std::vector<RootMove> RootMoves;
Position RootPosition;
Time SearchTime;
+ StateStackPtr SetupStates;
}
using std::string;
-using std::cout;
-using std::endl;
using Eval::evaluate;
using namespace Search;
if (RootMoves.empty())
{
- cout << "info depth 0 score "
- << score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW) << endl;
+ sync_cout << "info depth 0 score "
+ << score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW) << sync_endl;
RootMoves.push_back(MOVE_NONE);
goto finalize;
<< " time: " << Limits.time[pos.side_to_move()]
<< " increment: " << Limits.inc[pos.side_to_move()]
<< " moves to go: " << Limits.movestogo
- << endl;
+ << std::endl;
}
Threads.wake_up();
StateInfo st;
pos.do_move(RootMoves[0].pv[0], st);
- log << "\nPonder move: " << move_to_san(pos, RootMoves[0].pv[1]) << endl;
+ log << "\nPonder move: " << move_to_san(pos, RootMoves[0].pv[1]) << std::endl;
pos.undo_move(RootMoves[0].pv[0]);
}
pos.this_thread()->wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
- cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
- << " ponder " << move_to_uci(RootMoves[0].pv[1], Chess960) << endl;
+ sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
+ << " ponder " << move_to_uci(RootMoves[0].pv[1], Chess960) << sync_endl;
}
// Send full PV info to GUI if we are going to leave the loop or
// if we have a fail high/low and we are deep in the search.
if ((bestValue > alpha && bestValue < beta) || SearchTime.elapsed() > 2000)
- cout << uci_pv(pos, depth, alpha, beta) << endl;
+ sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
// In case of failing high/low increase aspiration window and
// research, otherwise exit the fail high/low loop.
{
Log log(Options["Search Log Filename"]);
log << pretty_pv(pos, depth, bestValue, SearchTime.elapsed(), &RootMoves[0].pv[0])
- << endl;
+ << std::endl;
}
// Filter out startup noise when monitoring best move stability
Signals.firstRootMove = (moveCount == 1);
if (thisThread == Threads.main_thread() && SearchTime.elapsed() > 2000)
- cout << "info depth " << depth / ONE_PLY
- << " currmove " << move_to_uci(move, Chess960)
- << " currmovenumber " << moveCount + PVIdx << endl;
+ sync_cout << "info depth " << depth / ONE_PLY
+ << " currmove " << move_to_uci(move, Chess960)
+ << " currmovenumber " << moveCount + PVIdx << sync_endl;
}
isPvMove = (PvNode && moveCount <= 1);