popojan / goban

3D igo/baduk/weiqi/go game board and GUI for GnuGo and other GTP engines ray traced by GLSL shader
https://hraj.si/goban
GNU General Public License v3.0
47 stars 3 forks source link

Seem Something wrong with gtp connection #11

Closed awerty-noob closed 5 years ago

awerty-noob commented 5 years ago

I set the engine as leelazero and ran the executable file, it crashed. this is the log file:

[2018-12-14 18:21:37.099] [console] [info] TODO log using spdlog! DISPLAY 0x5618710a0af0 DISPLAY << 0x5618710a0af0 Loaded font face Lacuna Regular Regular (from byte stream). Loaded font face Lacuna Italic Regular (from byte stream). preSetContext = 0 preLoadFonts = 0 Loaded font face Delicious Roman (from data/gui/Delicious-Roman.otf). Loaded font face Delicious Italic (from data/gui/Delicious-Italic.otf). Loaded font face Delicious Bold (from data/gui/Delicious-Bold.otf). Loaded font face Delicious Bold Italic (from data/gui/Delicious-BoldItalic.otf). preLoadWindow = 0 preOverlayCreate = 0 Enter: demo_glstate_create Enter: demo_shader_create_program Enter: compile_shader Leave: compile_shader Enter: compile_shader Leave: compile_shader Enter: link_program Leave: link_program Leave: demo_shader_create_program Enter: demo_atlas_create Leave: demo_atlas_create Leave: demo_glstate_create Setting debug to 0 Setting contrast to 1 Setting gamma_adjust to 1 Setting outline to 0 Setting outline_thickness to 0 Setting boldness to 0 Setting depth to 0 10 glyphs; avg num endpoints 34.20; avg error 58.5%; avg tex fetch 3.15; avg 2.46kb per glyph preShaderInit = 0 [2018-12-14 18:21:37.190] [console] [info] preShaderInitProgram = 0 [2018-12-14 18:21:37.198] [console] [info] postShaderGetProgram = 0 [2018-12-14 18:21:37.198] [console] [info] postShaderUniformsLocations = 0 postShaderOverlayInits = 0 postInitTranslation = 0 [2018-12-14 18:21:37.198] [console] [info] leelaz [2018-12-14 18:21:37.198] [console] [info] leelaz -g -t 2 -w ./network.gz --noponder "" [2018-12-14 18:21:37.199] [console] [info] running child 0newType = [human = 0, computer = 1] newRole = [black = 0, white = 0] Before parsing SGF Parsed SGF 1 postPreconstructElement = 0 [2018-12-14 18:21:37.225] [console] [info] sendline = [boardsize 19] [2018-12-14 18:21:37.225] [console] [info] get line [2018-12-14 18:21:45.373] [console] [info] getline = [=] [2018-12-14 18:21:45.373] [console] [info] getline = [] setting komi 6.5 [2018-12-14 18:21:45.373] [console] [info] sendline = [komi 6.5] [2018-12-14 18:21:45.373] [console] [info] get line [2018-12-14 18:21:45.373] [console] [info] getline = [=] [2018-12-14 18:21:45.373] [console] [info] getline = []

this is the config settings:

./leelaz leelaz leelaz -g --quiet -t 2 -w ./network.gz --noponder leela_zero 0

then it crashed. Hundreds of thanks!

popojan commented 5 years ago

The new win10-x64 builds use boost.process integrated in boost, so the syntax of third line in config settings slightly changed and should contain only engine command line parameters. Please try this config:

./leelaz leelaz -g --quiet -t 2 -w ./network.gz --noponder leela_zero 0

Given your config I assume you have got such folder structure:

./leelaz/leelaz.exe ./network.gz

awerty-noob commented 5 years ago

Sorry, My operating system is Ubuntu.

popojan commented 5 years ago

Ah, sorry, are you running in wine or have you compiled from source? Yet, the note about third line syntax is still valid.

awerty-noob commented 5 years ago

I compiled the source code. Here is the flie structure:

. . ├── build │   ├── CMakeCache.txt │   ├── CMakeFiles │   ├── cmake_install.cmake │   ├── goban │   └── Makefile ├── cmake │   ├── FileList.cmake │   ├── FindGnuGo.cmake │   ├── FindLibGlyphy.cmake │   ├── FindLibRocket.cmake │   ├── FindLibSndFile.cmake │   └── FindPortaudio.cmake ├── CMakeLists.txt ├── config │   ├── engines.available │   └── engines.enabled ├── data │   ├── glsl │   ├── gui │   └── sound ├── deps │   ├── glyphy │   ├── libRocket │   ├── make.bat │   ├── Makefile │   ├── _patches │   └── spdlog ├── goban ├── INSTALL.md ├── leelaz ├── LICENSE ├── make.bat ├── Makefile ├── network.gz ├── problems │   ├── alphago │   └── alphago-2016 ├── README.md ├── Release │   └── data ├── res │   ├── screen06_s.png │   ├── sgoban.ico │   ├── stone_distance.nb │   └── stone_shape.nb └── src ├── Board.cpp ├── Board.h ├── Camera.cpp ├── Camera.h ├── Complex.cpp ├── Complex.h ├── ElementGame.cpp ├── ElementGame.h ├── Event.cpp ├── Event.h ├── EventHandler.cpp ├── EventHandler.h ├── EventHandlerNewGame.cpp ├── EventHandlerNewGame.h ├── EventInstancer.cpp ├── EventInstancer.h ├── EventManager.cpp ├── EventManager.h ├── GameState.cpp ├── GameState.h ├── GameThread.cpp ├── GameThread.h ├── glyphy ├── GobanControl.cpp ├── GobanControl.h ├── GobanModel.cpp ├── GobanModel.h ├── GobanOverlay.cpp ├── GobanOverlay.h ├── GobanShader.cpp ├── GobanShader.h ├── GobanView.cpp ├── GobanView.h ├── gtpclient.cpp ├── gtpclient.h ├── main.cpp ├── Metrics.cpp ├── Metrics.h ├── opengl.h ├── player.cpp ├── player.h ├── Quaternion.cpp ├── Quaternion.h ├── sgf ├── shell ├── Vector.cpp └── Vector.h

popojan commented 5 years ago

I see, leelaz is in the project dir root, I guess the config should look like this:

./ leelaz -g --quiet -t 2 -w ./network.gz --noponder leela_zero 0

awerty-noob commented 5 years ago

the same crash log file.

setting komi 6.5 [2018-12-14 18:21:45.373] [console] [info] sendline = [komi 6.5] [2018-12-14 18:21:45.373] [console] [info] get line [2018-12-14 18:21:45.373] [console] [info] getline = [=] [2018-12-14 18:21:45.373] [console] [info] getline = [] (core dumped)

Maybe there is something wrong with the code about the gtp connection or the komi changes.

popojan commented 5 years ago

is there gnugo installed and in the path? have not you deleted main.txt config file? i do not see loading gnugo engine in the logs gnugo is neccessary as the main engine supervisor i tried to reproduce the bug and it seems it is the case

awerty-noob commented 5 years ago

Thanks a lot! It works! I advise you to add this tip to the readme file.

popojan commented 5 years ago

You are welcome! You are right, yes, the whole documentation/error handling/logging must be (re)worked.