ChessBuilder/Systems/FairyStockfish/Stockfish.gd

390 lines
12 KiB
GDScript

# Stockfish.gd
extends Node
# References to game objects
var board: Array
var game: ChessGame
# Engine state
var process_id: int = -1
var engine_thread: Thread
var pipe_info: Dictionary
var command_queue: Array = []
var response_queue: Array = []
var mutex: Mutex
var semaphore: Semaphore
var running := false
var engine_path: String = ""
var _cleanup_in_progress := false
var threadTracker: Array = []
var last_file_size = 0
# Game state
var moves: Array = []
var move_time: int = 1000 # in ms
var generated_move: Dictionary = {} # Stores the last generated move
# Piece type mapping
var symbol_from_piece_type := {
"PAWN": "p", "KNIGHT": "n", "BISHOP": "b",
"ROOK": "r", "QUEEN": "q", "KING": "k"
}
var piece_type_from_symbol := {
"p": "PAWN", "n": "KNIGHT", "b": "BISHOP",
"r": "ROOK", "q": "QUEEN", "k": "KING"
}
func _init(boardRef: Array):
board = boardRef
mutex = Mutex.new()
semaphore = Semaphore.new()
func _ready():
game = get_parent() as ChessGame
func _exit_tree():
disconnect_engine()
func _notification(what):
if what == NOTIFICATION_PREDELETE:
cleanup()
func cleanup():
if _cleanup_in_progress:
return
_cleanup_in_progress = true
disconnect_engine()
_cleanup_in_progress = false
func safe_cleanup():
if engine_thread:
if engine_thread.is_alive():
var timeout = 5000 # 5 seconds
var start_time = Time.get_ticks_msec()
while engine_thread.is_alive():
if Time.get_ticks_msec() - start_time > timeout:
printerr("Thread cleanup timeout")
break
OS.delay_msec(10)
var result = engine_thread.wait_to_finish()
if result != OK:
printerr("Failed to cleanup thread: ", result)
engine_thread = null
func connect_to_engine(path: String) -> bool:
if running:
return false
engine_path = path
pipe_info = OS.execute_with_pipe(engine_path, ["uci"])
process_id = pipe_info.get("pid", -1)
if process_id <= 0:
printerr("Failed to start engine process")
return false
running = true
print("PID ", process_id, " Connected to engine: ", engine_path)
# Start communication thread
engine_thread = Thread.new()
engine_thread.start(_engine_thread_function)
# # Initialize UCI mode
# _send_command_wait("uci", "uciok")
# _send_command_wait("isready", "readyok")
# # Initialize with current game state
_send_command("ucinewgame")
_send_command_wait("isready", "readyok")
load_fen(game.getCurrentFen())
return true
func disconnect_engine():
if running:
_send_command("quit")
running = false
# Wait for thread to finish
if engine_thread and engine_thread.is_started():
engine_thread.wait_to_finish()
# Clean up process
if pipe_info:
if pipe_info.get("stdio"):
pipe_info["stdio"].close()
if pipe_info.get("stderr"):
pipe_info["stderr"].close()
if process_id > 0:
OS.kill(process_id)
process_id = -1
print("Disconnected from engine")
func limit_strength_to(elo_value: int):
mutex.lock()
if elo_value != -1: # Using -1 instead of int.MaxValue
_send_command("setoption name UCI_LimitStrength value true")
_send_command("setoption name UCI_Elo value " + str(elo_value))
else:
_send_command("setoption name UCI_LimitStrength value false")
mutex.unlock()
func stop_calculating():
mutex.lock()
_send_command("stop")
mutex.unlock()
func load_fen(fen: String):
moves.clear()
update_position(fen)
func update_position(fen: String):
_send_command("position fen " + fen)
# _send_command_wait("isready", "readyok")
func generateMove(think_time_ms: int = 1000) -> void:
if not running:
return
print("------------=========GENERATE MOVE =========-----------------")
move_time = think_time_ms
# Send position
var command = "position fen " + game.getCurrentFen()
_send_command(command)
# _send_command_wait("isready", "readyok")
# var response = _send_command_wait("isready", "readyok")
# if not "readyok" in response:
# print("Engine not ready after setting position")
# return
# Get move with timeout for thinking
var response = _send_command_wait("go movetime " + str(move_time), "bestmove")
print("Move response: ", response)
# Parse response for bestmove
var lines = response.split("\n")
for line in lines:
if line.begins_with("bestmove"):
var parts = line.split(" ")
if parts.size() >= 4: # Should have "bestmove e2e4 ponder e7e5"
generated_move = {
"move": parts[1],
"ponder": parts[3]
}
print("Generated move: ", generated_move)
return
generated_move = {}
func getGeneratedMove() -> Dictionary:
var move = generated_move.duplicate()
generated_move.clear() # Clear after retrieving
return move
func from_move_to_string(move_data: Dictionary) -> String:
var board_size = len(board)
# Get source and target squares
var source_i = move_data.source % board_size
