[PATCH] Handle case where an AI sends an invalid message and then crashes
[progcomp2012.git] / judge / manager / game.cpp
index df7a061..3f5b46b 100644 (file)
@@ -1,5 +1,7 @@
 #include "game.h"
 #include <stdarg.h>
+#include <string>
+
 using namespace std;
 
 
@@ -7,7 +9,7 @@ using namespace std;
 Game* Game::theGame = NULL;
 bool Game::gameCreated = false;
 
-Game::Game(const char * redPath, const char * bluePath, const bool enableGraphics, double newStallTime, const bool allowIllegal, FILE * newLog, const  Piece::Colour & newReveal, int newMaxTurns, bool newPrintBoard) : red(NULL), blue(NULL), turn(Piece::RED), theBoard(10,10), graphicsEnabled(enableGraphics), stallTime(newStallTime), allowIllegalMoves(allowIllegal), log(newLog), reveal(newReveal), turnCount(0), input(NULL), maxTurns(newMaxTurns), printBoard(newPrintBoard)
+Game::Game(const char * redPath, const char * bluePath, const bool enableGraphics, double newStallTime, const bool allowIllegal, FILE * newLog, const  Piece::Colour & newReveal, int newMaxTurns, bool newPrintBoard, double newTimeoutTime, const char * newImageOutput) : red(NULL), blue(NULL), turn(Piece::RED), theBoard(10,10), graphicsEnabled(enableGraphics), stallTime(newStallTime), allowIllegalMoves(allowIllegal), log(newLog), reveal(newReveal), turnCount(0), input(NULL), maxTurns(newMaxTurns), printBoard(newPrintBoard), timeoutTime(newTimeoutTime), imageOutput(newImageOutput)
 {
        gameCreated = false;
        if (gameCreated)
@@ -22,24 +24,37 @@ Game::Game(const char * redPath, const char * bluePath, const bool enableGraphic
 
        #ifdef BUILD_GRAPHICS
        if (graphicsEnabled && (!Graphics::Initialised()))
-                       Graphics::Initialise("Stratego", theBoard.Width()*32, theBoard.Height()*32);
+       {
+                       string s = "Stratego: ";
+                       s += string(redPath);
+                       s += " ";
+                       s += string(bluePath);
+                       Graphics::Initialise(s.c_str(), theBoard.Width()*GRID_SIZE, theBoard.Height()*GRID_SIZE);
+       }
        #endif //BUILD_GRAPHICS
 
-       if (strcmp(redPath, "human") == 0)
-               red = new Human_Controller(Piece::RED, graphicsEnabled);
-       else
-               red = new AI_Controller(Piece::RED, redPath);
-       
-       
-       if (strcmp(bluePath, "human") == 0)
-               blue = new Human_Controller(Piece::BLUE, graphicsEnabled);
-       else
-               blue = new AI_Controller(Piece::BLUE, bluePath);
 
 
+       MakeControllers(redPath, bluePath);
+
+       if (red == NULL || blue == NULL)
+       {
+               fprintf(stderr, "Game::Game - Error creating controller: ");
+               if (red == NULL)
+               {
+                       if (blue == NULL)
+                               fprintf(stderr, " BOTH! (red: \"%s\", blue: \"%s\"\n", redPath, bluePath);
+                       else
+                               fprintf(stderr, " RED! (red: \"%s\")\n", redPath);
+               }
+               else
+                       fprintf(stderr, "BLUE! (blue: \"%s\")\n", bluePath);
+               exit(EXIT_FAILURE);
+       }
+//     logMessage("Game initialised.\n");
 }
 
