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http.js
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http.js
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// Include http module.
var http = require("http");
var fs = require('fs');
var ch = require('./chess');
var chess = new ch.Chess();
var readPGNStream = fs.createReadStream('14fin-9.pgn');
var savePGNstream = fs.createWriteStream('pgn_output_test.txt');
// Express stuff
var express = require('express');
var app = express();
var multer = require('multer')
var bodyParser = require('body-parser');
var fileID = 0;
function getRandomHash() {
var keys = 'abcdfghjlktyrseqpwvumn';
var l = keys.length;
var hash = '';
var i = 3;
while(i) {
hash += keys[Math.floor(Math.random() * l)];
i--;
}
return hash;
}
// Multer receives files and checks them
app.use(multer({
dest: './uploads/',
limits: {fileSize: 50000},
rename: function() {
return getRandomHash() + fileID++;
},
onFileUploadStart: function(file) {
if (file.extension !== 'pgn') {
console.log("FILE UPLOAD FAILED - NOT PGN FILE");
res.failure = 'Not a pgn file';
return false;
}
},
onFileUploadComplete: function(file, req, res) {
console.log("FILE UPLOAD COMPLETE!: " + file.name + " | " + file.path);
res.resultFilePath = file.path;
SERVER.fileManager.addFileForAnalysis(file.name, file.path);
}}));
app.use(express.static('public'));
app.use(bodyParser.urlencoded({
extended: true
}));
app.use(bodyParser.json());
// Middleware 1 - logging request times
app.use(function(req, res, next) {
requestTimes.push({ip: req.connection.remoteAddress, timestamp: Date.now()}); // Can overflow memory but that takes long time.
next();
});
app.post('/receivepgn', function(req, res) {
// If file already exists, send error page to user
// Else parse file into pgns
res.send("Analysis request has been confirmed. Your games will be available in address: " + res.resultFilePath);
//SERVER.fileManager.addFileForAnalysis()
});
app.post('/api', function(req, res) {
var data = req.body.data;
////console.log("REQ HIT TO API: " + data.method);
////console.log(data);
var ret = SERVER.api(data);
res.setHeader('Content-Type', 'application/json');
res.end(JSON.stringify(ret));
//res.json(ret); // Return as json to client
});
app.listen(3000);
// Create the server. Function passed as parameter is called on every request made.
// request variable holds all request parameters
// response variable allows you to do anything with response sent to the client.
/*http.createServer(function (request, response) {
//console.log("REQUEST");
// Attach listener on end event.
// This event is called when client sent all data and is waiting for response.
response.end('JEE');
request.on("end", function () {
// Write headers to the response.
// 200 is HTTP status code (this one means success)
// Second parameter holds header fields in object
// We are sending plain text, so Content-Type should be text/plain
response.writeHead(200, {
'Content-Type': 'text/plain'
});
// Send data and end response.
response.end('Hello HTTP!');
});
// Listen on the 8080 port.
}).listen(8080);*/
var requestTimes = [];
SERVER = {};
SERVER.positionStorage = [];
SERVER.api = function(request) {
////console.log(request);
var method = request.method;
var data = request.payload;
//console.log(method);
if (method === 'batch') {
//////
////alert("SERVER: Getting batch");
//////
////alert("SERVER: Batch request");
//console.log("BATCH REQUEST");
var batch = SERVER.serverBatchController.needBatch();
if (!batch) {
return {tag: 'noBatchesAvailable', data: 0};
}
return {tag: 'batchForAnalysis', data: {batch: JSON.stringify(batch)}};
}
else if (method === 'results') {
// Save resultBatch to database etc.
