[PATCH] Handle case where an AI sends an invalid message and then crashes
authorSam Moore <[email protected]>
Sat, 5 May 2012 13:03:33 +0000 (21:03 +0800)
committerSam Moore <[email protected]>
Sat, 5 May 2012 13:03:33 +0000 (21:03 +0800)
If an AI sent a bad move and then crashed, a SIGPIPE would be reported
rather than the AI's bad move.

NOTE: There is an issue with Program::Running, because the segfaulted AI
still returns 'true', which leads to confusion in handling SIGPIPE.

Should probably handle segfaulting AIs better.
Then again, people should probably not make segfaulting AIs.

[SZM]

judge/manager/ai_controller.cpp
judge/manager/ai_controller.h
judge/manager/controller.cpp
judge/manager/controller.h
judge/manager/game.cpp
judge/manager/game.h
judge/manager/human_controller.h
judge/manager/main.cpp
judge/manager/network_controller.h
judge/manager/program.cpp

index 40ee3df..b73520f 100644 (file)
@@ -54,11 +54,12 @@ MovementResult AI_Controller::QueryMove(string & buffer)
        if (!Running())
                return MovementResult::NO_MOVE; //AI has quit
        Game::theGame->theBoard.Print(output, colour);
-
+       //Game::theGame->logMessage("DEBUG: About to get message from %d\n", colour);
        if (!GetMessage(buffer,timeout))
        {
                return MovementResult::NO_MOVE; //AI did not respond (within the timeout). It will lose by default.
        }
+       //Game::theGame->logMessage("DEBUG: Got message \"%s\" from %d\n", buffer.c_str(), colour);
        return MovementResult::OK; //Got the message
 }
 
index 0a4baeb..a5c791d 100644 (file)
@@ -19,10 +19,10 @@ class AI_Controller : public Controller, private Program
                virtual MovementResult QuerySetup(const char * opponentName,std::string setup[]);
                virtual MovementResult QueryMove(std::string & buffer);
 
-               virtual void Message(const char * message) 
+               virtual bool Message(const char * message) 
                {
                        //fprintf(stderr, "Sending message \"%s\" to AI program...\n", message);
-                       Program::SendMessage(message);
+                       return Program::SendMessage(message);
                }
                virtual void Pause() {Program::Pause();} //Hack wrapper
                virtual void Continue() {Program::Continue();} //Hack wrapper
index 20b79aa..e31c1ee 100644 (file)
@@ -104,7 +104,7 @@ MovementResult Controller::MakeMove(string & buffer)
        }
 
 
-       
+
        int x; int y; string direction="";
        stringstream s(buffer);
        s >> x;
@@ -112,6 +112,9 @@ MovementResult Controller::MakeMove(string & buffer)
        
 
        s >> direction;
+
+
+
        Board::Direction dir;
        if (direction == "UP")
        {
@@ -131,6 +134,7 @@ MovementResult Controller::MakeMove(string & buffer)
        }       
        else
        {
+
                if (Game::theGame->allowIllegalMoves)
                        return MovementResult::OK;
                else
index 069ccd6..361f309 100644 (file)
@@ -21,8 +21,8 @@ class Controller
 
                virtual bool HumanController() const {return false;} //Hacky... overrides in human_controller... avoids having to use run time type info
 
-               void Message(const std::string & buffer) {Message(buffer.c_str());}
-               virtual void Message(const char * string) = 0;
+               bool Message(const std::string & buffer) {return Message(buffer.c_str());}
+               virtual bool Message(const char * string) = 0;
 
                virtual MovementResult QuerySetup(const char * opponentName, std::string setup[]) = 0;
                virtual MovementResult QueryMove(std::string & buffer) = 0;
index f50ce27..3f5b46b 100644 (file)
@@ -264,62 +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: ");
-               if (theGame->blue->Valid()) //Should probably check this
-                       theGame->blue->Message("DEFAULT");      
-       }
-       else if (theGame->turn == Piece::BLUE)
-       {
-       
-               theGame->logMessage("Game ends on BLUE's turn - REASON: ");
-               if (theGame->red->Valid()) //Should probably check this
-                       theGame->red->Message("DEFAULT");
-       }
-       else
-       {
-               theGame->logMessage("Game ends on ERROR's turn - REASON: ");
-                       
-       }
        
        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 || theGame->log == stderr)
+               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);
 }
 
@@ -425,6 +424,7 @@ void Game::PrintEndMessage(const MovementResult & result)
                        }
                        break;
 
+
        }
 
        if (printBoard)
@@ -541,8 +541,6 @@ MovementResult Game::Play()
 
                logMessage( "%d RED: ", turnCount);
                result = red->MakeMove(buffer);
-               red->Message(buffer);
-               blue->Message(buffer);
                logMessage( "%s\n", buffer.c_str());
 
                if (!Board::HaltResult(result))
@@ -552,6 +550,12 @@ MovementResult Game::Play()
                if (Board::HaltResult(result))
                        break;
 