-Game::Game(const char * fromFile, const bool enableGraphics, double newStallTime, const bool allowIllegal, FILE * newLog, const  Piece::Colour & newReveal, int newMaxTurns, bool newPrintBoard) : red(NULL), blue(NULL), turn(Piece::RED), theBoard(10,10), graphicsEnabled(enableGraphics), stallTime(newStallTime), allowIllegalMoves(allowIllegal), log(newLog), reveal(newReveal), turnCount(0), input(NULL), maxTurns(newMaxTurns), printBoard(newPrintBoard)
+Game::Game(const char * fromFile, const bool enableGraphics, double newStallTime, const bool allowIllegal, FILE * newLog, const  Piece::Colour & newReveal, int newMaxTurns, bool newPrintBoard, double newTimeoutTime,const char * newImageOutput) : red(NULL), blue(NULL), turn(Piece::RED), theBoard(10,10), graphicsEnabled(enableGraphics), stallTime(newStallTime), allowIllegalMoves(allowIllegal), log(newLog), reveal(newReveal), turnCount(0), input(NULL), maxTurns(newMaxTurns), printBoard(newPrintBoard), timeoutTime(newTimeoutTime), imageOutput(newImageOutput)
 {
        gameCreated = false;
        if (gameCreated)
@@ -53,7 +68,11 @@ Game::Game(const char * fromFile, const bool enableGraphics, double newStallTime
 
        #ifdef BUILD_GRAPHICS
        if (graphicsEnabled && (!Graphics::Initialised()))
-                       Graphics::Initialise("Stratego", theBoard.Width()*32, theBoard.Height()*32);
+       {
+                       string s = "Stratego: (file) ";
+                       s += string(fromFile);
+                       Graphics::Initialise(s.c_str(), theBoard.Width()*GRID_SIZE, theBoard.Height()*GRID_SIZE);
+       }
        #endif //BUILD_GRAPHICS
 
        input = fopen(fromFile, "r");
@@ -93,13 +112,13 @@ Piece::Colour Game::Setup(const char * redName, const char * blueName)
        {
                logMessage("Controller for Player RED is invalid!\n");
                if (!red->HumanController())
-                       logMessage("Check that program \"%s\" exists and has executable permissions set.\n", redName);
+                       logMessage("Check that executable \"%s\" exists and has executable permissions set.\n", redName);
        }
        if (!blue->Valid())
        {
                logMessage("Controller for Player BLUE is invalid!\n");
                if (!blue->HumanController())
-                       logMessage("Check that program \"%s\" exists and has executable permissions set.\n", blueName);
+                       logMessage("Check that executable \"%s\" exists and has executable permissions set.\n", blueName);
        }
        if (!red->Valid())
        {
@@ -201,21 +220,23 @@ void Game::Wait(double wait)
        if (wait <= 0)
                return;
 
-       TimerThread timer(wait*1000000); //Wait in seconds
-       timer.Start();
+
+
 
        #ifdef BUILD_GRAPHICS
+
+
        if (!graphicsEnabled)
        {
-               while (!timer.Finished());
-               timer.Stop();
+               usleep(1000000*wait); //Wait in seconds
                return;
        }
-       #endif //BUILD_GRAPHICS
 
+       TimerThread timer(wait*1000000); //Wait in seconds
+       timer.Start();
        while (!timer.Finished())
        {
-               #ifdef BUILD_GRAPHICS
+       
                SDL_Event  event;
                while (SDL_PollEvent(&event))
                {
@@ -227,9 +248,12 @@ void Game::Wait(double wait)
                                        break;
                        }
                }
-               #endif //BUILD_GRAPHICS
        }
        timer.Stop();
+
+       #else
+       usleep(wait*1000000); //Wait in seconds
+       #endif //BUILD_GRAPHICS
        
 }
 
@@ -240,60 +264,61 @@ void Game::HandleBrokenPipe(int sig)
                fprintf(stderr, "ERROR - Recieved SIGPIPE during game exit!\n");
                exit(EXIT_FAILURE);
        }
-       if (theGame->turn == Piece::RED)
-       {
-               theGame->logMessage("Game ends on RED's turn - REASON: ");
-               theGame->blue->Message("DEFAULT");      
-       }
-       else if (theGame->turn == Piece::BLUE)
-       {
        
-               theGame->logMessage("Game ends on BLUE's turn - REASON: ");
-               theGame->red->Message("DEFAULT");
-       }
-       else
-       {
-               theGame->logMessage("Game ends on ERROR's turn - REASON: ");
-                       
-       }
-       
-       theGame->logMessage("SIGPIPE - Broken pipe (AI program may have segfaulted)\n");
+       theGame->logMessage("SIGPIPE - Broken pipe (AI program no longer running)\n");
 
-       if (Game::theGame->printBoard)
-               Game::theGame->theBoard.PrintPretty(stdout, Piece::BOTH);
+       MovementResult result = MovementResult::BAD_RESPONSE; 
 