var batchObj = JSON.parse(data);
console.log("INCOMING HASH: " + batchObj.hashKey);
//
////alert("JOO");
var serverBatch = new Batch(batchObj.id, batchObj.hashKey);
// Later you could perhaps just autocopy using jQuery's helper function
serverBatch.openPositions = batchObj.openPositions;
serverBatch.pendingPositions = batchObj.pendingPositions;
serverBatch.donePositions = batchObj.donePositions;
serverBatch.duration = batchObj.duration;
SERVER.resultReceiver.processResultBatch(serverBatch);
//console.log("SERVER: Received result batch: " + serverBatch.id);
return {tag: 'resultConfirmed', data: 0};
}
else {
//console.log("SERVER ERROR: Unknown method for request: " + method);
return {tag: 'unknownMethod', data: 0};
}
}
var GameStorage = function(pgnParser, positionStorage) {
this.pgnParser = pgnParser;
this.positionStorage = positionStorage;
this.games = {};
this.runningGameID = 1;
this.getHashForPosition = function() {
return Math.random() * 1000000000;
}
this.findGame = function(id) {
return this.games[id];
}
this.removeGame = function(id) {
this.games[id] = null;
delete this.games[id];
}
this.addGame = function(positionsAndInfo) {
// UPDATE 13.0.4.15 - positionsAnfInfo now also contains output stream obj and ref to group (=file namespace)
//var gameID = Math.floor(Math.random() * 1000000000); // REFACTOR - needs to check that doesn't exist already
//var positionsAndInfo = this.pgnParser.parseSinglePGN(pgn);
var positions = positionsAndInfo.positions;
var info = positionsAndInfo.info;
if (positions) {
var gameID = this.runningGameID++;
var game = new Game(gameID);
game.setOutputStream(positionsAndInfo.output);
game.group = positionsAndInfo.group;
this.games[gameID] = game;
game.addInfo(info);
game.group.gamesAdded++; // Group only knows # of games it has to wait for; speficic game objects are not of interest
//////
////alert("Game succesfully positionalized");
//console.log("GAME SUCCESSFULLY POSITIONALIZED");
for (var i = positions.length - 1; i >= 0; i--) {
var p = positions[i];
p.game = gameID;
p.hashKey = this.getHashForPosition(); // Every position gets hashKey which basically acts like a CSRF protection for the position.
game.registerOpenPosition(p);
this.positionStorage.push(p);
};
return true;
}
//console.log("PGN PARSING HAS FAILED -> DUMPING GAME: " + pgn);
return false;
}
}
var Batch = function(id, hashKey) {
this.id = id;
this.hashKey = hashKey;
this.openPositions = [];
this.pendingPositions = [];
this.donePositions = [];
this.constructTime = Date.now();
this.addTime;
this.duration;
this.hasExpired = function() {
return Date.now() - this.constructTime > 30000;
}
this.recordAddTime = function() {
this.addTime = Date.now();
}
this.recordDuration = function() {
this.duration = Date.now() - this.addTime;
}
this.numOfOpenPositions = function() {
return this.openPositions.length;
}
this.numOfPendingPositions = function() {
return this.pendingPositions.length;
}
this.numOfDonePositions = function() {
return this.donePositions.length;
}
this.hasOpenPositions = function() {
return this.openPositions.length > 0;
}
this.hasPendingPositions = function() {
return this.pendingPositions.length > 0;
}
this.isReadyForReturn = function() {
return !this.hasOpenPositions() && this.numOfPendingPositions === 0;
}
this.getPosition = function() {
if (this.openPositions.length === 0) {
return false;
}
var pos = this.openPositions.shift();
pos.batchID = this.id; // Decorate so position knows where to return
this.pendingPositions.push(pos);
return pos;
}
this.confirmPosition = function(pos) {
var i = this.pendingPositions.indexOf(pos);
if (i === -1) {
//console.log("BATCH ERROR: Evaluated position not found in pending positions: " + pos);
return false;
}
//console.log("Removing from pending positions...");
this.pendingPositions.splice(i, 1);
this.donePositions.push(pos);
$(distChess.positionLogger).trigger('notification', [pos.halfMoveNumber, pos.fen, pos.duration]);
return true;
}
this.addPosition = function(pos) {
////
////alert("ADDING POS INSIDE BATCH");
this.openPositions.push(pos);
}
}
var Game = function(id) {
this.id = id;
this.info;
this.output;
this.group;
this.openPositions = [];
this.pendingPositions = [];
this.donePositions = [];
this.setOutputStream = function(op) {
this.output = op;
}
this.addInfo = function(info) {
//alert("ADDING INFO: " + JSON.stringify(info));
this.info = info;
}
this.yourPositionHasBeenKickedFromBatch = function(pos) {
var idx = this.pendingPositions.indexOf(pos);
if (idx === -1) {
return false;
}
this.pendingPositions.splice(idx, 1);
this.openPositions.push(pos);
return true;
}
this.yourPositionHasBeenAddedToBatch = function(pos) {
////
////alert("GAMES POS LENGTH: " + this.openPositions.length + " | GAMEID: " + pos.game + " === " + this.id);
var idx = this.openPositions.indexOf(pos);
if (idx === -1) {
return false;
}
this.openPositions.splice(idx, 1);
this.pendingPositions.push(pos);
return true;
}
this.registerOpenPosition = function(position) {
this.openPositions.push(position);
}
this.isReady = function() {
return this.openPositions.length === 0 && this.pendingPositions.length === 0;
}
this.getMyPosition = function(position) {
// Note can return 0 which must be handled as truthy value!
