if (!RootNode)
{
// Step 2. Check for aborted search and immediate draw
- if (Signals.stop || pos.is_draw<true, PvNode>() || ss->ply > MAX_PLY)
+ if (Signals.stop || pos.is_draw<false>() || ss->ply > MAX_PLY)
return DrawValue[pos.side_to_move()];
// Step 3. Mate distance pruning. Even if we mate at the next move our score
if (eval - PawnValueMg > beta)
R += ONE_PLY;
- pos.do_null_move<true>(st);
+ pos.do_null_move(st);
(ss+1)->skipNullMove = true;
nullValue = depth-R < ONE_PLY ? -qsearch<NonPV, false>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R);
(ss+1)->skipNullMove = false;
- pos.do_null_move<false>(st);
+ pos.undo_null_move();
if (nullValue >= beta)
{
ss->excludedMove = MOVE_NONE;
if (value < rBeta)
- ext = rBeta >= beta ? ONE_PLY + ONE_PLY / 2 : ONE_PLY;
+ ext = ONE_PLY;
}
// Update current move (this must be done after singular extension search)
// Step 19. Check for splitting the search
if ( !SpNode
- && depth >= Threads.min_split_depth()
- && Threads.available_slave_exists(thisThread))
+ && depth >= Threads.minimumSplitDepth
+ && Threads.slave_available(thisThread)
+ && thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD)
{
assert(bestValue < beta);
ss->ply = (ss-1)->ply + 1;
// Check for an instant draw or maximum ply reached
- if (pos.is_draw<false, false>() || ss->ply > MAX_PLY)
+ if (pos.is_draw<true>() || ss->ply > MAX_PLY)
return DrawValue[pos.side_to_move()];
// Transposition table lookup. At PV nodes, we don't use the TT for
Bitboard b = (enemies ^ ksq) & newAtt & ~oldAtt;
while (b)
{
- // Note that here we generate illegal "double move"!
if (futilityBase + PieceValue[EG][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}
&& pos.is_pseudo_legal(m = tte->move()) // Local copy, TT could change
&& pos.pl_move_is_legal(m, pos.pinned_pieces())
&& ply < MAX_PLY
- && (!pos.is_draw<true, true>() || ply < 2));
+ && (!pos.is_draw<false>() || ply < 2));
pv.push_back(MOVE_NONE); // Must be zero-terminating
void Thread::idle_loop() {
- // Pointer 'sp_master', if non-NULL, points to the active SplitPoint
- // object for which the thread is the master.
- const SplitPoint* sp_master = splitPointsCnt ? curSplitPoint : NULL;
+ // Pointer 'this_sp' is not null only if we are called from split(), and not
+ // at the thread creation. So it means we are the split point's master.
+ const SplitPoint* this_sp = splitPointsSize ? activeSplitPoint : NULL;
- assert(!sp_master || (sp_master->master == this && is_searching));
+ assert(!this_sp || (this_sp->master == this && searching));
- // If this thread is the master of a split point and all slaves have
- // finished their work at this split point, return from the idle loop.
- while (!sp_master || sp_master->slavesMask)
+ // If this thread is the master of a split point and all slaves have finished
+ // their work at this split point, return from the idle loop.
+ while (!this_sp || this_sp->slavesMask)
{
- // If we are not searching, wait for a condition to be signaled
- // instead of wasting CPU time polling for work.
- while (do_exit || (!is_searching && Threads.sleepWhileIdle))
+ // If we are not searching, wait for a condition to be signaled instead of
+ // wasting CPU time polling for work.
+ while ((!searching && Threads.sleepWhileIdle) || exit)
{
- if (do_exit)
+ if (exit)
{
- assert(!sp_master);
+ assert(!this_sp);
return;
}
- // Grab the lock to avoid races with Thread::wake_up()
+ // Grab the lock to avoid races with Thread::notify_one()
mutex.lock();
- // If we are master and all slaves have finished don't go to sleep
- if (sp_master && !sp_master->slavesMask)
+ // If we are master and all slaves have finished then exit idle_loop
+ if (this_sp && !this_sp->slavesMask)
{
mutex.unlock();
break;
// Do sleep after retesting sleep conditions under lock protection, in
// particular we need to avoid a deadlock in case a master thread has,
- // in the meanwhile, allocated us and sent the wake_up() call before we
- // had the chance to grab the lock.
- if (!is_searching && !do_exit)
+ // in the meanwhile, allocated us and sent the notify_one() call before
+ // we had the chance to grab the lock.
+ if (!searching && !exit)
sleepCondition.wait(mutex);
mutex.unlock();
}
// If this thread has been assigned work, launch a search
- if (is_searching)
+ if (searching)
{
- assert(!do_exit);
+ assert(!exit);
Threads.mutex.lock();
- assert(is_searching);
- SplitPoint* sp = curSplitPoint;
+ assert(searching);
+ SplitPoint* sp = activeSplitPoint;
Threads.mutex.unlock();
sp->mutex.lock();
- assert(sp->activePositions[idx] == NULL);
+ assert(sp->slavesPositions[idx] == NULL);
- sp->activePositions[idx] = &pos;
+ sp->slavesPositions[idx] = &pos;
- if (sp->nodeType == Root)
+ switch (sp->nodeType) {
+ case Root:
search<SplitPointRoot>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
- else if (sp->nodeType == PV)
+ break;
+ case PV:
search<SplitPointPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
- else if (sp->nodeType == NonPV)
+ break;
+ case NonPV:
search<SplitPointNonPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
- else
+ break;
+ default:
assert(false);
+ }
- assert(is_searching);
+ assert(searching);
- is_searching = false;
- sp->activePositions[idx] = NULL;
+ searching = false;
+ sp->slavesPositions[idx] = NULL;
sp->slavesMask &= ~(1ULL << idx);
sp->nodes += pos.nodes_searched();
- // 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.
+ // 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.sleepWhileIdle
&& this != sp->master
&& !sp->slavesMask)
{
- assert(!sp->master->is_searching);
+ assert(!sp->master->searching);
sp->master->notify_one();
}
// