None)

    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        self.engine = None

        self.new_game_popup = None
        self.fileselect_popup = None
        self.config_popup = None
        self.ai_settings_popup = None
        self.teacher_settings_popup = None
        self.timer_settings_popup = None

        self.idle_analysis = False
        self.message_queue = Queue()

        self._keyboard = Window.request_keyboard(None, self, "")
        self._keyboard.bind(on_key_down=self._on_keyboard_down)
        Clock.schedule_interval(self.animate_pondering, 0.1)

    def log(self, message, level=OUTPUT_INFO):
        super().log(message, level)
        if level == OUTPUT_KATAGO_STDERR and "ERROR" not in self.controls.status.text:
            if "starting" in message.lower():
                self.controls.set_status("KataGo engine starting...",
                                         STATUS_INFO)
            if message.startswith("Tuning"):
                self.controls.set_status(
                    "KataGo is tuning settings for first startup, please wait."
                    + message, STATUS_INFO)
                return
            if "ready" in message.lower():
                self.controls.set_status("KataGo engine ready.", STATUS_INFO)
        if (level == OUTPUT_ERROR or
            (level == OUTPUT_KATAGO_STDERR and "error" in message.lower()
             and "tuning" not in message.lower())) and getattr(
                 self, "controls", None):
            self.controls.set_status(f"ERROR: {message}", STATUS_ERROR)

    def animate_pondering(self, *_args):
        if not self.idle_analysis:
            self.board_controls.engine_status_pondering = -1
        else:
            self.board_controls.engine_status_pondering += 5

    @property
    def play_analyze_mode(self):
        return self.play_mode.mode

    def toggle_continuous_analysis(self):
        if self.idle_analysis:
            self.controls.set_status("", STATUS_INFO)
        self.idle_analysis = not self.idle_analysis
        self.update_state()

    def start(self):
        if self.engine:
            return
        self.board_gui.trainer_config = self.config("trainer")
        self.engine = KataGoEngine(self, self.config("engine"))
        threading.Thread(target=self._message_loop_thread, daemon=True).start()
        self._do_new_game()

    def update_gui(self, cn, redraw_board=False):
        # Handle prisoners and next player display
        prisoners = self.game.prisoner_count
        top, bot = [w.__self__
                    for w in self.board_controls.circles]  # no weakref
        if self.next_player_info.player == "W":
            top, bot = bot, top
            self.controls.players["W"].active = True
            self.controls.players["B"].active = False
        else:
            self.controls.players["W"].active = False
            self.controls.players["B"].active = True
        self.board_controls.mid_circles_container.clear_widgets()
        self.board_controls.mid_circles_container.add_widget(bot)
        self.board_controls.mid_circles_container.add_widget(top)
        self.controls.players["W"].captures = prisoners["W"]
        self.controls.players["B"].captures = prisoners["B"]

        # update engine status dot
        if not self.engine or not self.engine.katago_process or self.engine.katago_process.poll(
        ) is not None:
            self.board_controls.engine_status_col = Theme.ENGINE_DOWN_COLOR
        elif len(self.engine.queries) == 0:
            self.board_controls.engine_status_col = Theme.ENGINE_READY_COLOR
        else:
            self.board_controls.engine_status_col = Theme.ENGINE_BUSY_COLOR
        self.board_controls.queries_remaining = len(self.engine.queries)

        # redraw board/stones
        if redraw_board:
            self.board_gui.draw_board()
        self.board_gui.redraw_board_contents_trigger()
        self.controls.update_evaluation()
        self.controls.update_timer(1)
        # update move tree
        self.controls.move_tree.current_node = self.game.current_node

    def update_state(self,
                     redraw_board=False):  # redirect to message queue thread
        self("update_state", redraw_board=redraw_board)

    def _do_update_state(
        self,
        redraw_board=False
    ):  # is called after every message and on receiving analyses and config changes
        # AI and Trainer/auto-undo handlers
        if not self.game or not self.game.current_node:
            return
        cn = self.game.current_node
        last_player, next_player = self.players_info[
            cn.player], self.players_info[cn.next_player]
        if self.play_analyze_mode == MODE_PLAY and self.nav_drawer.state != "open" and self.popup_open is None:
            teaching_undo = cn.player and last_player.being_taught and cn.parent
            if (teaching_undo and cn.analysis_complete
                    and cn.parent.analysis_complete and not cn.children
                    and not self.game.end_result):
                self.game.analyze_undo(cn)  # not via message loop
            if (
                    cn.analysis_complete and next_player.ai and not cn.children
                    and not self.game.end_result
                    and not (teaching_undo and cn.auto_undo is None)
            ):  # cn mismatch stops this if undo fired. avoid message loop here or fires repeatedly.
                self._do_ai_move(cn)
                Clock.schedule_once(self.board_gui.play_stone_sound, 0.25)
        if len(self.engine.queries) == 0 and self.idle_analysis:
            self("analyze-extra", "extra", continuous=True)
        Clock.schedule_once(
            lambda _dt: self.update_gui(cn, redraw_board=redraw_board),
            -1)  # trigger?