for (var i = this.pendingPositions.length - 1; i >= 0; i--) {
// We test that halfMove, move, fen and hashKey all match. Position's gameID has already been tested (we would not be here otherwise)
// HalfmoveNumber is tested first so we fail cheaply (short-circuiting) on most items
if (this.pendingPositions[i].halfMoveNumber === position.halfMoveNumber &&
this.pendingPositions[i].hashKey === position.hashKey &&
this.pendingPositions[i].move === position.move &&
this.pendingPositions[i].fen === position.fen) return i;
}
return -1;
}
this.receiveArrivingPosition = function(position) {
// Welcome home, son
var index = this.getMyPosition(position);
if (index === -1) {
// You are not my son. GTFO.
return false;
}
//////
////alert("Removing from pending, adding to done");
//this.standardizeEvaluationForWhite(position);
this.pendingPositions.splice(index, 1);
this.donePositions.push(position);
}
this.standardizeEvaluationForWhite = function(pos) {
var fenParts = pos.fen.split(" ");
if (fenParts[1] === 'b') {
pos.evaluation *= -1;
}
}
}
var ServerBatchController = function(gameStorage, positionStorage) {
this.gameStorage = gameStorage;
this.positionStorage = positionStorage;
this.pending = [];
this.runningNumber = 1;
this.removeFromPending = function(batch) {
for (var i = this.pending.length - 1; i >= 0; i--) {
// Both id and hash key must match
if (this.pending[i].id === batch.id && this.pending[i].hashKey === batch.hashKey) break;
};
if (i !== -1) {
console.log("BATCH REMOVED FROM PENDING: " + batch.id);
console.log(this.pending.length);
this.pending.splice(i, 1);
console.log(this.pending.length);
} else {
console.log("BATCH FAILED WITH HASH: " + batch.hashKey);
}
}
this.getAllPendingBatches = function() {
return this.pending; // Return straight ref, callers are friendly
}
this.sweepPending = function() {
console.log("BATCH SWEEP STARTS");
console.log("POSITIONS PENDING: " + this.pending.length);
console.log("POSITIONS STORED: " + this.positionStorage.length);
var expired = [];
// We first go over the array without doing any modification -> much safer that way
for (var i = this.pending.length - 1; i >= 0; i--) {
if (this.pending[i].hasExpired()) {
expired.push(this.pending[i]);
}
};
console.log("FOUND " + expired.length + " EXPIRED BATCHES");
for (var j = expired.length - 1; j >= 0; j--) {
//this.batchExpired(expired[i]);
console.log("BATCH EXPIRED WITH ID: " + expired[j].id);
this.addPositionsBack(expired[j]);
var idx = this.pending.indexOf(expired[j]);
this.pending.splice(idx, 1);
};
}
this.addPositionsBack = function(batch) {
var dones = batch.donePositions;
var pend = batch.pendingPositions;
var open = batch.openPositions;
var i;
//console.log("ADDING POSITIONS BACK! TOTAL: " + dones.length + pend.length + open.length);
console.log("POS: " + this.positionStorage.length)
for (i = dones.length - 1; i >= 0; i--) {
var game = this.gameStorage.findGame(dones[i].game);
if (game && game.yourPositionHasBeenKickedFromBatch(dones[i])) {
this.positionStorage.unshift(dones[i]);
}
};
for (i = pend.length - 1; i >= 0; i--) {
var game = this.gameStorage.findGame(pend[i].game);
if (game && game.yourPositionHasBeenKickedFromBatch(pend[i])) this.positionStorage.unshift(pend[i]);
};
for (i= open.length - 1; i >= 0; i--) {
var game = this.gameStorage.findGame(open[i].game);
if (game && game.yourPositionHasBeenKickedFromBatch(open[i])) this.positionStorage.unshift(open[i]);
};
console.log("POS: " + this.positionStorage.length)
}
this.batchExpired = function(batch) {
}
this.getHash = function() {
return Math.floor(Math.random() * 100000000);
}
this.needBatch = function() {
// No positions, no batch