+               red->Message(buffer);
+               blue->Message(buffer);
+
+
+
+
                if (stallTime >= 0)
                        Wait(stallTime);
                else
@@ -595,8 +599,6 @@ MovementResult Game::Play()
 
                logMessage( "%d BLU: ", turnCount);
                result = blue->MakeMove(buffer);
-               blue->Message(buffer);
-               red->Message(buffer);
                logMessage( "%s\n", buffer.c_str());
 
                if (!Board::HaltResult(result))
@@ -606,6 +608,10 @@ MovementResult Game::Play()
                if (Board::HaltResult(result))
                        break;
 
+               red->Message(buffer);
+               blue->Message(buffer);
+
+
                if (theBoard.MobilePieces(Piece::RED) == 0)
                        result = MovementResult::DRAW;
 
@@ -904,3 +910,60 @@ string itostr(int 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();
+       
+
+}
+
index 5a5f8a6..ce83545 100644 (file)
@@ -43,6 +43,7 @@ class Game
                void MakeControllers(const char * redPath, const char * bluePath); //Create a controller based off a path
        public:
                int logMessage(const char * format, ...);
+               static void PrintResults(const MovementResult & result, std::string & buffer);
                FILE * GetLogFile() const {return log;}
                Controller * red;
                Controller * blue;
@@ -83,7 +84,7 @@ class FileController : public Controller
                FileController(const Piece::Colour & newColour, FILE * newFile) : Controller(newColour, "file"), file(newFile) {}
                virtual ~FileController() {}
 
-               virtual void Message(const char * string) {} //Don't send messages
+               virtual bool Message(const char * string) {return true;} //Don't send messages
                virtual MovementResult QuerySetup(const char * opponentName, std::string setup[]);
                virtual MovementResult QueryMove(std::string & buffer);
                virtual bool Valid() const {return file != NULL;}
index b2069fc..9a53ac4 100644 (file)
@@ -15,7 +15,7 @@ class Human_Controller : public Controller
                virtual bool HumanController() const {return true;}
                virtual MovementResult QuerySetup(const char * opponentName, std::string setup[]);
                virtual MovementResult QueryMove(std::string & buffer); 
-               virtual void Message(const char * message) {fprintf(stderr, "%s\n", message);}
+               virtual bool Message(const char * message) {return (strlen(message) <= 0 || fprintf(stderr, "%s\n", message) > 0);}
        
        private:
                const bool graphicsEnabled;
index b0e2b4c..ee35837 100644 (file)
@@ -13,7 +13,7 @@ using namespace std;
 
 Piece::Colour SetupGame(int argc, char ** argv);
 void DestroyGame();
-void PrintResults(const MovementResult & result, string & buffer);
+
 
 char * video = NULL;
 
@@ -46,7 +46,7 @@ int main(int argc, char ** argv)
        Game::theGame->PrintEndMessage(result);
 
        string buffer = "";
-       PrintResults(result, buffer);
+       Game::PrintResults(result, buffer);
 
        //Message the AI's the quit message
        Game::theGame->red->Message("QUIT " + buffer);
@@ -278,61 +278,6 @@ Piece::Colour SetupGame(int argc, char ** argv)
 
 }
 
-void 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();
-       
-
-}
 
 void DestroyGame()
 {
index 31b0c92..130bede 100644 (file)
@@ -27,10 +27,10 @@ class NetworkSender : public NetworkController
 
                virtual bool Valid() const {return NetworkController::Valid() && controller->Valid();}
 
-               virtual void Message(const char * message) 
+               virtual bool Message(const char * message) 
                {
                        //fprintf(stderr,"NetworkSender sending message %s to underlying controller\n", message);
-                       controller->Message(message);
+                       return (controller->Message(message));
                }
 
                virtual MovementResult QuerySetup(const char * opponentName, std::string setup[]);
@@ -47,7 +47,7 @@ class NetworkReceiver : public NetworkController
                NetworkReceiver(const Piece::Colour & colour, Network * newNetwork) : NetworkController(colour, newNetwork) {}
                virtual ~NetworkReceiver() {}
 
-               virtual void Message(const char * message) {} //Do nothing (Counter intuitive much)
+               virtual bool Message(const char * message) {return true;} //Do nothing (Counter intuitive much)
                virtual MovementResult QuerySetup(const char * opponentName, std::string setup[]);
                virtual MovementResult QueryMove(std::string & buffer);
                
index c936de3..00a28e9 100644 (file)
@@ -251,6 +251,7 @@ bool Program::GetMessage(string & buffer, double timeout)
                buffer += c;
        }
        //fprintf(stderr, "%s\n", buffer.c_str());
+       //fprintf(stderr,"DONE\n");
        return true;
 
        /* Old way, using threads, which apparently is terrible

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