def __init__(self, board_control): self.queue = Queue() self.board_control = board_control self.board_control.connect( "action", lambda bc, action, param: self.queue.put( (action, param))) self.board_control.connect("piece_moved", self.piece_moved)
class DummyTelnet(): def __init__(self): self.Q = Queue() self.name = "dummytelnet" def putline(self, line): self.Q.put(line) def write(self, text): pass def readline(self): return self.Q.get_nowait()
def __init__ (self, store, tv, boardview): Thread.__init__(self, name=fident(self.run)) self.daemon = True # FIXME 'Advisor.name = ...' in Advisor.__init__ overwrites Thread.name Advisor.__init__(self, store, _("Endgame Table"), ENDGAME) self.egtb = EndgameTable() self.tv = tv self.boardview = boardview self.tooltip = _("The endgame table will show exact analysis when there are few pieces on the board.") # TODO: Show a message if tablebases for the position exist but are neither installed nor allowed. self.egtb.connect("scored", self.on_scored) self.queue = Queue() self.start()
def __init__(self, timemodel=None, variant=NormalChess): GObject.GObject.__init__(self) Thread.__init__(self, name=fident(self.run)) self.daemon = True self.variant = variant self.boards = [variant.board(setup=True)] self.moves = [] self.scores = {} self.players = [] self.gameno = None self.variations = [self.boards] self.status = WAITING_TO_START self.reason = UNKNOWN_REASON if timemodel is None: self.timemodel = TimeModel() else: self.timemodel = timemodel self.connections = defaultdict(list) # mainly for IC subclasses now = datetime.datetime.now() self.tags = { "Event": _("Local Event"), "Site": _("Local Site"), "Round": 1, "Year": now.year, "Month": now.month, "Day": now.day, "Time": "%02d:%02d:00" % (now.hour, now.minute), "Result": "*", } self.endstatus = None self.timed = self.timemodel.secs != 0 or self.timemodel.gain != 0 if self.timed: self.tags["TimeControl"] = \ "%d+%d" % (self.timemodel.minutes*60, self.timemodel.gain) # Notice: tags["WhiteClock"] and tags["BlackClock"] are never set # on the gamemodel, but simply written or read during saving/ # loading from pgn. If you want to know the time left for a player, # check the time model. # Keeps track of offers, so that accepts can be spotted self.offers = {} # True if the game has been changed since last save self.needsSave = False # The uri the current game was loaded from, or None if not a loaded game self.uri = None self.spectators = {} self.applyingMoveLock = RLock() self.undoLock = RLock() self.undoQueue = Queue()
class SetupPlayer: __type__ = LOCAL def __init__(self, board_control): self.queue = Queue() self.board_control = board_control self.board_control.connect( "action", lambda bc, action, param: self.queue.put( (action, param))) self.board_control.connect("piece_moved", self.piece_moved) def make_move(self): item = self.queue.get(block=True) return item def piece_moved(self, board, move, color): self.queue.put((SetupMove(move), color))
class DummyPlayer(Player): def __init__(self): Player.__init__(self) self.Q = Queue() self.__type__ = LOCAL def makeMove(self, board1, move, board2): r = self.Q.get() if r == "del": raise PlayerIsDead if r == "int": raise TurnInterrupt def undoMoves(self, moves, gamemodel): self.Q.put('int') def end(self, status, reason): self.Q.put('del') def kill(self, reason): self.Q.put('del') def pause(self): pass def resume(self): pass def offer(self, offer): self.emit('accept', offer)
def __init__(self, subprocess, color, protover, md5): ProtocolEngine.__init__(self, subprocess, color, protover, md5) self.ids = {} self.options = {} self.optionsToBeSent = {} self.wtime = 60000 self.btime = 60000 self.incr = 0 self.moves = 0 self.timeHandicap = 1 self.moveLock = RLock() # none of the following variables should be changed or used in a # condition statement without holding the above self.moveLock self.ponderOn = False self.pondermove = None self.ignoreNext = False self.waitingForMove = False self.needBestmove = False self.readyForStop = False # keeps track of whether we already sent a 'stop' command self.multipvSetting = conf.get("multipv", 1) # MultiPV option sent to the engine self.multipvExpected = 1 # Number of PVs expected (limited by number of legal moves) self.commands = collections.deque() self.gameBoard = Board( setup=True) # board at the end of all moves played self.board = Board(setup=True) # board to send the engine self.uciPosition = "startpos" self.uciPositionListsMoves = False self.analysis = [None] self.returnQueue = Queue() self.line_cid = self.engine.connect("line", self.parseLine) self.died_cid = self.engine.connect("died", self.__die) self.invalid_move = None self.cids = [ self.connect("readyForOptions", self.__onReadyForOptions_before), self.connect_after("readyForOptions", self.__onReadyForOptions), self.connect_after("readyForMoves", self.__onReadyForMoves), ]
def __init__ (self, gmwidg, color, name, ichandle=None, icrating=None): Player.__init__(self) self.defname = "Human" self.board = gmwidg.board self.gmwidg = gmwidg self.gamemodel = self.board.view.model self.queue = Queue() self.color = color self.conid = [ self.board.connect("piece_moved", self.piece_moved), self.board.connect("action", lambda b,action,param: self.emit_action(action, param)) ] self.setName(name) self.ichandle = ichandle self.icrating = icrating if self.gamemodel.timed: self.gamemodel.timemodel.connect('zero_reached', self.zero_reached)
def __init__(self, gmwidg, color, name, ichandle=None, icrating=None): Player.__init__(self) self.defname = "Human" self.board = gmwidg.board self.gmwidg = gmwidg self.gamemodel = self.gmwidg.gamemodel self.queue = Queue() self.color = color self.board_cids = [ self.board.connect("piece_moved", self.piece_moved), self.board.connect("action", self.emit_action) ] self.setName(name) self.ichandle = ichandle self.icrating = icrating if self.gamemodel.timed: self.timemodel_cid = self.gamemodel.timemodel.connect('zero_reached', self.zero_reached) self.cid = self.gamemodel.connect_after("game_terminated", self.on_game_terminated)
def __init__(self, gamemodel, ichandle, gameno, color, name, icrating=None): Player.__init__(self) self.offers = {} self.queue = Queue() self.okqueue = Queue() self.setName(name) self.ichandle = ichandle self.icrating = icrating self.color = color self.gameno = gameno self.gamemodel = gamemodel # If some times later FICS creates another game with same wplayer,bplayer,gameno # this will change to False and boardUpdate messages will be ignored self.current = True self.connection = connection = self.gamemodel.connection self.connections = connections = defaultdict(list) connections[connection.bm].append( connection.bm.connect_after("boardUpdate", self.__boardUpdate)) connections[connection.bm].append( connection.bm.connect_after("playGameCreated", self.__playGameCreated)) connections[connection.bm].append( connection.bm.connect_after("obsGameCreated", self.__obsGameCreated)) connections[connection.om].append( connection.om.connect("onOfferAdd", self.__onOfferAdd)) connections[connection.om].append( connection.om.connect("onOfferRemove", self.__onOfferRemove)) connections[connection.om].append( connection.om.connect("onOfferDeclined", self.__onOfferDeclined)) connections[connection.cm].append( connection.cm.connect("privateMessage", self.__onPrivateMessage))
def cacheGladefile(filename): """ Gtk.Builder automatically caches the file, so we only need to use this file once """ if filename not in cachedGlades: cachedGlades[filename] = Queue() def readit (): builder = Gtk.Builder() builder.set_translation_domain("pychess") builder.add_from_file(addDataPrefix("glade/%s" % filename)) cachedGlades[filename].put(builder) t = Thread(target=readit, name=fident(readit)) t.daemon = True t.start()