//console.log("POSITIONS IN SERVER: " + this.positionStorage.length);
if (this.positionStorage.length === 0) return false;
////
////alert("Position available: " + this.positionStorage.length);
++this.runningNumber;
var batch = new Batch(this.runningNumber, this.getHash());
this.pending.push(batch);
for (var i = 0; i < 24; i++) {
////console.log("SERVER: ADDING POS TO BATCH");
var pos = this.positionStorage.shift();
if (pos) {
var game = this.gameStorage.findGame(pos.game); // Inform game that its position has been allocated to outgoing batch
if (!game) {
////
////alert("NO GAME");
// Position has no game, so its orphan
continue; // Dumps the position
}
if (game.yourPositionHasBeenAddedToBatch(pos)) {
batch.addPosition(pos);
} else {
// Game did not want it so it was not added to batch - put it back to queue
console.log("GAME DID NOT WANT IT");
this.positionStorage.unshift(pos);
}
} else {
////
////alert("NO POS");
break;
}
}
////
////alert("BATCH LEN: " + batch.openPositions.length);
return batch;
}
}
var ResultReceiver = function(doneGameHandler, gameStorage, batchController) {
this.doneGameHandler = doneGameHandler;
this.gameStorage = gameStorage;
this.batchController = batchController;
this.routeResultPositionToGame = function(position) {
//////
////alert("Routing result to game" + Math.random());
//////
////alert(position.fen + " - " + position.evaluation);
if (position && typeof position === 'object') {
var gameID = position.game;
var game = this.gameStorage.findGame(gameID);
if (game) {
game.receiveArrivingPosition(position);
/* ////
////alert("Game found: D = " + game.donePositions.length + ", P = " + game.pendingPositions.length + ", O = " + game.openPositions.length);*/
if (game.isReady()) {
////
console.log("GAME IS READY");
this.gameStorage.removeGame(gameID);
this.doneGameHandler.receiveReadyGame(game);
}
}
}
}
this.processResultBatch = function(batch) {
console.log("______________________");
console.log("______________________");
console.log("RESULT: Processing batch starts: " + batch.hashKey);
console.log("______________________");
console.log("______________________");
var positions = batch.donePositions;
this.batchController.removeFromPending(batch);
//////
////alert(positions.length);
for (var i = positions.length - 1; i >= 0; i--) {
this.routeResultPositionToGame(positions[i]);
};
}
}
var DoneGameHandler = function(outputStream) {
//this.parserEngine = parserEngine;
this.outputStream = outputStream;
this.receiveReadyGame = function(game) {
var pgnString = this.getPGNFromPositions(game);
// Send to email provided with game
// Save to DB
//
console.log("PELI VALMIS: " + game.id + " , group: " + game.group.id);
if (game.output) {
console.log("WRITING TO SPECIFIC STREAM");
// If output stream was given
game.output.write(pgnString + "\n\n");
} else {
// Else use modules default output stream
console.log("WRITING TO DEFAULT STREAM");
this.outputStream.write(pgnString + "\n\n");
}
// Inform group if game has one
if (game.group) {
game.group.gameDone();
}
}
this.getPGNFromPositions = function(game) {
var pgnString = '';
// Set header stuff first
var headers = '';
headers += '[Event \"' + game.info.tournament + '\"]\n'; // Field name is 'tournament' as 'event' may be keyword
headers += '[Date \"' + game.info.date + '\"]\n';
headers += '[White \"' + game.info.white + '\"]\n';
headers += '[Black \"' + game.info.black + '\"]\n';
headers += '[Result \"' + game.info.result + '\"]\n';
headers += '\n'; // Marks end of headers
pgnString += headers;
var positions = game.donePositions;
// Ensure order is right... positions are in ascending order, starting position first.
