+/// TTEntry::save() populates the TTEntry with a new node's data, possibly
+/// overwriting an old position. Update is not atomic and can be racy.
+
+void TTEntry::save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev) {
+
+ // Preserve any existing move for the same position
+ if (m || uint16_t(k) != key16)
+ move16 = uint16_t(m);
+
+ // Overwrite less valuable entries (cheapest checks first)
+ if ( b == BOUND_EXACT
+ || uint16_t(k) != key16
+ || d - DEPTH_OFFSET + 2 * pv > depth8 - 4)
+ {
+ assert(d > DEPTH_OFFSET);
+ assert(d < 256 + DEPTH_OFFSET);
+
+ key16 = uint16_t(k);
+ depth8 = uint8_t(d - DEPTH_OFFSET);
+ genBound8 = uint8_t(TT.generation8 | uint8_t(pv) << 2 | b);
+ value16 = int16_t(v);
+ eval16 = int16_t(ev);
+ }
+}
+