class DummyCECPAnalyzerEngine(GObject.GObject): __gsignals__ = { "line": (GObject.SignalFlags.RUN_FIRST, None, (object,)), "died": (GObject.SignalFlags.RUN_FIRST, None, ()), } def __init__(self): GObject.GObject.__init__(self) self.defname = 'Dummy' self.Q = Queue() def putline(self, line): self.emit('line', line) def write(self, text): if text.strip() == 'protover 2': self.emit('line', 'feature setboard=1 analyze=1 ping=1 draw=0 sigint=0 done=1') pass def readline(self): return self.Q.get()
class Publisher(Thread): """ Publisher can be used when a thread is often spitting out results, and you want to process these results in gtk as soon as possible. While waiting for gdk access, results will be stored, and depending on the send policy, either the entire list, or only the last item will be sent as an argument to the function specified in the __init__ """ SEND_LIST, SEND_LAST = range(2) def __init__(self, func, thread_namer, sendPolicy): Thread.__init__(self, name=get_threadname(thread_namer)) self.daemon = True self.queue = Queue() self.func = func self.sendPolicy = sendPolicy def run(self): while True: v = self.queue.get() if v == self.StopNow: break glock.acquire() try: l = [v] while True: try: v = self.queue.get_nowait() except Empty: break else: if v == self.StopNow: break l.append(v) if self.sendPolicy == self.SEND_LIST: self.func(l) elif self.sendPolicy == self.SEND_LAST: self.func(l[-1]) finally: glock.release() if v == self.StopNow: break def put(self, task): self.queue.put(task) def _del(self): self.queue.put(self.StopNow) class StopNow(Exception): pass
class SetupPlayer: __type__ = LOCAL def __init__(self, board_control): self.queue = Queue() self.board_control = board_control self.board_control.connect("action", self.on_action) self.board_control.connect("piece_moved", self.piece_moved) def on_action(self, bc, action, param): self.queue.put((action, param)) if action == "SETUP": # force both virtual player to make_move() self.queue.put((action, param)) def make_move(self): item = self.queue.get(block=True) return item def piece_moved(self, board, move, color): self.queue.put((SetupMove(move), color))
def _put(self, item): Queue._put(self, item) self.unfinished_tasks += 1
def __init__(self): Player.__init__(self) self.Q = Queue() self.__type__ = LOCAL
def __init__(self, func, thread_namer, sendPolicy): Thread.__init__(self, name=get_threadname(thread_namer)) self.daemon = True self.queue = Queue() self.func = func self.sendPolicy = sendPolicy
class EndgameAdvisor(Advisor, Thread): def __init__(self, store, tv, boardview): Thread.__init__(self, name=fident(self.run)) self.daemon = True # FIXME 'Advisor.name = ...' in Advisor.__init__ overwrites Thread.name Advisor.__init__(self, store, _("Endgame Table"), ENDGAME) self.egtb = EndgameTable() # If mate in # was activated by double click let egtb do the rest self.auto_activate = False self.tv = tv self.boardview = boardview self.tooltip = _( "The endgame table will show exact analysis when there are few pieces on the board." ) # TODO: Show a message if tablebases for the position exist but are neither installed nor allowed. self.cid = self.egtb.connect("scored", self.on_scored) self.queue = Queue() self.start() class StopNow(Exception): pass def run(self): while True: v = self.queue.get() if v == self.StopNow: break elif v == self.board.board: self.egtb.scoreAllMoves(v) self.queue.task_done() def shownChanged(self, boardview, shown): m = boardview.model if m is None: return if m.isPlayingICSGame(): return self.parent = self.empty_parent() self.board = m.getBoardAtPly(shown, boardview.shown_variation_idx) self.queue.put(self.board.board) def _del(self): self.egtb.disconnect(self.cid) try: self.queue.put_nowait(self.StopNow) except Full: log.warning("EndgameAdvisor.gamewidget_closed: Queue.Full") @idle_add def on_scored(self, w, ret): m = self.boardview.model if m.isPlayingICSGame(): return board, endings = ret if board != self.board.board: return for move, result, depth in endings: if result == DRAW: result = (_("Draw"), 1, 0.5) details = "" elif (result == WHITEWON) ^ (self.board.color == WHITE): result = (_("Loss"), 1, 0.0) details = _("Mate in %d") % depth else: result = (_("Win"), 1, 1.0) details = _("Mate in %d") % depth self.store.append(self.parent, [(self.board, move, None), result, 0, False, details, False, False]) self.tv.expand_row(Gtk.TreePath(self.path), False) if self.auto_activate: path = None for i, row in enumerate(self.store): if row[4] == self.name: path = Gtk.TreePath.new_from_indices((i, 0)) break if path is not None: self.row_activated(self.tv.get_model().get_iter(path), m, from_gui=False) def row_activated(self, iter, model, from_gui=True): if self.store.get_path(iter) != Gtk.TreePath(self.path): board, move, moves = self.store[iter][0] if from_gui: result = self.store[iter][1] if result is not None and result[2] != 0.5: # double click on mate in # self.auto_activate = True if board.board.next is None and not self.boardview.shownIsMainLine( ): model.add_move2variation(board, move, self.boardview.shown_variation_idx) else: model.add_variation(board, (move, ))
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": '', "exclude": 0, "done": None, } self.supported_features = [ "ping", "setboard", "san", "usermove", "time", "draw", "sigint", "analyze", "myname", "variants", "colors", "pause", "done", "egt", "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.engineIsAnalyzing = 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() self.engine.connect("line", self.parseLine) self.engine.connect("died", lambda e: self.returnQueue.put("del")) self.invalid_move = None self.funcQueue = Queue() self.optionQueue = [] self.boardLock = RLock() self.undoQueue = [] self.analysis_timer = None 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("xboard", file=self.engine) if self.protover == 1: # start a new game (CECPv1 engines): print("new", file=self.engine) # we are now ready for options: self.emit("readyForOptions") elif self.protover == 2: # start advanced protocol initialisation: print("protover 2", file=self.engine) # 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): t = Thread(target=self.__startBlocking, name=fident(self.__startBlocking)) t.daemon = True t.start() 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)) # Gaviota sends done=0 after "xboard" and after "protover 2" too if r == "not ready": r = self.returnQueue.get( True, max(self.timeout - time.time(), 0)) except Empty: log.warning("Got timeout error", extra={"task": 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("post", file=self.engine) for command in self.optionQueue: print(command, file=self.engine) 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): # 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("noise 0", file=self.engine) 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("result 1/2-1/2 {?}", file=self.engine) elif status == WHITEWON: print("result 1-0 {?}", file=self.engine) elif status == BLACKWON: print("result 0-1 {?}", file=self.engine) else: print("result * {?}", file=self.engine) if reason == WON_ADJUDICATION: self.returnQueue.put("invalid") # 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("quit", file=self.engine) self.returnQueue.put("del") self.engine.gentleKill() except OSError as e: # No need to raise on a hang up error, as the engine is dead # anyways if e.errno == 32: log.warning("Hung up Error", extra={"task": self.defname}) return e.errno else: raise finally: # Clear the analyzed data, if any self.emit("analyze", []) if self.analysis_timer is not None: self.analysis_timer.cancel() self.analysis_timer.join() #=========================================================================== # Send the player move updates #=========================================================================== def setBoard(self, board): self.setBoardList([board], []) self.__sendAnalyze(self.mode == INVERSE_ANALYZING) @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.setBoardList([board1], []) self.