positions.sort(function(a, b) {
return a.halfMoveNumber < b.halfMoveNumber ? -1 : 1;
});
var moveNumber = 1;
for (var i = 0, l = positions.length; i < l; i++) {
if (i % 2 === 0 || i === 0) {
pgnString += moveNumber + '. ';
++moveNumber;
}
pgnString += positions[i].move;
pgnString += ' {' + (parseInt(positions[i].evaluation)/100).toFixed(2) + ',' + positions[i].bestMove + '} ';
};
return pgnString;
}
}
var PGNParser = function(parserEngine) {
this.parserEngine = parserEngine;
this.getInfoObjectForGame = function(pgn) {
var info = {
white: '-',
black: '-',
result: '*',
date: '-',
tournament: '-'
};
var pgnParts = pgn.split("]");
for (var i = 0, l = pgnParts.length; i < l; i++) {
var part = pgnParts[i];
var fi = part.indexOf("[White ");
if (fi !== -1) {
info.white = part.substr(fi+8).slice(0, -1);
continue;
}
fi = part.indexOf("[Black ");
if (fi !== -1) {
info.black = part.substr(fi+8).slice(0, -1);
continue;
}
fi = part.indexOf("[Result ");
if (fi !== -1) {
info.result = part.substr(fi+9).slice(0, -1);
continue;
}
fi = part.indexOf("[Date ");
if (fi !== -1) {
info.date = part.substr(fi+7).slice(0, -1);
continue;
}
fi = part.indexOf("[Event ");
if (fi !== -1) {
info.tournament = part.substr(fi+8).slice(0, -1);
continue;
}
};
return info;
}
this.parseSinglePGN = function(pgn) {
var info = this.getInfoObjectForGame(pgn);
var chess = this.parserEngine;
if (!chess.load_pgn(pgn)) {
return false;
}
var halfMoveFromEnd = 0;
var positions = [];
var lastPosition = chess.fen();
var latestMove = chess.undo();
while (latestMove) {
positions.push({halfMoveNumber: halfMoveFromEnd, move: latestMove.san, fen: lastPosition});
lastPosition = chess.fen();
latestMove = chess.undo();
++halfMoveFromEnd;
}
for (var i = 0, l = positions.length; i < l; i++) {
var position = positions[i];
position.halfMoveNumber = halfMoveFromEnd - position.halfMoveNumber;
}
//console.log("SUCCESSFULL PARSING OF PGN");
return {info: info, positions: positions};
}
this.parseMultiplePGNs = function(pgns, delimiter) {
var pgnsArr = pgns.split(delimiter);
var pgnPositions = [];
for (var i = pgnsArr.length - 1; i >= 0; i--) {
pgnPositions.push(this.parseSinglePGN(pgnsArr[i]));
};
return pgnPositions;
}
}
var GameReceiver = function(gameStorage, parser) {
this.gameStorage = gameStorage;
this.parser = parser;
this.addGame = function(pgn, group, output) {
var gameObj = this.parser.parseSinglePGN(pgn);
gameObj.output = output;
gameObj.group = group;
console.log("ADDING OUTPUT TO GAME: " + output);
//console.log(gameObj.info.white + "\n" + gameObj.info.black + "\n" + gameObj.positions.length);
this.gameStorage.addGame(gameObj);
}
this.receiveGames = function(games, group, output) {
console.log('GROUP IS : ' + group.id);
// Parsing pgns into positions is heavy job. We need to make sure we don't steal the main thread altogether.
