310 lines
8.3 KiB
C++
310 lines
8.3 KiB
C++
/*
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This file is part of Sanmill.
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Copyright (C) 2019-2021 The Sanmill developers (see AUTHORS file)
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Sanmill is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Sanmill is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <sstream>
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#include "thread.h"
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#include "uci.h"
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#ifdef FLUTTER_UI
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#include "command_channel.h"
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#include "base.h"
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#endif
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using namespace std;
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extern vector<string> setup_bench(Position *, istream &);
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extern int repetition;
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extern vector<Key> posKeyHistory;
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namespace
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{
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// FEN string of the initial position, normal mill game
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const char *StartFEN9 = "********/********/******** w p p 0 9 0 9 0 0 1";
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const char *StartFEN10 = "********/********/******** w p p 0 10 0 10 0 0 1";
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const char *StartFEN11 = "********/********/******** w p p 0 11 0 11 0 0 1";
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const char *StartFEN12 = "********/********/******** w p p 0 12 0 12 0 0 1";
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char StartFEN[BUFSIZ];
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// position() is called when engine receives the "position" UCI command.
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// The function sets up the position described in the given FEN string ("fen")
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// or the starting position ("startpos") and then makes the moves given in the
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// following move list ("moves").
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void position(Position *pos, istringstream &is)
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{
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Move m;
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string token, fen;
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is >> token;
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if (token == "startpos") {
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fen = StartFEN;
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is >> token; // Consume "moves" token if any
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} else if (token == "fen")
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while (is >> token && token != "moves")
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fen += token + " ";
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else
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return;
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repetition = 0;
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posKeyHistory.clear();
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pos->set(fen, Threads.main());
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// Parse move list (if any)
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while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE) {
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pos->do_move(m);
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if (type_of(m) == MOVETYPE_MOVE) {
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posKeyHistory.push_back(pos->key());
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} else {
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posKeyHistory.clear();
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}
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}
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// TODO: Stockfish does not have this
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Threads.main()->us = pos->sideToMove;
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}
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// setoption() is called when engine receives the "setoption" UCI command. The
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// function updates the UCI option ("name") to the given value ("value").
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void setoption(istringstream &is)
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{
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string token, name, value;
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is >> token; // Consume "name" token
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// Read option name (can contain spaces)
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while (is >> token && token != "value")
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name += (name.empty() ? "" : " ") + token;
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// Read option value (can contain spaces)
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while (is >> token)
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value += (value.empty() ? "" : " ") + token;
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if (Options.count(name))
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Options[name] = value;
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else
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sync_cout << "No such option: " << name << sync_endl;
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}
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// go() is called when engine receives the "go" UCI command. The function sets
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// the thinking time and other parameters from the input string, then starts
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// the search.
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void go(Position *pos)
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{
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#ifdef UCI_AUTO_RE_GO
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begin:
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#endif
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repetition = 0;
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Threads.start_thinking(pos);
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if (pos->get_phase() == Phase::gameOver)
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{
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#ifdef UCI_AUTO_RESTART
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// TODO
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while (true) {
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if (Threads.main()->searching == true) {
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continue;
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}
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pos->set(StartFEN, Threads.main());
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Threads.main()->us = WHITE; // WAR
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break;
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}
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#else
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return;
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#endif
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}
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#ifdef UCI_AUTO_RE_GO
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goto begin;
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#endif
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}
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} // namespace
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/// UCI::loop() waits for a command from stdin, parses it and calls the appropriate
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/// function. Also intercepts EOF from stdin to ensure gracefully exiting if the
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/// GUI dies unexpectedly. When called with some command line arguments, e.g. to
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/// run 'bench', once the command is executed the function returns immediately.
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/// In addition to the UCI ones, also some additional debug commands are supported.