__sendAnalyze(self.mode == INVERSE_ANALYZING) 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" % \ (move, self.movenext, board1, board2, self.board), extra={"task":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.warning( "Engine seems to be protover=2, but is treated as protover=1", extra={"task": self.defname}) r = self.returnQueue.get() if r == "ready": r = self.returnQueue.get() if r == "invalid": raise InvalidMove 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("time %s" % int(secs * 100 * self.timeHandicap), file=self.engine) print("otim %s" % int(opsecs * 100), file=self.engine) #=========================================================================== # 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 not in (ANALYZING, INVERSE_ANALYZING): 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() # 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.warning("setOptionVariant: engine doesn't support variants", extra={"task": 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: if "gaviota" in self.features["egt"]: self.optionQueue.append("egtpath gaviota %s" % conf.get("egtb_path", "")) 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.warning( "Options set after 'readyok' are not sent to the engine", extra={"task": 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" % self, extra={"task": self.defname}) self.engine.pause() return if self.mode in (ANALYZING, INVERSE_ANALYZING): return if self.features["pause"]: print("pause", file=self.engine) elif self.board: self.__tellEngineToStopPlayingCurrentColor() self._blockTillMove() @semisynced def resume(self): log.debug("resume: self=%s" % self, extra={"task": self.defname}) self.engine.resume() return if self.mode not in (ANALYZING, INVERSE_ANALYZING): if self.features["pause"]: print("features resume") print("resume", file=self.engine) elif self.board: print("go resume") self.__tellEngineToPlayCurrentColorAndMakeMove() @semisynced def hurry(self): log.debug("hurry: self.waitingForMove=%s self.readyForMoveNowCommand=%s" % \ (self.waitingForMove, self.readyForMoveNowCommand), extra={"task":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" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task":self.defname}) for i in range(moves): print("undo", file=self.engine) self.board = gamemodel.boards[-1] @semisynced def playerUndoMoves(self, moves, gamemodel): log.debug("playerUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task":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() for i in range(moves): print("undo", file=self.engine) 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("draw", file=self.engine) 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(toSAN(board, move), file=self.engine) else: cn = CASTLE_KK if board.variant == FISCHERRANDOMCHESS: cn = CASTLE_SAN print(toAN(board, move, short=True, castleNotation=cn), file=self.engine) def __tellEngineToMoveNow(self): if self.features["sigint"]: self.engine.sigint() print("?", file=self.engine) def __tellEngineToStopPlayingCurrentColor(self): print("force", file=self.engine) self.engineIsInNotPlaying = True def __tellEngineToPlayCurrentColorAndMakeMove(self): self.__printColor() print("go", file=self.engine) self.engineIsInNotPlaying = False def __sendAnalyze(self, inverse=False): if inverse and 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", [([toAN(self.board, getMoveKillingKing(self.board)) ], MATE_VALUE - 1, "")]) return def stop_analyze(): if self.engineIsAnalyzing: print("exit", file=self.engine) # Some engines (crafty, gnuchess) doesn't respond to exit command # we try to force them to stop with an empty board fen print("setboard 8/8/8/8/8/8/8/8 w - - 0 1", file=self.engine) self.engineIsAnalyzing = False print("post", file=self.engine) print("analyze", file=self.engine) self.engineIsAnalyzing = True if self.analysis_timer is not None: self.analysis_timer.cancel() self.analysis_timer.join() self.analysis_timer = Timer(conf.get("max_analysis_spin", 3), stop_analyze) self.analysis_timer.start() def __printColor(self): if self.features["colors"]: #or self.mode == INVERSE_ANALYZING: if self.board.color == WHITE: print("white", file=self.engine) else: print("black", file=self.engine) def __setBoard(self, board): if self.features["setboard"]: self.__tellEngineToStopPlayingCurrentColor() fen = board.asFen(enable_bfen=False) if self.mode == INVERSE_ANALYZING: fen_arr = fen.split() if not self.board.board.opIsChecked(): if fen_arr[1] == "b": fen_arr[1] = "w" else: fen_arr[1] = "b" fen = " ".join(fen_arr) print("setboard %s" % fen, file=self.engine) 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("a2a3", file=self.engine) print("edit", file=self.engine) print("#", file=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(sign + cord, file=self.engine) print("c", file=self.engine) print(".", file=self.engine) def _blockTillMove(self): saved_state = self.boardLock._release_save() log.debug("_blockTillMove(): acquiring self.movecon lock", extra={"task": self.defname}) self.movecon.acquire() log.debug("_blockTillMove(): self.movecon acquired", extra={"task": self.defname}) try: log.debug("_blockTillMove(): doing self.movecon.wait", extra={"task": self.defname}) self.movecon.wait() finally: log.debug("_blockTillMove(): releasing self.movecon..", extra={"task": self.defname}) self.movecon.release() self.boardLock._acquire_restore(saved_state) #=========================================================================== # Parsing #=========================================================================== def parseLine(self, engine, line): if line[0:1] == "#": # Debug line which we shall ignore as specified in CECPv2 specs return # log.debug("__parseLine: line=\"%s\"" % line.strip(), extra={"task":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.warning("__parseLine: illegal move: line=\"%s\", board=%s" \ % (line.strip(), self.board), extra={"task":self.defname}) if parts[-2] == "sd" and parts[-1].isdigit(): print("depth", parts[-1], file=self.engine) 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", extra={"task": 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" % movestr, extra={"task": self.defname}) print("undo", file=self.engine) return else: try: move = parseAny(self.board, movestr) except ParsingError as e: self.invalid_move = movestr log.info( "__parseLine: ParsingError engine move: %s %s" % (movestr, self.board), extra={"task": self.defname}) 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 else: self.invalid_move = movestr log.info( "__parseLine: can't validate engine move: %s %s" % (movestr, self.board), extra={"task": self.defname}) self.end( WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION) return finally: log.debug("__parseLine(): releasing self.boardLock", extra={"task": 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("book off", file=self.engine) return match = anare.match(line) if match: depth, 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) if mvstrs: self.emit("analyze", [(mvstrs, scoreval, depth.strip())]) 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": # We don't want to see our stop analyzer hack as an error message if "8/8/8/8/8/8/8/8" in "".join(parts[1:]): return # Create a non-modal non-blocking message dialog with the error: dlg = Gtk.MessageDialog(parent=None, flags=0, type=Gtk.MessageType.WARNING, buttons=Gtk.ButtonsType.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" % (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 not key in self.features: continue if value.startswith('"') and value.endswith('"'): 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] == '"': rest = value[1:] + " " + " ".join(parts[2 + i:]) j = rest.find('"') if j == -1: log.warning("Missing endquotation in %s feature", extra={"task": self.defname}) value = rest else: value = rest[:j] elif value.isdigit(): value = int(value) if key in self.supported_features: print("accepted %s" % key, file=self.engine) else: print("rejected %s" % key, file=self.engine) if key == "done": if value == 1: done1 = True continue elif value == 0: log.info("Adds %d seconds timeout" % TIME_OUT_SECOND, extra={"task": 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("new", file=self.engine) # 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 ") choices = list(map(str.strip, value.split("///"))) default = "" for choice in choices: if choice.startswith("*"): index = choices.index(choice) default = choice[1:] choices[index] = default break return { "type": "combo", "name": name, "default": default, "choices": choices } 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"]
def __init__(self): self.Q = Queue() self.name = "dummytelnet"
def __init__(self, board_control): self.queue = Queue() self.board_control = board_control self.board_control.connect("action", self.on_action) self.board_control.connect("piece_moved", self.piece_moved)
class EndgameAdvisor(Advisor, Thread): def __init__(self, store, tv, boardview): Thread.__init__(self, name=fident(self.run)) self.daemon = True # FIXME 'Advisor.name = ...' in Advisor.__init__ overwrites Thread.name Advisor.__init__(self, store, _("Endgame Table"), ENDGAME) self.egtb = EndgameTable() self.tv = tv self.boardview = boardview self.tooltip = _( "The endgame table will show exact analysis when there are few pieces on the board." ) # TODO: Show a message if tablebases for the position exist but are neither installed nor allowed. self.egtb.connect("scored", self.on_scored) self.queue = Queue() self.start() class StopNow(Exception): pass def run(self): while True: v = self.queue.get() if v == self.StopNow: break elif v == self.board.board: self.egtb.scoreAllMoves(v) self.queue.task_done() def shown_changed(self, boardview, shown): m = boardview.model if m.isPlayingICSGame(): return self.parent = self.empty_parent() self.board = m.getBoardAtPly(shown, boardview.shownVariationIdx) self.queue.put(self.board.board) def gamewidget_closed(self, gamewidget): try: self.queue.put_nowait(self.StopNow) except Full: log.warning("EndgameAdvisor.gamewidget_closed: Queue.Full") @idle_add def on_scored(self, w, ret): m = self.boardview.model if m.isPlayingICSGame(): return board, endings = ret if board != self.board.board: return for move, result, depth in endings: if result == DRAW: result = (_("Draw"), 1, 0.5) details = "" elif (result == WHITEWON) ^ (self.board.color == WHITE): result = (_("Loss"), 1, 0.0) details = _("Mate in %d") % depth else: result = (_("Win"), 1, 1.0) details = _("Mate in %d") % depth self.store.append(self.parent, [(self.board, move, None), result, 0, False, details, False, False]) self.tv.expand_row(Gtk.TreePath(self.path), False)
def __init__(self): Queue.__init__(self) self.all_tasks_done = threading.Condition(self.mutex) self.unfinished_tasks = 0
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": '', "exclude": 0, "done": None, } self.supported_features = [ "ping", "setboard", "san", "usermove", "time", "draw", "sigint", "analyze", "myname", "variants", "colors", "pause", "done", "egt", "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.engineIsAnalyzing = 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() self.engine.connect("line", self.parseLine) self.engine.connect("died", lambda e: self.returnQueue.put("del")) self.invalid_move = None self.funcQueue = Queue() self.optionQueue = [] self.boardLock = RLock() self.undoQueue = [] self.analysis_timer = None self.connect("readyForOptions", self.__onReadyForOptions_before) self.connect_after("readyForOptions", self.__onReadyForOptions) self.connect_after("readyForMoves", self.__onReadyForMoves)
class ICPlayer(Player): __type__ = REMOTE def __init__(self, gamemodel, ichandle, gameno, color, name, icrating=None): Player.__init__(self) self.offers = {} self.queue = Queue() self.okqueue = Queue() self.setName(name) self.ichandle = ichandle self.icrating = icrating self.color = color self.gameno = gameno self.gamemodel = gamemodel # If some times later FICS creates another game with same wplayer,bplayer,gameno # this will change to False and boardUpdate messages will be ignored self.current = True self.connection = connection = self.gamemodel.connection self.connections = connections = defaultdict(list) connections[connection.bm].append( connection.bm.connect_after("boardUpdate", self.__boardUpdate)) connections[connection.bm].append( connection.bm.connect_after("playGameCreated", self.__playGameCreated)) connections[connection.bm].append( connection.bm.connect_after("obsGameCreated", self.__obsGameCreated)) connections[connection.om].append( connection.om.connect("onOfferAdd", self.__onOfferAdd)) connections[connection.om].append( connection.om.connect("onOfferRemove", self.__onOfferRemove)) connections[connection.om].append( connection.om.connect("onOfferDeclined", self.__onOfferDeclined)) connections[connection.cm].append( connection.cm.connect("privateMessage", self.__onPrivateMessage)) def getICHandle(self): return self.name @property def time(self): return self.gamemodel.timemodel.getPlayerTime(self.color) # Handle signals from the connection def __playGameCreated(self, bm, ficsgame): if self.gamemodel.ficsplayers[0] == ficsgame.wplayer and \ self.gamemodel.ficsplayers[1] == ficsgame.bplayer and \ self.gameno == ficsgame.gameno: log.debug( "ICPlayer.__playGameCreated: gameno reappeared: gameno=%s white=%s black=%s" % (ficsgame.gameno, ficsgame.wplayer.name, ficsgame.bplayer.name)) self.current = False def __obsGameCreated(self, bm, ficsgame): if self.gamemodel.ficsplayers[0] == ficsgame.wplayer and \ self.gamemodel.ficsplayers[1] == ficsgame.bplayer and \ self.gameno == ficsgame.gameno: log.debug( "ICPlayer.__obsGameCreated: gameno reappeared: gameno=%s white=%s black=%s" % (ficsgame.gameno, ficsgame.wplayer.name, ficsgame.bplayer.name)) self.current = False def __onOfferAdd(self, om, offer): if self.gamemodel.status in UNFINISHED_STATES and not self.gamemodel.isObservationGame( ): log.debug( "ICPlayer.__onOfferAdd: emitting offer: self.gameno=%s self.name=%s %s" % (self.gameno, self.name, offer)) self.offers[offer.index] = offer self.emit("offer", offer) def __onOfferDeclined(self, om, offer): for offer_ in list(self.gamemodel.offers.keys()): if offer.type == offer_.type: offer.param = offer_.param log.debug("ICPlayer.__onOfferDeclined: emitting decline for %s" % offer) self.emit("decline", offer) def __onOfferRemove(self, om, offer): if offer.index in self.offers: log.debug("ICPlayer.__onOfferRemove: emitting withdraw: \ self.gameno=%s self.name=%s %s" % (self.gameno, self.name, offer)) self.emit("withdraw", self.offers[offer.index]) del self.offers[offer.index] def __onPrivateMessage(self, cm, name, title, isadmin, text): if name == self.ichandle: self.emit("offer", Offer(CHAT_ACTION, param=text)) def __boardUpdate(self, bm, gameno, ply, curcol, lastmove, fen, wname, bname, wms, bms): log.debug( "ICPlayer.__boardUpdate: id(self)=%d self=%s %s %s %s %d %d %s %s %d %d" % (id(self), self, gameno, wname, bname, ply, curcol, lastmove, fen, wms, bms)) if gameno == self.gameno and len( self.gamemodel.players) >= 2 and self.current: # LectureBot allways uses gameno 1 for many games in one lecture # and wname == self.gamemodel.players[0].ichandle \ # and bname == self.gamemodel.players[1].ichandle \ log.debug( "ICPlayer.__boardUpdate: id=%d self=%s gameno=%s: this is my move" % (id(self), self, gameno)) # In some cases (like lost on time) the last move is resent if ply <= self.gamemodel.ply: return if 1 - curcol == self.color and ply == self.gamemodel.ply + 1 and lastmove is not None: log.debug("ICPlayer.__boardUpdate: id=%d self=%s ply=%d: \ putting move=%s in queue" % (id(self), self, ply, lastmove)) self.queue.put((ply, lastmove)) # Ensure the fics thread doesn't continue parsing, before the # game/player thread has received the move. # Specifically this ensures that we aren't killed due to end of # game before our last move is received self.okqueue.get(block=True) # Ending the game def __disconnect(self): if self.connections is None: return for obj in self.connections: for handler_id in self.connections[obj]: if obj.handler_is_connected(handler_id): obj.disconnect(handler_id) self.connections = None def end(self, status, reason): self.