Reputation: 61
I m trying to communicate Qt console application with another console application written in C (chess engine - TSCP).
I created this class:
#include "engine.h"
Engine::Engine(QObject *parent) :
QProcess(parent)
{
}
Engine::~Engine()
{
delete process;
}
void Engine::startProcess()
{
process = new QProcess( this );
process->setReadChannel( QProcess::StandardOutput );
connect( process, SIGNAL(error(QProcess::ProcessError)), this, SLOT(error(QProcess::ProcessError)) );
connect( process, SIGNAL(finished(int,QProcess::ExitStatus)), this, SLOT(finished(int,QProcess::ExitStatus)) );
connect( process, SIGNAL(readyReadStandardError()), this, SLOT(readyReadStandardError()) );
connect( process, SIGNAL(readyReadStandardOutput()), this, SLOT(readyReadStandardOutput()) );
connect( process, SIGNAL(started()), this, SLOT(started()) );
connect( process, SIGNAL(stateChanged(QProcess::ProcessState)), this, SLOT(stateChanged(QProcess::ProcessState)) );
//process->start( "/usr/bin/konsole --nofork -e ./TSCP" );
process->start( "./TSCP" );
process->waitForStarted(-1);
}
void Engine::stopProcess()
{
//process->write( "bye" );
process->closeWriteChannel();
}
void Engine::Write( QByteArray writeBuff )
{
writeBuff.clear();
qDebug() << "Sending command: " + writeBuff;
process->write( writeBuff );
//process->closeWriteChannel();
}
QByteArray Engine::Read()
{
readBuffer = process->readAllStandardOutput();
return readBuffer;
}
void Engine::error( QProcess::ProcessError error )
{
qDebug() << "Error!";
qDebug() << error;
}
void Engine::finished( int exitCode, QProcess::ExitStatus exitStatus )
{
qDebug() << "The process has finished.";
qDebug( "Exit code: %i", exitCode );
qDebug( "Exit status: %i", exitStatus );
}
void Engine::readyReadStandardError()
{
qDebug() << "Ready to read error.";
qDebug() << process->readAllStandardError();
}
void Engine::readyReadStandardOutput()
{
qDebug() << "The output:";
readBuffer = process->readAllStandardOutput();
qDebug() << readBuffer;
//process->closeReadChannel( QProcess::StandardOutput );
//process->waitForBytesWritten();
}
void Engine::started()
{
qDebug() << "The process has started.";
}
void Engine::stateChanged( QProcess::ProcessState newState )
{
switch( newState )
{
case 0:
qDebug() << "The process is not running.";
break;
case 1:
qDebug() << "The process is starting, but the program has not yet been invoked.";
break;
case 2:
qDebug() << "The process is running and is ready for reading and writing.";
break;
}
}
My main.cpp looks just like that:
int main(int argc, char *argv[])
{
QCoreApplication a(argc, argv);
qDebug() << "----------------------------------";
Engine engine;
engine.startProcess();
engine.Write( "on" );
qDebug() << "----------------------------------";
return a.exec();
}
I am trying to achieve:
I don't have any difficulties with the first and last step - it's working. The problem is that i can't communicate properly with the chess engine (console application).
I am definitely doing something wrong! ;) If I uncomment process->closeWriteChannel(); in void Engine::Write( QByteArray writeBuff ) function than I can write one commend (for exampe 'on' to start the game) and receive the correct output - response from the chess engine (move). I cannot send the next commend, because the channel is closed (it is obvious). If this line is commented I cannot receive any information.
I would like to do:
Start the process:
Engine engine; engine.startProcess();
Comunicate (send the user and receive the engine move):
engine.Write( "a2a3" ); engine.Write( "b2b3" ); engine.Write( "c2c3" );
Close the process.
I did my best to find the answer (help, google). Can you help me to find the solution?
Thank you!
Upvotes: 2
Views: 2728
Reputation: 1119
I see two problems with your code:
writeBuf.clear()
in your Engine::Write
member function, don't do that.engine.Write( "a2a3\n" )
.Upvotes: 1