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void UCI::loop(int argc, char *argv[])
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{
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Position *pos = new Position;
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string token, cmd;
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switch (rule.piecesCount) {
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case 9:
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strncpy(StartFEN, StartFEN9, BUFSIZ - 1);
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break;
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case 10:
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strncpy(StartFEN, StartFEN10, BUFSIZ - 1);
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break;
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case 11:
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strncpy(StartFEN, StartFEN11, BUFSIZ - 1);
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break;
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case 12:
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strncpy(StartFEN, StartFEN12, BUFSIZ - 1);
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break;
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default:
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assert(0);
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break;
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}
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StartFEN[BUFSIZ - 1] = '\0';
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pos->set(StartFEN, Threads.main());
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for (int i = 1; i < argc; ++i)
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cmd += std::string(argv[i]) + " ";
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do {
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#ifdef FLUTTER_UI
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static const int LINE_INPUT_MAX_CHAR = 4096;
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char line[LINE_INPUT_MAX_CHAR];
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CommandChannel *channel = CommandChannel::getInstance();
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while (!channel->popupCommand(line))
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Idle();
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cmd = line;
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LOGD("[uci] input: %s\n", line);
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#else
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if (argc == 1 && !getline(cin, cmd)) // Block here waiting for input or EOF
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cmd = "quit";
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#endif
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istringstream is(cmd);
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token.clear(); // Avoid a stale if getline() returns empty or blank line
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is >> skipws >> token;
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if (token == "quit"
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|| token == "stop")
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Threads.stop = true;
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// The GUI sends 'ponderhit' to tell us the user has played the expected move.
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// So 'ponderhit' will be sent if we were told to ponder on the same move the
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// user has played. We should continue searching but switch from pondering to
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// normal search.
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else if (token == "ponderhit")
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Threads.main()->ponder = false; // Switch to normal search
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else if (token == "uci")
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sync_cout << "id name " << engine_info(true)
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<< "\n" << Options
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<< "\nuciok" << sync_endl;
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else if (token == "setoption") setoption(is);
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else if (token == "go") go(pos);
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else if (token == "position") position(pos, is);
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else if (token == "ucinewgame") Search::clear();
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else if (token == "isready") sync_cout << "readyok" << sync_endl;
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// Additional custom non-UCI commands, mainly for debugging.
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// Do not use these commands during a search!
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else if (token == "d") sync_cout << *pos << sync_endl;
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else if (token == "compiler") sync_cout << compiler_info() << sync_endl;
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else
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sync_cout << "Unknown command: " << cmd << sync_endl;
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} while (token != "quit" && argc == 1); // Command line args are one-shot
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delete pos;
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}
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/// UCI::value() converts a Value to a string suitable for use with the UCI
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/// protocol specification:
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///
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/// cp <x> The score from the engine's point of view in stones.
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/// mate <y> Mate in y moves, not plies. If the engine is getting mated
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/// use negative values for y.
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string UCI::value(Value v)
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{
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assert(-VALUE_INFINITE < v &&v < VALUE_INFINITE);
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stringstream ss;
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if (abs(v) < VALUE_MATE_IN_MAX_PLY)
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ss << "cp " << v / StoneValue;
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else
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ss << "mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2;
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return ss.str();
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}
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/// UCI::square() converts a Square to a string in algebraic notation ((1,2), etc.)
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std::string UCI::square(Square s)
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{
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return std::string{ char('('), char('0' + file_of(s)), char(','), char('0' + rank_of(s)), char(')') };
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}
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/// UCI::move() converts a Move to a string in algebraic notation ((1,2), etc.).
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string UCI::move(Move m)
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{
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string move;
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const Square to = to_sq(m);
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if (m == MOVE_NONE)
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return "(none)";
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if (m == MOVE_NULL)
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return "0000";
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if (m < 0) {
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move = "-" + UCI::square(to);
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} else if (m & 0x7f00) {
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const Square from = from_sq(m);
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move = UCI::square(from) + "->" + UCI::square(to);
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} else {
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move = UCI::square(to);
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}
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return move;
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}
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/// UCI::to_move() converts a string representing a move in coordinate notation
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/// to the corresponding legal Move, if any.
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Move UCI::to_move(Position *pos, string &str)
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{
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for (const auto &m : MoveList<LEGAL>(*pos))
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if (str == UCI::move(m))
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return m;
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return MOVE_NONE;
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}
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