__disconnect() self.queue.put("del") def kill(self, reason): self.__disconnect() self.queue.put("del") # Send the player move updates def makeMove(self, board1, move, board2): log.debug( "ICPlayer.makemove: id(self)=%d self=%s move=%s board1=%s board2=%s" % (id(self), self, move, board1, board2)) if board2 and not self.gamemodel.isObservationGame(): # TODO: Will this work if we just always use CASTLE_SAN? castle_notation = CASTLE_KK if board2.variant == FISCHERRANDOMCHESS: castle_notation = CASTLE_SAN self.connection.bm.sendMove( toAN(board2, move, castleNotation=castle_notation)) item = self.queue.get(block=True) try: if item == "del": raise PlayerIsDead if item == "int": raise TurnInterrupt ply, sanmove = item if ply < board1.ply: # This should only happen in an observed game board1 = self.gamemodel.getBoardAtPly(max(ply - 1, 0)) log.debug( "ICPlayer.makemove: id(self)=%d self=%s from queue got: ply=%d sanmove=%s" % (id(self), self, ply, sanmove)) try: move = parseSAN(board1, sanmove) log.debug( "ICPlayer.makemove: id(self)=%d self=%s parsed move=%s" % (id(self), self, move)) except ParsingError: raise return move finally: log.debug( "ICPlayer.makemove: id(self)=%d self=%s returning move=%s" % (id(self), self, move)) self.okqueue.put("ok") # Interacting with the player def pause(self): pass def resume(self): pass def setBoard(self, fen): # setBoard will currently only be called for ServerPlayer when starting # to observe some game. In this case FICS already knows how the board # should look, and we don't need to set anything pass def playerUndoMoves(self, movecount, gamemodel): log.debug( "ICPlayer.playerUndoMoves: id(self)=%d self=%s, undoing movecount=%d" % (id(self), self, movecount)) # If current player has changed so that it is no longer us to move, # We raise TurnInterruprt in order to let GameModel continue the game if movecount % 2 == 1 and gamemodel.curplayer != self: self.queue.put("int") def resetPosition(self): """ Used in observed examined games f.e. when LectureBot starts another example""" self.queue.put("int") def putMessage(self, text): self.connection.cm.tellPlayer(self.ichandle, text) # Offer handling def offerRematch(self): if self.gamemodel.timed: minimum = int(self.gamemodel.timemodel.intervals[0][0]) / 60 inc = self.gamemodel.timemodel.gain else: minimum = 0 inc = 0 self.connection.om.challenge(self.ichandle, self.gamemodel.ficsgame.game_type, minimum, inc, self.gamemodel.ficsgame.rated) def offer(self, offer): log.debug("ICPlayer.offer: self=%s %s" % (repr(self), offer)) if offer.type == TAKEBACK_OFFER: # only 1 outstanding takeback offer allowed on FICS, so remove any of ours for index in list(self.offers.keys()): if self.offers[index].type == TAKEBACK_OFFER: log.debug("ICPlayer.offer: del self.offers[%s] %s" % (index, offer)) del self.offers[index] self.connection.om.offer(offer, self.gamemodel.ply) def offerDeclined(self, offer): log.debug("ICPlayer.offerDeclined: sending decline for %s" % offer) self.connection.om.decline(offer) def offerWithdrawn(self, offer): pass def offerError(self, offer, error): pass def observe(self): self.connection.client.run_command("observe %s" % self.ichandle)
class Human (Player): __type__ = LOCAL __gsignals__ = { "messageRecieved": (GObject.SignalFlags.RUN_FIRST, None, (str,)), } def __init__ (self, gmwidg, color, name, ichandle=None, icrating=None): Player.__init__(self) self.defname = "Human" self.board = gmwidg.board self.gmwidg = gmwidg self.gamemodel = self.board.view.model self.queue = Queue() self.color = color self.conid = [ self.board.connect("piece_moved", self.piece_moved), self.board.connect("action", lambda b,action,param: self.emit_action(action, param)) ] self.setName(name) self.ichandle = ichandle self.icrating = icrating if self.gamemodel.timed: self.gamemodel.timemodel.connect('zero_reached', self.zero_reached) #=========================================================================== # Handle signals from the board #=========================================================================== def zero_reached (self, timemodel, color): if conf.get('autoCallFlag', False) and \ self.gamemodel.status == RUNNING and \ timemodel.getPlayerTime(1-self.color) <= 0: log.info('Automatically sending flag call on behalf of player %s.' % self.name) self.emit("offer", Offer(FLAG_CALL)) def piece_moved (self, board, move, color): if color != self.color: return self.queue.put(move) def emit_action (self, action, param): # If there are two or more tabs open, we have to ensure us that it is # us who are in the active tab, and not the others if not self.gmwidg.isInFront(): return log.debug("Human.emit_action: self.name=%s, action=%s" % (self.name, action)) # If there are two human players, we have to ensure us that it was us # who did the action, and not the others if self.gamemodel.players[1-self.color].__type__ == LOCAL: if action == HURRY_ACTION: if self.gamemodel.boards[-1].color == self.color: return else: if self.gamemodel.boards[-1].color != self.color: return self.emit("offer", Offer(action, param=param)) #=========================================================================== # Send the player move updates #=========================================================================== def makeMove (self, board1, move, board2): log.debug("Human.makeMove: move=%s, board1=%s board2=%s" % \ (move, board1, board2)) if self.board.view.premovePiece and self.board.view.premove0 and self.board.view.premove1 and \ self.color == self.board.view.premovePiece.color: if validate(board1, Move(self.board.view.premove0, self.board.view.premove1, board1, promotion=self.board.view.premovePromotion)): log.debug("Human.makeMove: Setting move to premove %s %s" % \ (self.board.view.premove0, self.board.view.premove1)) self.board.emit_move_signal(self.board.view.premove0, self.board.view.premove1, promotion=self.board.view.premovePromotion) # reset premove self.board.view.setPremove(None, None, None, None) self.gmwidg.setLocked(False) item = self.queue.get(block=True) self.gmwidg.setLocked(True) if item == "del": raise PlayerIsDead("Killed by foreign forces") if item == "int": log.debug("Human.makeMove: %s: raise TurnInterrupt" % self) raise TurnInterrupt return item #=========================================================================== # Ending the game #=========================================================================== def end (self, status, reason): self.queue.put("del") def kill (self, reason): print("I am killed", self) for id in self.conid: if self.board.handler_is_connected(id): self.board.disconnect(id) self.queue.put("del") #=========================================================================== # Interacting with the player #=========================================================================== def hurry (self): title = _("Your opponent asks you to hurry!") text = _("Generally this means nothing, as the game is time-based, but if you want to please your opponent, perhaps you should get going.") content = InfoBar.get_message_content(title, text, Gtk.STOCK_DIALOG_INFO) def response_cb (infobar, response, message): message.dismiss() message = InfoBarMessage(Gtk.MessageType.INFO, content, response_cb) message.add_button(InfoBarMessageButton(Gtk.STOCK_CLOSE, Gtk.ResponseType.CANCEL)) self._show_message(message) def pause (self): self.gmwidg.setLocked(True) def resume (self): log.debug("Human.resume: %s" % (self)) if self.board.view.model.curplayer == self: self.gmwidg.setLocked(False) def playerUndoMoves (self, movecount, gamemodel): log.debug("Human.playerUndoMoves: movecount=%s self=%s" % (movecount, self)) #If the movecount is odd, the player has changed, and we have to interupt if movecount % 2 == 1: # If it is no longer us to move, we raise TurnInterruprt in order to # let GameModel continue the game. if gamemodel.curplayer != self: log.debug("Human.playerUndoMoves: putting TurnInterrupt into self.queue") self.queue.put("int") # If the movecount is even, we have to ensure the board is unlocked. # This is because it might have been locked by the game ending, but # perhaps we have now undone some moves, and it is no longer ended. elif movecount % 2 == 0 and gamemodel.curplayer == self: log.debug("Human.playerUndoMoves: self=%s: calling gmwidg.setLocked" % (self)) self.gmwidg.setLocked(False) def putMessage (self, text): self.emit("messageRecieved", text) def sendMessage (self, text): self.emit("offer", Offer(CHAT_ACTION, param=text)) #=========================================================================== # Offer handling #=========================================================================== def offer (self, offer): log.debug("Human.offer: self=%s %s" % (self, offer)) assert offer.type in OFFER_MESSAGES if self.gamemodel.players[1-self.color].