goto finalize;
}
- if (Options["OwnBook"])
+ if (Options["OwnBook"] && !Limits.infinite)
{
Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
// 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))
- Threads[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 >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth > DEPTH_ZERO);
- assert(pos.this_thread() >= 0 && pos.this_thread() < Threads.size());
- 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 = Threads[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 (pos.this_thread() == 0 && 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(pos.this_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
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth <= DEPTH_ZERO);
- assert(pos.this_thread() >= 0 && pos.this_thread() < Threads.size());
StateInfo st;
Move ttMove, move, bestMove;
lock_release(Threads.splitLock);
Stack ss[MAX_PLY_PLUS_2];
- Position pos(*sp->pos, threadID);
- int master = sp->master;
+ Position pos(*sp->pos, this);
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
(ss+1)->sp = sp;
assert(is_searching);
is_searching = false;
- sp->slavesMask &= ~(1ULL << threadID);
+ 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()
- && threadID != master
- && !Threads[master].is_searching)
- Threads[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);
+
+ // Try to reparent to another split point. Only for slave threads
+ // that are not master of any active split point.
+ if ( !sp_master
+ && !is_searching
+ && !do_sleep
+ && !do_exit
+ && !splitPointsCnt
+ && Threads.size() > 2)
+ {
+ for (int i = 0; i < Threads.size(); i++)
+ {
+ SplitPoint* oldest = &Threads[i].splitPoints[0];
+
+ // Find the first oldest split point with still all slaves running
+ if ( Threads[i].splitPointsCnt
+ && oldest->slavesMask == oldest->allSlavesMask
+ && !single_bit(oldest->allSlavesMask))
+ {
+ lock_grab(oldest->lock);
+ lock_grab(Threads.splitLock); // Needed by is_searching
+
+ // Retest all under lock protection, we are in the middle
+ // of a race storm !
+ if ( !is_searching
+ && !do_sleep
+ && !do_exit
+ && Threads[i].splitPointsCnt
+ && oldest->slavesMask == oldest->allSlavesMask
+ && !single_bit(oldest->allSlavesMask))
+ {
+ oldest->slavesMask |= 1ULL << idx; // allSlavesMask is not updated
+ curSplitPoint = oldest;
+ is_searching = true;
+ }
+
+ lock_release(Threads.splitLock);
+ lock_release(oldest->lock);
+
+ break; // Exit anyhow, only one try (enough in 99% of cases)
+ }
+ }
+ }
}
}
}