    def update_player(self, bw, **kwargs):
        super().update_player(bw, **kwargs)
        if self.game:
            sgf_name = self.game.root.get_property("P" + bw)
            self.players_info[
                bw].name = None if not sgf_name or SGF_INTERNAL_COMMENTS_MARKER in sgf_name else sgf_name
        if self.controls:
            self.controls.update_players()
            self.update_state()
        for player_setup_block in PlayerSetupBlock.INSTANCES:
            player_setup_block.update_player_info(bw, self.players_info[bw])

    def set_note(self, note):
        self.game.current_node.note = note

    # The message loop is here to make sure moves happen in the right order, and slow operations don't hang the GUI
    def _message_loop_thread(self):
        while True:
            game, msg, args, kwargs = self.message_queue.get()
            try:
                self.log(
                    f"Message Loop Received {msg}: {args} for Game {game}",
                    OUTPUT_EXTRA_DEBUG)
                if game != self.game.game_id:
                    self.log(
                        f"Message skipped as it is outdated (current game is {self.game.game_id}",
                        OUTPUT_EXTRA_DEBUG)
                    continue
                fn = getattr(self, f"_do_{msg.replace('-','_')}")
                fn(*args, **kwargs)
                if msg != "update_state":
                    self._do_update_state()
            except Exception as exc:
                self.log(
                    f"Exception in processing message {msg} {args}: {exc}",
                    OUTPUT_ERROR)
                traceback.print_exc()

    def __call__(self, message, *args, **kwargs):
        if self.game:
            if message.endswith(
                    "popup"):  # gui code needs to run in main kivy thread.
                fn = getattr(self, f"_do_{message.replace('-', '_')}")
                Clock.schedule_once(lambda _dt: fn(*args, **kwargs), -1)
            else:  # game related actions
                self.message_queue.put(
                    [self.game.game_id, message, args, kwargs])

    def _do_new_game(self,
                     move_tree=None,
                     analyze_fast=False,
                     sgf_filename=None):
        self.idle_analysis = False
        mode = self.play_analyze_mode
        if (move_tree is not None
                and mode == MODE_PLAY) or (move_tree is None
                                           and mode == MODE_ANALYZE):
            self.play_mode.switch_ui_mode(
            )  # for new game, go to play, for loaded, analyze
        self.board_gui.animating_pv = None
        self.engine.on_new_game()  # clear queries
        self.game = Game(self,
                         self.engine,
                         move_tree=move_tree,
                         analyze_fast=analyze_fast,
                         sgf_filename=sgf_filename)
        if move_tree:
            for bw, player_info in self.players_info.items():
                player_info.player_type = PLAYER_HUMAN
                player_info.player_subtype = PLAYING_NORMAL
                player_info.sgf_rank = move_tree.root.get_property(bw + "R")
                player_info.calculated_rank = None
                self.update_player(bw)
        self.controls.graph.initialize_from_game(self.game.root)
        self.update_state(redraw_board=True)

    def _do_insert_mode(self, mode="toggle"):
        self.game.set_insert_mode(mode)
        if self.play_analyze_mode != MODE_ANALYZE:
            self.play_mode.switch_ui_mode()

    def _do_ai_move(self, node=None):
        if node is None or self.game.current_node == node:
            mode = self.next_player_info.strategy
            settings = self.config(f"ai/{mode}")
            if settings is not None:
                generate_ai_move(self.game, mode, settings)
            else:
                self.log(f"AI Mode {mode} not found!", OUTPUT_ERROR)

    def _do_undo(self, n_times=1):
        if n_times == "smart":
            n_times = 1
            if self.play_analyze_mode == MODE_PLAY and self.last_player_info.ai and self.next_player_info.human:
                n_times = 2
        self.board_gui.animating_pv = None
        self.game.undo(n_times)

    def _do_resign(self):
        self.game.current_node.end_state = f"{self.game.current_node.player}+R"

    def _do_redo(self, n_times=1):
        self.board_gui.animating_pv = None
        self.game.redo(n_times)