__type__ is LOCAL: self.emit("accept", offer) return heading, text, takes_param = OFFER_MESSAGES[offer.type] if takes_param: param = offer.param if offer.type == TAKEBACK_OFFER and \ self.gamemodel.players[1-self.color].__type__ is not REMOTE: param = self.gamemodel.ply - offer.param heading = heading % param text = text % param def response_cb (infobar, response, message): if response == Gtk.ResponseType.ACCEPT: self.emit("accept", offer) elif response == Gtk.ResponseType.NO: self.emit("decline", offer) message.dismiss() content = InfoBar.get_message_content(heading, text, Gtk.STOCK_DIALOG_QUESTION) message = InfoBarMessage(Gtk.MessageType.QUESTION, content, response_cb) message.add_button(InfoBarMessageButton(_("Accept"), Gtk.ResponseType.ACCEPT)) message.add_button(InfoBarMessageButton(_("Decline"), Gtk.ResponseType.NO)) message.add_button(InfoBarMessageButton(Gtk.STOCK_CLOSE, Gtk.ResponseType.CANCEL)) self._show_message(message) def offerDeclined (self, offer): log.debug("Human.offerDeclined: self=%s %s" % (self, offer)) assert offer.type in ACTION_NAMES heading = _("%s was declined by your opponent") % ACTION_NAMES[offer.type] text = _("Resend %s?" % ACTION_NAMES[offer.type].lower()) content = InfoBar.get_message_content(heading, text, Gtk.STOCK_DIALOG_INFO) def response_cb (infobar, response, message): if response == Gtk.ResponseType.ACCEPT: self.emit("offer", offer) message.dismiss() message = InfoBarMessage(Gtk.MessageType.INFO, content, response_cb) message.add_button(InfoBarMessageButton(_("Resend"), Gtk.ResponseType.ACCEPT)) message.add_button(InfoBarMessageButton(Gtk.STOCK_CLOSE, Gtk.ResponseType.CANCEL)) self._show_message(message) def offerWithdrawn (self, offer): log.debug("Human.offerWithdrawn: self=%s %s" % (self, offer)) assert offer.type in ACTION_NAMES heading = _("%s was withdrawn by your opponent") % ACTION_NAMES[offer.type] text = _("Your opponent seems to have changed their mind.") content = InfoBar.get_message_content(heading, text, Gtk.STOCK_DIALOG_INFO) def response_cb (infobar, response, message): message.dismiss() message = InfoBarMessage(Gtk.MessageType.INFO, content, response_cb) message.add_button(InfoBarMessageButton(Gtk.STOCK_CLOSE, Gtk.ResponseType.CANCEL)) self._show_message(message) def offerError (self, offer, error): log.debug("Human.offerError: self=%s error=%s %s" % (self, error, offer)) assert offer.type in ACTION_NAMES actionName = ACTION_NAMES[offer.type] if error == ACTION_ERROR_NONE_TO_ACCEPT: heading = _("Unable to accept %s") % actionName.lower() text = _("Probably because it has been withdrawn.") elif error == ACTION_ERROR_NONE_TO_DECLINE or \ error == ACTION_ERROR_NONE_TO_WITHDRAW: # If the offer was not there, it has probably already been either # declined or withdrawn. return else: heading = _("%s returns an error") % actionName text = ERROR_MESSAGES[error] content = InfoBar.get_message_content(heading, text, Gtk.STOCK_DIALOG_WARNING) def response_cb (infobar, response, message): message.dismiss() message = InfoBarMessage(Gtk.MessageType.WARNING, content, response_cb) message.add_button(InfoBarMessageButton(Gtk.STOCK_CLOSE, Gtk.ResponseType.CANCEL)) self._show_message(message) def _show_message (self, message): self.gmwidg.showMessage(message)
def TaskQueue(): if hasattr(Queue, "task_done"): return Queue() return _TaskQueue()
def __init__(self): GObject.GObject.__init__(self) self.defname = 'Dummy' self.Q = Queue()
class UCIEngine (ProtocolEngine): def __init__ (self, subprocess, color, protover, md5): ProtocolEngine.__init__(self, subprocess, color, protover, md5) self.ids = {} self.options = {} self.optionsToBeSent = {} self.wtime = 60000 self.btime = 60000 self.incr = 0 self.timeHandicap = 1 self.moveLock = RLock() # none of the following variables should be changed or used in a # condition statement without holding the above self.moveLock self.ponderOn = False self.pondermove = None self.ignoreNext = False self.waitingForMove = False self.needBestmove = False self.readyForStop = False # keeps track of whether we already sent a 'stop' command self.multipvSetting = conf.get("multipv", 1) # MultiPV option sent to the engine self.multipvExpected = 1 # Number of PVs expected (limited by number of legal moves) self.commands = collections.deque() self.gameBoard = Board(setup=True) # board at the end of all moves played self.board = Board(setup=True) # board to send the engine self.uciPosition = "startpos" self.uciPositionListsMoves = False self.analysis = [ None ] self.returnQueue = Queue() self.engine.connect("line", self.parseLine) self.engine.connect("died", self.__die) self.invalid_move = None self.connect("readyForOptions", self.__onReadyForOptions_before) self.connect_after("readyForOptions", self.__onReadyForOptions) self.connect_after("readyForMoves", self.__onReadyForMoves) def __die (self, subprocess): self.returnQueue.put("die") #=========================================================================== # Starting the game #=========================================================================== def prestart (self): print("uci", file=self.engine) def start (self): if self.mode in (ANALYZING, INVERSE_ANALYZING): t = Thread(target=self.__startBlocking, name=fident(self.__startBlocking)) t.daemon = True t.start() else: self.__startBlocking() def __startBlocking (self): r = self.returnQueue.get() if r == 'die': raise PlayerIsDead assert r == "ready" or r == 'del' #self.emit("readyForOptions") #self.emit("readyForMoves") def __onReadyForOptions_before (self, self_): self.readyOptions = True def __onReadyForOptions (self, self_): if self.mode in (ANALYZING, INVERSE_ANALYZING): if self.hasOption("Ponder"): self.setOption('Ponder', False) if self.hasOption("MultiPV") and self.multipvSetting > 1: self.setOption('MultiPV', self.multipvSetting) for option, value in self.optionsToBeSent.items(): if isinstance(value, bool): value = str(value).lower() print("setoption name %s value %s" % (option, str(value)), file=self.engine) print("isready", file=self.engine) def __onReadyForMoves (self, self_): self.returnQueue.put("ready") self.readyMoves = True self._newGame() # 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): self._searchNow() #=========================================================================== # Ending the game #=========================================================================== def end (self, status, reason): # UCI doens't care about reason, so we just kill if reason == WON_ADJUDICATION: self.returnQueue.put("invalid") self.kill(reason) def kill (self, reason): """ Kills the engine, starting with the 'stop' and 'quit' commands, then trying sigterm and eventually sigkill. Returns the exitcode, or if engine have already been killed, the method returns None """ if self.connected: self.connected = False try: try: print("stop", file=self.engine) print("quit", file=self.engine) self.returnQueue.put("del") return self.engine.gentleKill() except OSError as e: # No