var source_j = move_data.source / board_size
var target_i = move_data.target % board_size
var target_j = move_data.target / board_size
# Convert to algebraic notation
var letters = "abcdefghijklmnopqrstuvwxyz".substr(0, board_size)
var str_move = "%s%d%s%d" % [
letters[source_i],
board_size - source_j,
letters[target_i],
board_size - target_j
]
# Add promotion piece if needed
if move_data.get("flags", "") == "PROMOTION":
str_move += symbol_from_piece_type[move_data.promotion_piece]
return str_move
func send_move(move_data: Dictionary):
var str_move = from_move_to_string(move_data)
moves.append(str_move)
print("move: ", str_move)
# Update engine with the new move
mutex.lock()
var command = "position fen " + game.getCurrentFen()
if moves.size() > 0:
command += " moves " + " ".join(moves)
_send_command(command)
mutex.unlock()
func safe_get_line(stdio: FileAccess) -> Array:
var start_time = Time.get_ticks_msec()
var timeout = 500 # 50ms timeout
if stdio and not stdio.eof_reached():
var thread = Thread.new()
var mutex = Mutex.new()
var done = false
var result = ""
thread.start(func():
# Try to read a chunk of data
var buffer = stdio.get_buffer(1024) # Read up to 1KB at a time
if buffer.size() > 0:
var content = buffer.get_string_from_utf8()
var lines = content.split("\n")
# Get last non-empty line
# var last_line = ""
# for i in range(lines.size() - 1, -1, -1):
# if not lines[i].strip_edges().is_empty():
# last_line = lines[i]
# break
mutex.lock()
# result = last_line
done = true
mutex.unlock()
print("THREAD: ", lines)
return lines
mutex.lock()
done = true
mutex.unlock()
return []
)
# Wait for either completion or timeout
while true:
mutex.lock()
var is_done = done
mutex.unlock()
if not thread.is_alive():
print("DeadThread")
var thread_result = thread.wait_to_finish()
print("******T-RES*********", thread_result)
return [thread_result, null]
# else:
# print("Alive THread Kill ME")
if Time.get_ticks_msec() - start_time > timeout:
break
OS.delay_msec(200)
# Handle thread cleanup and result capture
if thread.is_alive():
threadTracker.push_front(thread)
mutex.lock()
var final_result = [result, null]
mutex.unlock()
return final_result
else:
var thread_result = thread.wait_to_finish()
return [thread_result, null]
return ["", null]
func _engine_thread_function():
print("Engine thread started")
var stdio = pipe_info.get("stdio")
var stderr = pipe_info.get("stderr")
while running:
mutex.lock()
print("CMDS ", command_queue)
if command_queue.size() > 0:
var command = command_queue.pop_front()
mutex.unlock()
if stdio:
stdio.store_line(command)
print("************************Sent command: ", command)
OS.delay_msec(200)
else:
mutex.unlock()
print("safe_get_line Start")
var result = safe_get_line(stdio)
print("safe_get_line End", result)
# var line = result[0]
# if not line.is_empty():
# mutex.lock()
# response_queue.push_back(line)
# mutex.unlock()
# semaphore.post()
# print("Engine response: ", line)
# var line = result[0]
for line in result:
if line and not line.is_empty():
mutex.lock()
response_queue.append_array(line)
mutex.unlock()
semaphore.post()
print("Engine response: ", line)
OS.delay_msec(200)
print("################################left thread###########################")
func _send_command_wait(command: String, expected: String = "") -> String:
# Add command to queue more efficiently
mutex.lock()
command_queue.push_back(command)
mutex.unlock()
var response = ""
var start_time = Time.get_ticks_msec()
var timeout = 5000 # Reduced timeout to 5 seconds
# Use an exponential backoff for delays
var delay_time = 1
var max_delay = 16 # Maximum delay in milliseconds
while running:
var current_time = Time.get_ticks_msec()
if current_time - start_time > timeout:
printerr("Command timeout: ", command)
break
if semaphore.try_wait():
# Reset delay on successful response
delay_time = 1
mutex.lock()
var lines_to_process = response_queue.duplicate()
response_queue.clear()
mutex.unlock()
print("PROCESSING LINES ##################")
print(lines_to_process)
# if lines_to_process.is_empty():
# return
# Process all available lines
for line in lines_to_process:
if not line.is_empty():
print(expected, " =? ", line)
if expected.is_empty() or expected in line:
print("MATCHED LINES ##################", line, ' ', expected)
return line
# print("This should not print if we returned")
else:
# Use exponential backoff for delays
OS.delay_msec(delay_time)
delay_time = mini(delay_time * 2, max_delay)
return response
func _send_command(command: String):
mutex.lock()
command_queue.push_back(command)
mutex.unlock()