-       
-       #ifdef BUILD_GRAPHICS
-       if (Game::theGame->graphicsEnabled && theGame->log == stdout)
+       if (theGame->turn == Piece::RED)
        {
-               theGame->logMessage("CLOSE WINDOW TO EXIT\n");
-               Game::theGame->theBoard.Draw(Piece::BOTH);
-               while (true)
+               if (theGame->red->Valid())
                {
-                       SDL_Event  event;
-                       while (SDL_PollEvent(&event))
+                       theGame->logMessage("   Strange; RED still appears valid.\n");
+                       if (theGame->blue->Valid())
                        {
-                               switch (event.type)
-                               {
-                                       case SDL_QUIT:
-                                               exit(EXIT_SUCCESS);
-                                               break;
-                               }
-                       }                       
+                               theGame->logMessage("   BLUE also appears valid. Exiting with ERROR.\n");
+                               result = MovementResult::ERROR;
+                       }
+                       else
+                       {
+                               theGame->logMessage("BLUE is invalid. Wait for BLUE's turn to exit.\n");
+                               return;
+                       }
                }
        }
-       else
-       #endif //BUILD_GRAPHICS
+       if (theGame->turn == Piece::BLUE)
        {
-               if (theGame->log == stdout)
+               if (theGame->blue->Valid())
                {
-                       theGame->logMessage( "PRESS ENTER TO EXIT\n");
-                       theGame->theBoard.Print(theGame->log);
-                       while (fgetc(stdin) != '\n');
+                       theGame->logMessage("   Strange; BLUE still appears valid.\n");
+                       if (theGame->red->Valid())
+                       {
+                               theGame->logMessage("   RED also appears valid. Exiting with ERROR.\n");
+                               result = MovementResult::ERROR;
+                       }
+                       else
+                       {
+                               theGame->logMessage("RED is invalid. Wait for RED's turn to exit.\n");
+                               return;
+                       }
                }
        }
-       
 
+
+       Game::theGame->PrintEndMessage(result);
+
+       string buffer = "";
+       PrintResults(result, buffer);
+
+       //Message the AI's the quit message
+       Game::theGame->red->Message("QUIT " + buffer);
+       Game::theGame->blue->Message("QUIT " + buffer);
+
+       //Log the message
+       if (Game::theGame->GetLogFile() != stdout)
+               Game::theGame->logMessage("%s\n", buffer.c_str());
+
+       fprintf(stdout, "%s\n", buffer.c_str());
        exit(EXIT_SUCCESS);
 }
 
@@ -354,14 +379,17 @@ void Game::PrintEndMessage(const MovementResult & result)
                case MovementResult::POSITION_FULL:
                        logMessage("Attempted move into square occupied by neutral or allied piece\n");
                        break;
-               case MovementResult::VICTORY:
+               case MovementResult::VICTORY_FLAG:
                        logMessage("Captured the flag\n");
                        break;
+               case MovementResult::VICTORY_ATTRITION:
+                       logMessage("Destroyed all mobile enemy pieces\n");
+                       break;
                case MovementResult::BAD_RESPONSE:
                        logMessage("Unintelligable response\n");
                        break;
                case MovementResult::NO_MOVE:
-                       logMessage("Did not make a move (may have exited)\n");
+                       logMessage("Response timeout after %2f seconds.\n", timeoutTime);
                        break;
                case MovementResult::COLOUR_ERROR:
                        logMessage("Internal controller error - COLOUR_ERROR\n");
@@ -396,6 +424,7 @@ void Game::PrintEndMessage(const MovementResult & result)
                        }
                        break;
 
+
        }
 
        if (printBoard)
@@ -432,13 +461,29 @@ void Game::PrintEndMessage(const MovementResult & result)
                {
                        logMessage("PRESS ENTER TO EXIT\n");
                        while (fgetc(stdin) != '\n');
+                       exit(EXIT_SUCCESS); //Might want to actually exit, you foolish fool
                }
        }
 
