-Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta,
- Value bestValue, Depth depth, Move threatMove,
- int moveCount, MovePicker* mp, int nodeType) {
- assert(pos.is_ok());
- assert(bestValue >= -VALUE_INFINITE);
- assert(bestValue <= alpha);
- assert(alpha < beta);
- assert(beta <= VALUE_INFINITE);
- assert(depth > DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < activeThreads);
- assert(activeThreads > 1);
-
- int i, master = pos.thread();
- Thread& masterThread = threads[master];
-
- // If we already have too many active split points, don't split
- if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
- return bestValue;
-
- // Pick the next available split point object from the split point stack
- SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints];
-
- // Initialize the split point object
- splitPoint.parent = masterThread.splitPoint;
- splitPoint.master = master;
- splitPoint.is_betaCutoff = false;
- splitPoint.depth = depth;
- splitPoint.threatMove = threatMove;
- splitPoint.alpha = alpha;
- splitPoint.beta = beta;
- splitPoint.nodeType = nodeType;
- splitPoint.bestValue = bestValue;
- splitPoint.mp = mp;
- splitPoint.moveCount = moveCount;
- splitPoint.pos = &pos;
- splitPoint.nodes = 0;
- splitPoint.ss = ss;
- for (i = 0; i < activeThreads; i++)
- splitPoint.is_slave[i] = false;
-
- // If we are here it means we are not available
- assert(masterThread.state == Thread::SEARCHING);
-
- int workersCnt = 1; // At least the master is included
+Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
+ Value bestValue, Move* bestMove, Depth depth, Move threatMove,
+ int moveCount, MovePicker& mp, int nodeType) {
+
+ assert(pos.pos_is_ok());
+ assert(bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
+ assert(bestValue > -VALUE_INFINITE);
+ assert(depth >= Threads.minimumSplitDepth);
+
+ Thread* thisThread = pos.this_thread();
+
+ assert(thisThread->searching);
+ assert(thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
+
+ // Pick the next available split point from the split point stack
+ SplitPoint& sp = thisThread->splitPoints[thisThread->splitPointsSize];
+
+ sp.masterThread = thisThread;
+ sp.parentSplitPoint = thisThread->activeSplitPoint;
+ sp.slavesMask = 1ULL << thisThread->idx;
+ sp.depth = depth;
+ sp.bestMove = *bestMove;
+ sp.threatMove = threatMove;
+ sp.alpha = alpha;
+ sp.beta = beta;
+ sp.nodeType = nodeType;
+ sp.bestValue = bestValue;
+ sp.movePicker = ∓
+ sp.moveCount = moveCount;
+ sp.pos = &pos;
+ sp.nodes = 0;
+ sp.cutoff = false;
+ sp.ss = ss;