<< std::endl;
}
- Threads.wake_up();
+ // Reset and wake up the threads
+ for (size_t i = 0; i < Threads.size(); i++)
+ {
+ Threads[i].maxPly = 0;
+ Threads[i].do_sleep = false;
+
+ if (!Threads.use_sleeping_threads())
+ Threads[i].notify_one();
+ }
// Set best timer interval to avoid lagging under time pressure. Timer is
// used to check for remaining available thinking time.
- if (Limits.use_time_management())
- Threads.set_timer(std::min(100, std::max(TimeMgr.available_time() / 16,
- TimerResolution)));
- else if (Limits.nodes)
- Threads.set_timer(2 * TimerResolution);
- else
- Threads.set_timer(100);
+ Threads.timer_thread()->maxPly = /* Hack: we use maxPly to set timer interval */
+ Limits.use_time_management() ? std::min(100, std::max(TimeMgr.available_time() / 16, TimerResolution)) :
+ Limits.nodes ? 2 * TimerResolution
+ : 100;
+
+ Threads.timer_thread()->notify_one(); // Wake up the recurring timer
id_loop(RootPos); // Let's start searching !
- Threads.set_timer(0); // Stop timer
- Threads.sleep();
+ Threads.timer_thread()->maxPly = 0; // Stop the timer
+
+ // Main thread will go to sleep by itself to avoid a race with start_searching()
+ for (size_t i = 0; i < Threads.size(); i++)
+ if (&Threads[i] != Threads.main_thread())
+ Threads[i].do_sleep = true;
if (Options["Use Search Log"])
{
finalize:
// When we reach max depth we arrive here even without Signals.stop is raised,
- // but if we are pondering or in infinite search, we shouldn't print the best
- // move before we are told to do so.
+ // but if we are pondering or in infinite search, according to UCI protocol,
+ // we shouldn't print the best move before the GUI sends a "stop" or "ponderhit"
+ // command. We simply wait here until GUI sends one of those commands (that
+ // raise Signals.stop).
if (!Signals.stop && (Limits.ponder || Limits.infinite))
- RootPos.this_thread()->wait_for_stop_or_ponderhit();
+ {
+ Signals.stopOnPonderhit = true;
+ RootPos.this_thread()->wait_for(Signals.stop);
+ }
// Best move could be MOVE_NONE when searching on a stalemate position
sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], RootPos.is_chess960())
continue;
}
- pvMove = PvNode ? moveCount == 1 : false;
+ pvMove = PvNode && moveCount == 1;
ss->currentMove = move;
if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
movesSearched[playedMoveCount++] = move;
if (value > bestValue)
{
- bestValue = value;
- if (SpNode) sp->bestValue = value;
+ bestValue = SpNode ? sp->bestValue = value : value;
if (value > alpha)
{
- bestMove = move;
- if (SpNode) sp->bestMove = move;
+ bestMove = SpNode ? sp->bestMove = move : move;
- if (PvNode && value < beta)
- {
- alpha = value; // Update alpha here! Always alpha < beta
- if (SpNode) sp->alpha = value;
- }
+ if (PvNode && value < beta) // Update alpha! Always alpha < beta
+ alpha = SpNode ? sp->alpha = value : value;
else
{
assert(value >= beta); // Fail high
- if (SpNode) sp->cutoff = true;
+ if (SpNode)
+ sp->cutoff = true;
+
break;
}
}
&& !sp->slavesMask)
{
assert(!sp->master->is_searching);
- sp->master->wake_up();
+ sp->master->notify_one();
}
// After releasing the lock we cannot access anymore any SplitPoint