    def _do_find_mistake(self, fn="redo"):
        self.board_gui.animating_pv = None
        getattr(self.game,
                fn)(9999,
                    stop_on_mistake=self.config("trainer/eval_thresholds")[-4])

    def _do_cycle_children(self, *args):
        self.board_gui.animating_pv = None
        self.game.cycle_children(*args)

    def _do_switch_branch(self, *args):
        self.board_gui.animating_pv = None
        self.controls.move_tree.switch_branch(*args)

    def _do_play(self, coords):
        self.board_gui.animating_pv = None
        try:
            self.game.play(Move(coords, player=self.next_player_info.player))
        except IllegalMoveException as e:
            self.controls.set_status(f"Illegal Move: {str(e)}", STATUS_ERROR)

    def _do_analyze_extra(self, mode, **kwargs):
        self.game.analyze_extra(mode, **kwargs)

    def _do_play_to_end(self):
        self.game.play_to_end()

    def _do_select_box(self):
        self.controls.set_status(i18n._("analysis:region:start"), STATUS_INFO)
        self.board_gui.selecting_region_of_interest = True

    def _do_new_game_popup(self):
        self.controls.timer.paused = True
        if not self.new_game_popup:
            self.new_game_popup = I18NPopup(
                title_key="New Game title",
                size=[dp(800), dp(800)],
                content=NewGamePopup(self)).__self__
            self.new_game_popup.content.popup = self.new_game_popup
        self.new_game_popup.open()
        self.new_game_popup.content.update_from_current_game()

    def _do_timer_popup(self):
        self.controls.timer.paused = True
        if not self.timer_settings_popup:
            self.timer_settings_popup = I18NPopup(
                title_key="timer settings",
                size=[dp(600), dp(500)],
                content=ConfigTimerPopup(self)).__self__
            self.timer_settings_popup.content.popup = self.timer_settings_popup
        self.timer_settings_popup.open()

    def _do_teacher_popup(self):
        self.controls.timer.paused = True
        if not self.teacher_settings_popup:
            self.teacher_settings_popup = I18NPopup(
                title_key="teacher settings",
                size=[dp(800), dp(800)],
                content=ConfigTeacherPopup(self)).__self__
            self.teacher_settings_popup.content.popup = self.teacher_settings_popup
        self.teacher_settings_popup.open()

    def _do_config_popup(self):
        self.controls.timer.paused = True
        if not self.config_popup:
            self.config_popup = I18NPopup(title_key="general settings title",
                                          size=[dp(1200), dp(950)],
                                          content=ConfigPopup(self)).__self__
            self.config_popup.content.popup = self.config_popup
        self.config_popup.open()

    def _do_ai_popup(self):
        self.controls.timer.paused = True
        if not self.ai_settings_popup:
            self.ai_settings_popup = I18NPopup(
                title_key="ai settings",
                size=[dp(750), dp(750)],
                content=ConfigAIPopup(self)).__self__
            self.ai_settings_popup.content.popup = self.ai_settings_popup
        self.ai_settings_popup.open()

    def load_sgf_file(self, file, fast=False, rewind=True):
        try:
            move_tree = KaTrainSGF.parse_file(file)
        except (ParseError, FileNotFoundError) as e:
            self.log(
                i18n._("Failed to load SGF").format(error=e), OUTPUT_ERROR)
            return
        self._do_new_game(move_tree=move_tree,
                          analyze_fast=fast,
                          sgf_filename=file)
        if not rewind:
            self.game.redo(999)

    def _do_analyze_sgf_popup(self):
        if not self.fileselect_popup:
            popup_contents = LoadSGFPopup()
            popup_contents.filesel.path = os.path.abspath(
                os.path.expanduser(self.config("general/sgf_load", ".")))
            self.fileselect_popup = I18NPopup(title_key="load sgf title",
                                              size=[dp(1200),
                                                    dp(800)],
                                              content=popup_contents).__self__

            def readfile(*_args):
                filename = popup_contents.filesel.filename
                self.fileselect_popup.dismiss()
                path, file = os.path.split(filename)
                if path != self.config("general/sgf_load"):
                    self.log(f"Updating sgf load path default to {path}",
                             OUTPUT_DEBUG)
                    self._config["general"]["sgf_load"] = path
                    self.save_config("general")
                self.load_sgf_file(filename, popup_contents.fast.active,
                                   popup_contents.rewind.active)

            popup_contents.filesel.on_success = readfile
            popup_contents.filesel.on_submit = readfile
        self.fileselect_popup.open()
        self.fileselect_popup.content.filesel.ids.list_view._trigger_update()