var dispatchGame = function() {
if (games.length > 0) {
var game = games.shift();
this.addGame(game, group, output);
setImmediate(dispatchGame);
}
else {
group.allGamesAdded();
console.log("NO GAMES ANYMORE");
}
}.bind(this);
dispatchGame();
}
}
var PGNFetcher = function(group, filename, readStream, gameReceiver) {
this.readStream = readStream;
this.gameReceiver = gameReceiver;
this.currentTemp = '';
this.currentPGNString;
this.partCounter = 0;
this.currentPart;
this.games = [];
this.onePart = function(part) {
if (this.partCounter % 2 !== 0 && this.partCounter !== 0) {
console.log('_----------------------_');
console.log(this.currentPart + "\n\n" + part);
console.log('_----------------------_');
this.games.push(this.currentPart + "\n\n" + part);
} else {
this.currentPart = part;
}
this.partCounter++;
}
this.processParts = function(gameStringsArr) {
var lastIdx = gameStringsArr.length-1;
for (var i = 0; i < lastIdx; i++) {
this.onePart(gameStringsArr[i]);
};
this.currentTemp = gameStringsArr[lastIdx];
}
this.splitGames = function(chunk) {
return chunk.split('\n\n');
}
this.receiveChunk = function(chunk) {
this.currentTemp += chunk;
if (this.currentTemp.indexOf('\n\n') !== -1) {
console.log("FOUND SPLITTER");
var foundParts = this.splitGames(this.currentTemp);
this.processParts(foundParts);
}
}
this.flushTemp = function() {
if (this.currentTemp !== '') {
this.processParts(this.splitGames(this.currentTemp));
}
}
this.readStream.on('data', function(chunk) {
//console.log(chunk.toString());
this.receiveChunk(chunk.toString());
}.bind(this));
this.readStream.on('error', function() {
this.currentPGNString = 0; // Help GC, i guess
this.currentPart = 0;
return false; // Does nothing much, but indicates maintainer this is error cond
});
this.readStream.on('end', function() {
console.log("__________________" + this.games.length + " | GROUP: " + filename);
this.flushTemp();
this.gameReceiver.receiveGames(this.games, group, filename);
this.games = [];
this.readStream.close();
}.bind(this));
console.log("NEW PGN FETCHER DONE");
}
var BatchMonitor = function(interval, batchController) {
this.interval = interval;
this.batchController = batchController;
this.handle;
this.initSweep = function() {
console.log("INITING SWEEP");
this.batchController.sweepPending();
}
this.startUp = function() {
if (!this.handle) {
console.log("SETTING SWEEP INTERVAL: " + this.interval);
this.handle = setInterval(this.initSweep.bind(this), this.interval);
}
}
this.shutDown = function() {
if (this.handle) {
clearInterval(this.handle);
this.handle = 0;
}
}
}
var GameGroup = function(id, writeStream, outputPath) {
this.id = id;
this.groupActive = false;
this.gamesAdded = 0;
this.groupReady = function() {
writeStream.close();
setImmediate(function() {
SERVER.fileManager.groupIsReady(this.id, outputPath);
}.bind(this));
}
this.gameDone = function() {
if (this.groupActive) {
this.gamesAdded--;
console.log("GAMES LEFT IN GROUP: " + this.gamesAdded);
console.log('KKKKKKKKKKKKKKKKKKKKKKKKKk');
if (this.gamesAdded <= 0) {
this.groupReady();
}
}
}
this.allGamesAdded = function() {
this.groupActive = true;
}
}
var FileManager = function() {
this.pendingFiles = {};
this.runningID = 1;
this.checkInitialFiles = function() {
fs.readdir('uploads', function(err, files) {
if (err) {
// Log error
throw err;
}
this.pushCurrentFiles(files);
}.bind(this));
}