/usr/share/pyshared/pychess/Players/UCIEngine.py is in pychess 0.12~beta3-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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import collections
from copy import copy
import Queue
from threading import RLock
from pychess.Utils.Move import *
from pychess.Utils.Board import Board
from pychess.Utils.Cord import Cord
from pychess.Utils.Offer import Offer
from pychess.Utils.Move import toAN, parseAN, listToMoves
from pychess.Utils.logic import validate, getMoveKillingKing, getStatus, legalMoveCount
from pychess.Utils.const import *
from pychess.Utils.lutils.ldata import MATE_VALUE
from pychess.Utils.lutils.lmove import ParsingError
from pychess.System import conf
from pychess.System.Log import log
from pychess.System.SubProcess import TimeOutError, SubProcessError
from pychess.System.ThreadPool import pool
from pychess.Variants.fischerandom import FischerRandomChess
from ProtocolEngine import ProtocolEngine
from pychess.Players.Player import Player, PlayerIsDead, TurnInterrupt
TYPEDIC = {"check":lambda x:x=="true", "spin":int}
OPTKEYS = ("name", "type", "min", "max", "default", "var")
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.analysis = [ None ]
self.returnQueue = Queue.Queue()
self.engine.connect("line", self.parseLines)
self.engine.connect("died", self.__die)
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 >> self.engine, "uci"
def start (self):
if self.mode in (ANALYZING, INVERSE_ANALYZING):
pool.start(self.__startBlocking)
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.iteritems():
if type(value) == bool:
value = str(value).lower()
print >> self.engine, "setoption name", option, "value", str(value)
print >> self.engine, "isready"
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
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 >> self.engine, "stop"
print >> self.engine, "quit"
self.returnQueue.put("del")
return self.engine.gentleKill()
except OSError, e:
# No need to raise on a hang up error, as the engine is dead
# anyways
if e.errno == 32:
log.warn("Hung up Error", self.defname)
return e.errno
else: raise
finally:
# Clear the analyzed data, if any
self.emit("analyze", [])
#===========================================================================
# Send the player move updates
#===========================================================================
def _moveToUCI (self, board, move):
cn = CASTLE_KK
if board.variant == FISCHERRANDOMCHESS:
cn = CASTLE_KR
return toAN(board, move, short=True, castleNotation=cn)
def _setBoard (self, board):
if board.variant == NORMALCHESS and board.asFen() == FEN_START:
self.uciPosition = "startpos"
else:
self.uciPosition = "fen " + board.asFen()
self.board = self.gameBoard = board
if self.mode == INVERSE_ANALYZING:
self.board = self.gameBoard.switchColor()
def setBoard (self, board):
log.debug("setBoardAtPly: board=%s\n" % board, self.defname)
self._setBoard(board)
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\n" % \
(board1, move, board2, self.board), self.defname)
# If the spactator engine analyzing an older position, let it do
if self.board != board2:
return
self._setBoard(board1)
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\n" % \
(move, self.pondermove, board1, board2, self.board), self.defname)
assert self.readyMoves
with self.moveLock:
self._setBoard(board1)
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 >> self.engine, "stop"
self._searchNow(ponderhit=ponderhit)
# Parse outputs
try:
r = self.returnQueue.get()
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\n" % \
(self, model), self.defname)
self._setBoard(model.boards[0])
def setOptionVariant (self, variant):
if variant == FischerRandomChess:
assert self.hasOption("UCI_Chess960")
self.setOption("UCI_Chess960", True)
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)
#===========================================================================
# Interacting with the player
#===========================================================================
def pause (self):
log.debug("pause: self=%s\n" % self, self.defname)
self.engine.pause()
return
if self.board.color == self.color or \
self.mode != NORMAL or self.pondermove:
self.ignoreNext = True
print >> self.engine, "stop"
def resume (self):
log.debug("resume: self=%s\n" % self, 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\n" % \
(self.waitingForMove, self.readyForStop), 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 >> self.engine, "stop"
self.readyForStop = False
def playerUndoMoves (self, moves, gamemodel):
log.debug("playerUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s\n" % \
(moves, gamemodel.ply, gamemodel.boards[-1], self.board), self.defname)
self._setBoard(gamemodel.boards[-1])
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\n" % \
self.returnQueue.queue, 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\n" % \
(moves, gamemodel.ply, gamemodel.boards[-1], self.board), self.defname)
self._setBoard(gamemodel.boards[-1])
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.warn("Options set after 'readyok' are not sent to the engine", 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 >> self.engine, "ucinewgame"
def _searchNow (self, ponderhit=False):
log.debug("_searchNow: self.needBestmove=%s ponderhit=%s self.board=%s\n" % \
(self.needBestmove, ponderhit, self.board), 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 >> self.engine, "stop"
if self.mode == INVERSE_ANALYZING:
if self.board.board.opIsChecked():
# Many engines don't like positions able to take down enemy
# king. Therefore we just return the "kill king" move
# automaticaly
self.emit("analyze", [([getMoveKillingKing(self.board)], MATE_VALUE-1)])
return
commands.append("position fen %s" % self.board.asFen())
else:
commands.append("position %s" % self.uciPosition)
commands.append("go infinite")
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\n" % \
self.commands, self.defname)
else:
for command in commands:
print >> self.engine, command
if getStatus(self.board)[1] != WON_MATE: # XXX This looks fishy.
self.needBestmove = True
self.readyForStop = True
def _startPonder (self):
uciPos = self.uciPosition
print >> self.engine, "position", uciPos, " moves", \
self._moveToUCI(self.board, self.pondermove)
print >> self.engine, "go ponder wtime", self.wtime, \
"winc", self.incr, "btime", self.btime, "binc", self.incr
#===========================================================================
# Parsing from engine
#===========================================================================
def parseLines (self, engine, lines):
for line in lines:
self.__parseLine(line)
def __parseLine (self, line):
if not self.connected: return
parts = line.split()
if not parts: return
#---------------------------------------------------------- Initializing
if parts[0] == "id":
self.ids[parts[1]] = " ".join(parts[2:])
if parts[1] == "name":
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 xrange (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\n" % \
line.strip(), self.defname)
self.ignoreNext = False
self.readyForStop = True
return
if not self.waitingForMove:
log.warn("__parseLine: self.waitingForMove==False, ignoring move=%s\n" % \
parts[1], self.defname)
self.pondermove = None
return
self.waitingForMove = False
try:
move = parseAN(self.board, parts[1])
except ParsingError, e:
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\n" % \
(repr(move), self.board), self.defname)
self.end(WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION)
return
self._setBoard(self.board.move(move))
log.debug("__parseLine: applied move=%s to self.board=%s\n" % \
(move, self.board), 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 = parseAN(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\n" % \
(move, self.returnQueue.queue), 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:]
try:
moves = listToMoves (self.board, movstrs, AN, validate=True, ignoreErrors=False)
except ParsingError, e:
# ParsingErrors may happen when parsing "old" lines from
# analyzing engines, which haven't yet noticed their new tasks
log.debug("__parseLine: Ignored (%s) from analyzer: ParsingError%s\n" % \
(' '.join(movstrs),e), self.defname)
return
if multipv <= len(self.analysis):
self.analysis[multipv - 1] = (moves, score)
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'\n" % \
line.strip(), 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'\n" % line.strip(), 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 >> self.engine, command
self.needBestmove = True
self.readyForStop = True
log.debug("__sendQueuedGo: sent queued go=%s\n" % commands, 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 >> self.engine, "stop"
print >> self.engine, "setoption name MultiPV value", n
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)
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