 }
+/** Checks for victory by attrition (destroying all mobile pieces)
+ *
+ *  @returns OK for no victory, 
+ *     DRAW if both players have no pieces, or 
+ *     VICTORY_ATTRITION  if the current player has won by attrition
+ */
+MovementResult Game::CheckVictoryAttrition()
+{
+        if (theBoard.MobilePieces(Piece::OppositeColour(turn)) == 0)
+       {
+               if (theBoard.MobilePieces(turn) == 0)
+                       return MovementResult::DRAW;
+               else
+                       return MovementResult::VICTORY_ATTRITION;
+       }
+       return MovementResult::OK;
 
-
-
+}
 MovementResult Game::Play()
 {
 
@@ -451,10 +496,10 @@ MovementResult Game::Play()
        
        
 
-
+//     logMessage("Messaging red with \"START\"\n");
        red->Message("START");
        
-
+       int moveCount = 0;
 
        while (!Board::HaltResult(result) && (turnCount < maxTurns || maxTurns < 0))
        {
@@ -473,19 +518,45 @@ MovementResult Game::Play()
 
                #ifdef BUILD_GRAPHICS
                if (graphicsEnabled)
+               {
                        theBoard.Draw(toReveal);
+                       if (imageOutput != "")
+                       {
+                               string imageFile = "" + imageOutput + "/"+ itostr(moveCount) + ".bmp";
+                               Graphics::ScreenShot(imageFile.c_str());
+                       }
+
+               }
                #endif //BUILD_GRAPHICS
                
                turn = Piece::RED;
+               blue->Pause();
+               red->Continue();
+               if (!Board::HaltResult(result))
+               {
+                       result = CheckVictoryAttrition();
+               }
+               if (Board::HaltResult(result))
+                       break;
+
                logMessage( "%d RED: ", turnCount);
                result = red->MakeMove(buffer);
-               red->Message(buffer);
-               blue->Message(buffer);
                logMessage( "%s\n", buffer.c_str());
+
+               if (!Board::HaltResult(result))
+               {
+                       result = CheckVictoryAttrition();
+               }
                if (Board::HaltResult(result))
                        break;
 
-               if (stallTime > 0)
+               red->Message(buffer);
+               blue->Message(buffer);
+
+
+
+
+               if (stallTime >= 0)
                        Wait(stallTime);
                else
                        ReadUserCommand();
@@ -499,35 +570,66 @@ MovementResult Game::Play()
                        theBoard.PrintPretty(stdout, toReveal);
                        fprintf(stdout, "\n\n");
                }
+
+               ++moveCount;
                
                #ifdef BUILD_GRAPHICS
                if (graphicsEnabled)
+               {
                        theBoard.Draw(toReveal);
+                       if (imageOutput != "")
+                       {
+                               string imageFile = "" + imageOutput + "/" + itostr(moveCount) + ".bmp";
+                               Graphics::ScreenShot(imageFile.c_str());
+                       }
+               }
                #endif //BUILD_GRAPHICS
 
                
                
                turn = Piece::BLUE;
+               red->Pause();
+               blue->Continue();
+               if (!Board::HaltResult(result))
+               {
+                       result = CheckVictoryAttrition();
+               }
+               if (Board::HaltResult(result))
+                       break;
+
                logMessage( "%d BLU: ", turnCount);
                result = blue->MakeMove(buffer);
-               blue->Message(buffer);
-               red->Message(buffer);
                logMessage( "%s\n", buffer.c_str());
 
+               if (!Board::HaltResult(result))
+               {
+                       result = CheckVictoryAttrition();
+               }
                if (Board::HaltResult(result))
                        break;
 
-               
+               red->Message(buffer);
+               blue->Message(buffer);
 
-               
 
-               if (stallTime > 0)
+               if (theBoard.MobilePieces(Piece::RED) == 0)
+                       result = MovementResult::DRAW;
+
+               if (theBoard.MobilePieces(Piece::RED) == 0)
+               {
+                       if (theBoard.MobilePieces(Piece::BLUE) == 0)
+                               result = MovementResult::DRAW;
+                       else
+                               result = MovementResult::VICTORY_ATTRITION;
+                       break;                  
+               }
+
+               if (stallTime >= 0)
                        Wait(stallTime);
                else
                        ReadUserCommand();
        
-               if (theBoard.MobilePieces(Piece::BOTH) == 0)
-                       result = MovementResult::DRAW;
+               ++moveCount;
 