need to raise on a hang up error, as the engine is dead # anyways if e.errno == 32: log.warning("Hung up Error", extra={"task":self.defname}) return e.errno else: raise finally: # Clear the analyzed data, if any self.emit("analyze", []) #=========================================================================== # Send the player move updates #=========================================================================== def _moveToUCI (self, board, move): cn = CASTLE_KK if board.variant == FISCHERRANDOMCHESS: cn = CASTLE_KR return toAN(board, move, short=True, castleNotation=cn) def _recordMove (self, board1, move, board2): if self.gameBoard == board1: return if not board2: if board1.variant == NORMALCHESS and board1.asFen() == FEN_START: self.uciPosition = "startpos" else: self.uciPosition = "fen " + board1.asFen() self.uciPositionListsMoves = False if move: if not self.uciPositionListsMoves: self.uciPosition += " moves" self.uciPositionListsMoves = True self.uciPosition += " " + self._moveToUCI(board2, move) self.board = self.gameBoard = board1 if self.mode == INVERSE_ANALYZING: self.board = self.gameBoard.switchColor() def _recordMoveList (self, model, ply=None): self._recordMove(model.boards[0], None, None) if ply is None: ply = model.ply for board1, move, board2 in zip(model.boards[1:ply+1], model.moves, model.boards[0:ply]): self._recordMove(board1, move, board2) def setBoard (self, board): log.debug("setBoardAtPly: board=%s" % board, extra={"task":self.defname}) self._recordMove(board, None, None) if not self.readyMoves: return self._searchNow() def putMove (self, board1, move, board2): log.debug("putMove: board1=%s move=%s board2=%s self.board=%s" % \ (board1, move, board2, self.board), extra={"task":self.defname}) self._recordMove(board1, move, board2) if not self.readyMoves: return self._searchNow() def makeMove (self, board1, move, board2): log.debug("makeMove: move=%s self.pondermove=%s board1=%s board2=%s self.board=%s" % \ (move, self.pondermove, board1, board2, self.board), extra={"task":self.defname}) assert self.readyMoves with self.moveLock: self._recordMove(board1, move, board2) self.waitingForMove = True ponderhit = False if board2 and self.pondermove and move == self.pondermove: ponderhit = True elif board2 and self.pondermove: self.ignoreNext = True print("stop", file=self.engine) self._searchNow(ponderhit=ponderhit) # Parse outputs try: r = self.returnQueue.get() if r == "invalid": raise InvalidMove if r == "del": raise PlayerIsDead if r == "int": with self.moveLock: self.pondermove = None self.ignoreNext = True self.needBestmove = True self.hurry() raise TurnInterrupt return r finally: with self.moveLock: self.waitingForMove = False # empty the queue of any moves received post-undo/TurnInterrupt self.returnQueue.queue.clear() def updateTime (self, secs, opsecs): if self.color == WHITE: self.wtime = int(secs*1000*self.timeHandicap) self.btime = int(opsecs*1000) else: self.btime = int(secs*1000*self.timeHandicap) self.wtime = int(opsecs*1000) #=========================================================================== # Standard options #=========================================================================== def setOptionAnalyzing (self, mode): self.mode = mode if self.mode == INVERSE_ANALYZING: self.board = self.gameBoard.switchColor() def setOptionInitialBoard (self, model): log.debug("setOptionInitialBoard: self=%s, model=%s" % \ (self, model), extra={"task":self.defname}) self._recordMoveList(model) def setOptionVariant (self, variant): if variant == FischerandomBoard: assert self.hasOption("UCI_Chess960") self.setOption("UCI_Chess960", True) elif self.hasOption("UCI_Variant") and not variant.standard_rules: self.setOption("UCI_Variant", variant.cecp_name) def setOptionTime (self, secs, gain): self.wtime = int(max(secs*1000*self.timeHandicap, 1)) self.btime = int(max(secs*1000*self.timeHandicap, 1)) self.incr = int(gain*1000*self.timeHandicap) def setOptionStrength (self, strength, forcePonderOff): self.strength = strength if self.hasOption('UCI_LimitStrength') and strength <= 18: self.setOption('UCI_LimitStrength', True) if self.hasOption('UCI_Elo'): self.setOption('UCI_Elo', 150 * strength) # Stockfish offers 20 skill levels if self.hasOption('Skill Level') and strength <= 19: self.setOption('Skill Level', strength) if ((not self.hasOption('UCI_Elo')) and (not self.hasOption('Skill Level'))) or strength <= 19: self.timeHandicap = th = 0.01 * 10**(strength/10.) self.wtime = int(max(self.wtime*th, 1)) self.btime = int(max(self.btime*th, 1)) self.incr = int(self.incr*th) if self.hasOption('Ponder'): self.setOption('Ponder', strength >= 19 and not forcePonderOff) if self.hasOption('GaviotaTbPath') and strength == 20: self.setOption('GaviotaTbPath', conf.get("egtb_path", "")) #=========================================================================== # Interacting with the player #=========================================================================== def pause (self): log.debug("pause: self=%s" % self, extra={"task":self.defname}) self.engine.pause() return if self.board.color == self.color or \ self.mode != NORMAL or self.pondermove: self.ignoreNext = True print("stop", file=self.engine) def resume (self): log.debug("resume: self=%s" % self, extra={"task":self.defname}) self.engine.resume() return if self.mode == NORMAL: if self.board.color == self.color: self._searchNow() elif self.ponderOn and self.pondermove: self._startPonder() else: self._searchNow() def hurry (self): log.debug("hurry: self.waitingForMove=%s self.readyForStop=%s" % \ (self.waitingForMove, self.readyForStop), extra={"task":self.defname}) # sending this more than once per move will crash most engines # so we need to send only the first one, and then ignore every "hurry" request # after that until there is another outstanding "position..go" with self.moveLock: if self.waitingForMove and self.readyForStop: print("stop", file=self.engine) self.readyForStop = False def playerUndoMoves (self, moves, gamemodel): log.debug("playerUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task":self.defname}) self._recordMoveList(gamemodel) if (gamemodel.curplayer != self and moves % 2 == 1) or \ (gamemodel.curplayer == self and moves % 2 == 0): # Interrupt if we were searching but should no longer do so, or # if it is was our move before undo and it is still our move after undo # since we need to send the engine the new FEN in makeMove() log.debug("playerUndoMoves: putting 'int' into self.returnQueue=%s" % \ self.returnQueue.queue, extra={"task":self.defname}) self.returnQueue.put("int") def spectatorUndoMoves (self, moves, gamemodel): log.debug("spectatorUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s" % \ (moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task":self.defname}) self._recordMoveList(gamemodel) if self.readyMoves: self._searchNow() #=========================================================================== # Offer handling #=========================================================================== def offer (self, offer): if offer.type == DRAW_OFFER: self.emit("decline", offer) else: self.emit("accept", offer) #=========================================================================== # 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.warning("Options set after 'readyok' are not sent to the engine", extra={"task":self.defname}) self.optionsToBeSent[key] = value self.ponderOn = key=="Ponder" and value is True def getOption (self, option): assert self.readyOptions if option in self.options: return self.options[option]["default"] return None def getOptions (self): assert self.readyOptions return copy(self.options) def hasOption (self, key): assert self.readyOptions return key in self.options #=========================================================================== # Internal #=========================================================================== def _newGame (self): print("ucinewgame", file=self.engine) def _searchNow (self, ponderhit=False): log.debug("_searchNow: self.needBestmove=%s ponderhit=%s self.board=%s" % \ (self.needBestmove, ponderhit, self.board), extra={"task":self.defname}) with self.moveLock: commands = [] if ponderhit: commands.append("ponderhit") elif self.mode == NORMAL: commands.append("position %s" % self.uciPosition) if self.strength <= 3: commands.append("go depth %d" % self.strength) else: commands.append("go wtime %d winc %d btime %d binc %d" % \ (self.wtime, self.incr, self.btime, self.incr)) else: print("stop", file=self.engine) 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", [([toAN(self.board, getMoveKillingKing(self.board))], MATE_VALUE-1, "")]) return commands.append("position fen %s" % self.board.asFen()) else: commands.append("position %s" % self.uciPosition) #commands.append("go infinite") move_time = int(conf.get("max_analysis_spin", 3))*1000 commands.append("go movetime %s" % move_time) if self.hasOption("MultiPV") and self.multipvSetting > 1: self.multipvExpected = min(self.multipvSetting, legalMoveCount(self.board)) else: self.multipvExpected = 1 self.analysis = [None] * self.multipvExpected if self.needBestmove: self.commands.append(commands) log.debug("_searchNow: self.needBestmove==True, appended to self.commands=%s" % \ self.commands, extra={"task":self.defname}) else: for command in commands: print(command, file=self.engine) if getStatus(self.board)[1] != WON_MATE: # XXX This looks fishy. self.needBestmove = True self.readyForStop = True def _startPonder (self): uciPos = self.uciPosition if not self.uciPositionListsMoves: uciPos += " moves" print("position", uciPos, \ self._moveToUCI(self.board, self.pondermove), file=self.engine) print("go ponder wtime", self.wtime, \ "winc", self.incr, "btime", self.btime, "binc", self.incr, file=self.engine) #=========================================================================== # Parsing from engine #=========================================================================== def parseLine (self, engine, line): if not self.connected: return parts = line.split() if not parts: return #---------------------------------------------------------- Initializing if parts[0] == "id": if parts[1] == "name": self.ids[parts[1]] = " ".join(parts[2:]) self.setName(self.ids["name"]) return if parts[0] == "uciok": self.emit("readyForOptions") return if parts[0] == "readyok": self.emit("readyForMoves") return #------------------------------------------------------- Options parsing if parts[0] == "option": dic = {} last = 1 varlist = [] for i in range (2, len(parts)+1): if i == len(parts) or parts[i] in OPTKEYS: key = parts[last] value = " ".join(parts[last+1:i]) if "type" in dic and dic["type"] in TYPEDIC: value = TYPEDIC[dic["type"]](value) if key == "var": varlist.append(value) elif key == "type" and value == "string": dic[key] = "text" else: dic[key] = value last = i if varlist: dic["choices"] = varlist self.options[dic["name"]] = dic return #---------------------------------------------------------------- A Move if self.mode == NORMAL and parts[0] == "bestmove": with self.moveLock: self.needBestmove = False self.__sendQueuedGo() if self.ignoreNext: log.debug("__parseLine: line='%s' self.ignoreNext==True, returning" % \ line.strip(), extra={"task":self.defname}) self.ignoreNext = False self.readyForStop = True return movestr = parts[1] if not self.waitingForMove: log.warning("__parseLine: self.waitingForMove==False, ignoring move=%s" % \ movestr, extra={"task":self.defname}) self.pondermove = None return self.waitingForMove = False try: move = parseAny(self.board, movestr) except ParsingError as e: self.invalid_move = movestr self.end(WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION) return if not validate(self.board, move): # This is critical. To avoid game stalls, we need to resign on # behalf of the engine. log.error("__parseLine: move=%s didn't validate, putting 'del' in returnQueue. self.board=%s" % \ (repr(move), self.board), extra={"task":self.defname}) self.invalid_move = movestr self.end(WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION) return self._recordMove(self.board.move(move), move, self.board) log.debug("__parseLine: applied move=%s to self.board=%s" % \ (move, self.board), extra={"task":self.defname}) if self.ponderOn: self.pondermove = None # An engine may send an empty ponder line, simply to clear. if len(parts) == 4: # Engines don't always check for everything in their # ponders. Hence we need to validate. # But in some cases, what they send may not even be # correct AN - specially in the case of promotion. try: pondermove = parseAny(self.board, parts[3]) except ParsingError: pass else: if validate(self.board, pondermove): self.pondermove = pondermove self._startPonder() self.returnQueue.put(move) log.debug("__parseLine: put move=%s into self.returnQueue=%s" % \ (move, self.returnQueue.queue), extra={"task":self.defname}) return #----------------------------------------------------------- An Analysis if self.mode != NORMAL and parts[0] == "info" and "pv" in parts: multipv = 1 if "multipv" in parts: multipv = int(parts[parts.index("multipv")+1]) scoretype = parts[parts.index("score")+1] if scoretype in ('lowerbound', 'upperbound'): score = None else: score = int(parts[parts.index("score")+2]) if scoretype == 'mate': # print >> self.engine, "stop" if score != 0: sign = score/abs(score) score = sign*MATE_VALUE movstrs = parts[parts.index("pv")+1:] if "depth" in parts: depth = parts[parts.index("depth")+1] else: depth = "" if multipv <= len(self.analysis): self.analysis[multipv - 1] = (movstrs, score, depth) self.emit("analyze", self.analysis) return #----------------------------------------------- An Analyzer bestmove if self.mode != NORMAL and parts[0] == "bestmove": with self.moveLock: log.debug("__parseLine: processing analyzer bestmove='%s'" % \ line.strip(), extra={"task":self.defname}) self.needBestmove = False self.__sendQueuedGo(sendlast=True) return # Stockfish complaining it received a 'stop' without a corresponding 'position..go' if line.strip() == "Unknown command: stop": with self.moveLock: log.debug("__parseLine: processing '%s'" % line.strip(), extra={"task":self.defname}) self.ignoreNext = False self.needBestmove = False self.readyForStop = False self.__sendQueuedGo() return #* score #* cp <x> # the score from the engine's point of view in centipawns. #* mate <y> # mate in y moves, not plies. # If the engine is getting mated use negative values for y. #* lowerbound # the score is just a lower bound. #* upperbound # the score is just an upper bound. def __sendQueuedGo (self, sendlast=False): """ Sends the next position...go or ponderhit command set which was queued (if any). sendlast -- If True, send the last position-go queued rather than the first, and discard the others (intended for analyzers) """ with self.moveLock: if len(self.commands) > 0: if sendlast: commands = self.commands.pop() self.commands.clear() else: commands = self.commands.popleft() for command in commands: print(command, file=self.engine) self.needBestmove = True self.readyForStop = True log.debug("__sendQueuedGo: sent queued go=%s" % commands, extra={"task":self.defname}) #=========================================================================== # Info #=========================================================================== def maxAnalysisLines (self): try: return int(self.options["MultiPV"]["max"]) except (KeyError, ValueError): return 1 # Engine does not support the MultiPV option def requestMultiPV (self, n): multipvMax = self.maxAnalysisLines() n = min(n, multipvMax) if n != self.multipvSetting: conf.set("multipv", n) with self.moveLock: self.multipvSetting = n print("stop", file=self.engine) print("setoption name MultiPV value", n, file=self.engine) self._searchNow() return n def __repr__ (self): if self.name: return self.name if "name" in self.ids: return self.ids["name"] return ', '.join(self.defname)