    def _do_save_game(self, filename=None):
        filename = filename or self.game.sgf_filename
        if not filename:
            return self("save-game-as-popup")
        try:
            msg = self.game.write_sgf(filename)
            self.log(msg, OUTPUT_INFO)
            self.controls.set_status(msg, STATUS_INFO, check_level=False)
        except Exception as e:
            self.log(f"Failed to save SGF to {filename}: {e}", OUTPUT_ERROR)

    def _do_save_game_as_popup(self):
        popup_contents = SaveSGFPopup(
            suggested_filename=self.game.generate_filename())
        save_game_popup = I18NPopup(title_key="save sgf title",
                                    size=[dp(1200), dp(800)],
                                    content=popup_contents).__self__

        def readfile(*_args):
            filename = popup_contents.filesel.filename
            if not filename.lower().endswith(".sgf"):
                filename += ".sgf"
            save_game_popup.dismiss()
            path, file = os.path.split(filename.strip())
            if not path:
                path = popup_contents.filesel.path  # whatever dir is shown
            if path != self.config("general/sgf_save"):
                self.log(f"Updating sgf save path default to {path}",
                         OUTPUT_DEBUG)
                self._config["general"]["sgf_save"] = path
                self.save_config("general")
            self._do_save_game(os.path.join(path, file))

        popup_contents.filesel.on_success = readfile
        popup_contents.filesel.on_submit = readfile
        save_game_popup.open()

    def load_sgf_from_clipboard(self):
        clipboard = Clipboard.paste()
        if not clipboard:
            self.controls.set_status("Ctrl-V pressed but clipboard is empty.",
                                     STATUS_INFO)
            return

        url_match = re.match(r"(?P<url>https?://[^\s]+)", clipboard)
        if url_match:
            self.log("Recognized url: " + url_match.group(), OUTPUT_INFO)
            http = urllib3.PoolManager()
            response = http.request("GET", url_match.group())
            clipboard = response.data.decode("utf-8")

        try:
            move_tree = KaTrainSGF.parse_sgf(clipboard)
        except Exception as exc:
            self.controls.set_status(
                i18n._("Failed to import from clipboard").format(
                    error=exc, contents=clipboard[:50]), STATUS_INFO)
            return
        move_tree.nodes_in_tree[-1].analyze(
            self.engine,
            analyze_fast=False)  # speed up result for looking at end of game
        self._do_new_game(move_tree=move_tree, analyze_fast=True)
        self("redo", 9999)
        self.log("Imported game from clipboard.", OUTPUT_INFO)

    def on_touch_up(self, touch):
        if (self.board_gui.collide_point(*touch.pos)
                or self.board_controls.collide_point(*touch.pos)
                or self.controls.move_tree.collide_point(*touch.pos)):
            if touch.is_mouse_scrolling:
                if touch.button == "scrollup":
                    self("redo")
                elif touch.button == "scrolldown":
                    self("undo")
        return super().on_touch_up(touch)

    @property
    def shortcuts(self):
        return {
            "q": self.analysis_controls.show_children,
            "w": self.analysis_controls.eval,
            "e": self.analysis_controls.hints,
            "t": self.analysis_controls.ownership,
            "r": self.analysis_controls.policy,
            "enter": ("ai-move", ),
            "numpadenter": ("ai-move", ),
            "a": ("analyze-extra", "extra"),
            "s": ("analyze-extra", "equalize"),
            "d": ("analyze-extra", "sweep"),
            "f": ("analyze-extra", "alternative"),
            "g": ("select-box", ),
            "i": ("insert-mode", ),
            "p": ("play", None),
            "l": ("play-to-end", ),
            "b": ("undo", "branch"),
            "down": ("switch-branch", 1),
            "up": ("switch-branch", -1),
            "f5": ("timer-popup", ),
            "f6": ("teacher-popup", ),
            "f7": ("ai-popup", ),
            "f8": ("config-popup", ),
        }