                ++turnCount;
        }
@@ -569,12 +671,18 @@ int Game::logMessage(const char * format, ...)
  */
 void Game::ReadUserCommand()
 {
-       fprintf(stdout, "Waiting for user to press enter...\n");
+       fprintf(stdout, "Waiting for user to press enter... (type QUIT to exit)\n");
        string command("");
        for (char c = fgetc(stdin); c != '\n' && (int)(c) != EOF; c = fgetc(stdin))
        {
                command += c;
        }
+
+       if (command == "QUIT")
+       {
+               fprintf(stdout, "Ordered to quit... exiting...\n");
+               exit(EXIT_SUCCESS);
+       }
 }
 
 MovementResult FileController::QuerySetup(const char * opponentName, std::string setup[])
@@ -610,17 +718,252 @@ MovementResult FileController::QuerySetup(const char * opponentName, std::string
 
 MovementResult FileController::QueryMove(std::string & buffer)
 {
+       //This bit is kind of hacky and terrible, and yes I am mixing C with C++
+       //Yes I should have used fstream for the whole thing and it would be much easier.
+       //Oh well.
+
        char buf[BUFSIZ];
 
        fgets(buf, sizeof(buf), file);
        char * s = (char*)(buf);
        while (*s != ':' && *s != '\0')
                ++s;
-
-       s += 2;
        
+       //Move forward to the start of the move information
+       for (int i=0; i < 2; ++i)
+       {
+               if (*s != '\0' && *s != '\n')
+                       ++s;
+       }
+       
+       //Unfortunately we can't just copy the whole line
        buffer = string(s);
+       //We have to remove the movement result tokens
+       
+
+       vector<string> tokens;
+       Game::Tokenise(tokens, buffer, ' ');
+       buffer.clear();
+
+       if (tokens.size() < 1)
+               return MovementResult::BAD_RESPONSE;
+       buffer += tokens[0];
+
+       
+       if (tokens[0] == "NO_MOVE") //tokens[0] is either the x coordinate, or "NO_MOVE"
+               return MovementResult::OK;
+       if (tokens.size() < 2)
+               return MovementResult::BAD_RESPONSE;
+       buffer += " ";
+       buffer += tokens[1]; //The y coordinate
+       buffer += " ";
+       buffer += tokens[2]; //The direction
+       
+       //Check for a possible multiplier. If tokens[3] is an integer it will be the multiplier, otherwise it won't be.
+       if (tokens.size() > 3 && atoi(tokens[3].c_str()) != 0)
+       {
+               buffer += " ";
+               buffer += tokens[3];
+       }
+       else
+       {
+               //(tokens[3] should include a new line)
+               //buffer += "\n";
+       }
+
+       
+
+       
+       
+       
        return MovementResult::OK;
 }
 
