// but if we are pondering or in infinite search, we shouldn't print the best
// move before we are told to do so.
if (!Signals.stop && (Limits.ponder || Limits.infinite))
- pos.this_thread().wait_for_stop_or_ponderhit();
+ 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)
assert((alpha == beta - 1) || PvNode);
assert(depth > DEPTH_ZERO);
- Move movesSearched[MAX_MOVES];
+ Move movesSearched[64];
StateInfo st;
const TTEntry *tte;
Key posKey;
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
- Thread& thread = pos.this_thread();
+ Thread* thisThread = pos.this_thread();
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
ss->ply = (ss-1)->ply + 1;
// Used to send selDepth info to GUI
- if (PvNode && thread.maxPly < ss->ply)
- thread.maxPly = ss->ply;
+ if (PvNode && thisThread->maxPly < ss->ply)
+ thisThread->maxPly = ss->ply;
// Step 1. Initialize node
if (SpNode)
// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.next_move()) != MOVE_NONE
- && !thread.cutoff_occurred()
+ && !thisThread->cutoff_occurred()
&& !Signals.stop)
{
assert(is_ok(move));
{
Signals.firstRootMove = (moveCount == 1);
- if (&thread == Threads.main_thread() && SearchTime.elapsed() > 2000)
+ if (thisThread == Threads.main_thread() && SearchTime.elapsed() > 2000)
cout << "info depth " << depth / ONE_PLY
<< " currmove " << move_to_uci(move, Chess960)
<< " currmovenumber " << moveCount + PVIdx << endl;
}
ss->currentMove = move;
- if (!SpNode && !captureOrPromotion)
+ if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
movesSearched[playedMoveCount++] = move;
// Step 14. Make the move
&& value < beta) // We want always alpha < beta
alpha = value;
- if (SpNode && !thread.cutoff_occurred())
+ if (SpNode && !thisThread->cutoff_occurred())
{
sp->bestValue = value;
sp->bestMove = move;
if ( !SpNode
&& depth >= Threads.min_split_depth()
&& bestValue < beta
- && Threads.available_slave_exists(thread)
+ && Threads.available_slave_exists(thisThread)
&& !Signals.stop
- && !thread.cutoff_occurred())
+ && !thisThread->cutoff_occurred())
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
depth, threatMove, moveCount, &mp, NT);
}
// Step 21. Update tables
// Update transposition table entry, killers and history
- if (!SpNode && !Signals.stop && !thread.cutoff_occurred())
+ if (!SpNode && !Signals.stop && !thisThread->cutoff_occurred())
{
move = bestValue <= oldAlpha ? MOVE_NONE : bestMove;
bt = bestValue <= oldAlpha ? BOUND_UPPER
Stack ss[MAX_PLY_PLUS_2];
Position pos(*sp->pos, this);
- Thread* master = sp->master;
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
(ss+1)->sp = sp;
sp->slavesMask &= ~(1ULL << idx);
sp->nodes += pos.nodes_searched();
- // After releasing the lock we cannot access anymore any SplitPoint
- // related data in a reliably way becuase it could have been released
- // under our feet by the sp master.
- lock_release(sp->lock);
-
// Wake up master thread so to allow it to return from the idle loop in
// case we are the last slave of the split point.
if ( Threads.use_sleeping_threads()
- && this != master
- && !master->is_searching)
- master->wake_up();
+ && this != sp->master
+ && !sp->master->is_searching)
+ sp->master->wake_up();
+
+ // After releasing the lock we cannot access anymore any SplitPoint
+ // related data in a safe way becuase it could have been released under
+ // our feet by the sp master. Also accessing other Thread objects is
+ // unsafe because if we are exiting there is a chance are already freed.
+ lock_release(sp->lock);
}
}
}