    @property
    def popup_open(self) -> Popup:
        app = App.get_running_app()
        first_child = app.root_window.children[0]
        return first_child if isinstance(first_child, Popup) else None

    def _on_keyboard_down(self, _keyboard, keycode, _text, modifiers):
        ctrl_pressed = "ctrl" in modifiers
        if self.controls.note.focus:
            return  # when making notes, don't allow keyboard shortcuts
        popup = self.popup_open
        if popup:
            if keycode[1] in ["f5", "f6", "f7", "f8"]:  # switch between popups
                popup.dismiss()
                return
            elif keycode[1] in ["enter", "numpadenter"]:
                fn = getattr(popup.content, "on_submit", None)
                if fn:
                    fn()
                return
            else:
                return
        shift_pressed = "shift" in modifiers
        shortcuts = self.shortcuts
        if keycode[1] == "tab":
            self.play_mode.switch_ui_mode()
        elif keycode[1] == "alt":
            self.nav_drawer.set_state("toggle")
        elif keycode[1] == "spacebar":
            self.toggle_continuous_analysis()
        elif keycode[1] == "k":
            self.board_gui.toggle_coordinates()
        elif keycode[1] in ["pause", "break", "f15"] and not ctrl_pressed:
            self.controls.timer.paused = not self.controls.timer.paused
        elif keycode[1] in ["`", "~", "f12"]:
            self.zen = (self.zen + 1) % 3
        elif keycode[1] in ["left", "z"]:
            self("undo", 1 + shift_pressed * 9 + ctrl_pressed * 9999)
        elif keycode[1] in ["right", "x"]:
            self("redo", 1 + shift_pressed * 9 + ctrl_pressed * 9999)
        elif keycode[1] == "home":
            self("undo", 9999)
        elif keycode[1] == "end":
            self("redo", 9999)
        elif keycode[1] == "pageup":
            self.controls.move_tree.make_selected_node_main_branch()
        elif keycode[1] == "n" and not ctrl_pressed:
            self("find-mistake", "undo" if shift_pressed else "redo")
        elif keycode[1] == "delete" and ctrl_pressed:
            self.controls.move_tree.delete_selected_node()
        elif keycode[1] == "c" and not ctrl_pressed:
            self.controls.move_tree.toggle_selected_node_collapse()
        elif keycode[1] == "n" and ctrl_pressed:
            self("new-game-popup")
        elif keycode[1] == "l" and ctrl_pressed:
            self("analyze-sgf-popup")
        elif keycode[1] == "s" and ctrl_pressed:
            self("save-game")
        elif keycode[1] == "d" and ctrl_pressed:
            self("save-game-as-popup")
        elif keycode[1] == "c" and ctrl_pressed:
            Clipboard.copy(self.game.root.sgf())
            self.controls.set_status(i18n._("Copied SGF to clipboard."),
                                     STATUS_INFO)
        elif keycode[1] == "v" and ctrl_pressed:
            self.load_sgf_from_clipboard()
        elif keycode[1] in shortcuts.keys() and not ctrl_pressed:
            shortcut = shortcuts[keycode[1]]
            if isinstance(shortcut, Widget):
                shortcut.trigger_action(duration=0)
            else:
                self(*shortcut)
        elif keycode[1] == "f9" and self.debug_level >= OUTPUT_EXTRA_DEBUG:
            import yappi

            yappi.set_clock_type("cpu")
            yappi.start()
            self.log("starting profiler", OUTPUT_ERROR)
        elif keycode[1] == "f10" and self.debug_level >= OUTPUT_EXTRA_DEBUG:
            import time
            import yappi

            stats = yappi.get_func_stats()
            filename = f"callgrind.{int(time.time())}.prof"
            stats.save(filename, type="callgrind")
            self.log(f"wrote profiling results to {filename}", OUTPUT_ERROR)
        return True
예제 #2
0
                    f"{gamedata['players']['black']['username']} ({rank_to_string(gamedata['players']['black']['rank'])})",
                )
                if any(gamedata["players"][p]["username"] == "katrain-dev-beta"
                       for p in ["white", "black"]):
                    sgf_dir = "sgf_ogs_beta/"

            except Exception as e:
                _, _, tb = sys.exc_info()
                logger.log(
                    f"error while processing gamedata: {e}\n{traceback.format_tb(tb)}",
                    OUTPUT_ERROR)
        score = game.current_node.format_score()
        game.game_id += f"_{score}"
        logger.log(f"PROPERTIES {game.root.properties}", OUTPUT_ERROR)
        game.external_game = True
        filename = os.path.join(sgf_dir, game.generate_filename())
        sgf = game.write_sgf(filename,
                             trainer_config={
                                 "eval_show_ai": True,
                                 "save_feedback": [True],
                                 "eval_thresholds": []
                             })
        logger.log(f"Game ended. Score was {score} -> saved sgf to {sgf}",
                   OUTPUT_ERROR)
        sys.stderr.flush()
        sys.stdout.flush()
        time.sleep(0.1)  # ensure our logging gets handled
        print(f"= {score}\n")
        sys.stdout.flush()
        continue
    elif line.startswith("quit"):