+/**
+ * Tokenise a string
+ */
+int Game::Tokenise(std::vector<string> & buffer, std::string & str, char split)
+{
+       string token = "";
+       for (unsigned int x = 0; x < str.size(); ++x)
+       {
+               if (str[x] == split && token.size() > 0)
+               {
+                       buffer.push_back(token);
+                       token = "";
+               }
+               if (str[x] != split)
+                       token += str[x];
+       }
+       if (token.size() > 0)
+               buffer.push_back(token);
+       return buffer.size();
+}
+
+/**
+ * Creates Controller baseds off strings. Takes into account controllers other than AI_Controller.
+ * @param redPath - Either the path to an AI_Controller compatable executable, or one of %human or %network or %network:[IP_ADDRESS]
+ * @param bluePath - Ditto
+ * Sets this->red to a controller using redPath, and this->blue to a controller using bluePath
+ * TODO: Make nicer (this function should be ~half the length)
+ */
+void Game::MakeControllers(const char * redPath, const char * bluePath)
+{
+       Network * redNetwork = NULL;
+       Network * blueNetwork = NULL;
+       //To allow for running two network controllers (I don't know why you would, but beside the point...) use two ports
+       static const int port1 = 4560;
+       static const int port2 = 4561;
+
+       if (redPath[0] == '@')
+       {
+               if (strcmp(redPath, "@human") == 0)
+                       red = new Human_Controller(Piece::RED, graphicsEnabled);
+               else
+               {
+                       const char * network = strstr(redPath, "@network");
+                       if (network == NULL)
+                       {
+                               red = NULL;
+                               return;
+                       }
+                       network = strstr(network, ":");
+               
+                       if (network == NULL)
+                       {
+                               logMessage("Creating server for red AI... ");
+                               redNetwork = new Server(port1);
+                               logMessage("Successful!\n");
+
+                       }
+                       else
+                       {
+                               network = (const char*)(network+1);
+                               logMessage("Creating client for red AI... ");
+                               redNetwork = new Client(network, port2);
+                               logMessage("Connected to address %s\n", network);
+                       }
+
+                       logMessage("    (Red's responses will be received over the connection)\n");
+                       red = new NetworkReceiver(Piece::RED, redNetwork);
+               }               
+       }
+       else
+               red = new AI_Controller(Piece::RED, redPath, timeoutTime);
+
+       if (bluePath[0] == '@')
+       {
+               if (strcmp(bluePath, "@human") == 0)
+                       blue = new Human_Controller(Piece::BLUE, graphicsEnabled);
+               else
+               {
+                       const char * network = strstr(bluePath, "@network");
+                       if (network == NULL)
+                       {
+                               blue = NULL;
+                               return;
+                       }
+                       network = strstr(network, ":");
+               
+                       if (network == NULL)
+                       {
+                               logMessage("Creating server for blue AI... ");
+                               blueNetwork = new Server(port2);
+                               logMessage("Successful!\n");
+
+                       }
+                       else
+                       {
+                               network = (const char*)(network+1);
+                               logMessage("Creating client for blue AI... ");
+                               blueNetwork = new Client(network, port1);
+                               logMessage("Connected to address %s\n", network);
+                       }
+                       logMessage("    (Blue's responses will be received over the connection)\n");
+                       blue = new NetworkReceiver(Piece::BLUE, blueNetwork);
+               }               
+       }
+       else
+               blue = new AI_Controller(Piece::BLUE, bluePath, timeoutTime);
+
+       if (redNetwork != NULL)
+       {
+               
+               blue = new NetworkSender(Piece::BLUE,blue, redNetwork);
+               logMessage("    (Blue's responses will be copied over the connection)\n");
+       }
+       if (blueNetwork != NULL)
+       {
+               
+               red = new NetworkSender(Piece::RED, red, blueNetwork);
+               logMessage("    (Red's responses will be copied over the connection)\n");
+       }
+
+       red->FixName(); blue->FixName();
+       
+}
+
+string itostr(int i)
+{
+       stringstream s;
+       s << i;
+       return s.str();
+}
+
+
+void Game::PrintResults(const MovementResult & result, string & buffer)
+{
+       stringstream s("");
+       switch (Game::theGame->Turn())
+       {
+               case Piece::RED:
+                       s << Game::theGame->red->name << " RED ";
+                       break;
+               case Piece::BLUE:
+                       s << Game::theGame->blue->name << " BLUE ";
+                       break;
+               case Piece::BOTH:
+                       s << "neither BOTH ";
+                       break;
+               case Piece::NONE:
+                       s << "neither NONE ";
+                       break;
+       }
+
+       if (!Board::LegalResult(result) && result != MovementResult::BAD_SETUP)
+               s << "ILLEGAL ";
+       else if (!Board::HaltResult(result))
+               s << "INTERNAL_ERROR ";
+       else
+       {
+               switch (result.type)
+               {
+                       case MovementResult::VICTORY_FLAG:
+                       case MovementResult::VICTORY_ATTRITION: //It does not matter how you win, it just matters that you won!
+                               s <<  "VICTORY ";
+                               break;
+                       case MovementResult::SURRENDER:
+                               s << "SURRENDER ";
+                               break;
+                       case MovementResult::DRAW:
+                               s << "DRAW ";
+                               break;
+                       case MovementResult::DRAW_DEFAULT:
+                               s << "DRAW_DEFAULT ";
+                               break;
+                       case MovementResult::BAD_SETUP:
+                               s << "BAD_SETUP ";
+                               break;  
+                       default:
+                               s << "INTERNAL_ERROR ";
+                               break;  
+               }
+       }
+       
+       s << Game::theGame->TurnCount() << " " << Game::theGame->theBoard.TotalPieceValue(Piece::RED) << " " << Game::theGame->theBoard.TotalPieceValue(Piece::BLUE);
+
+       buffer = s.str();
+       
+
+}
 

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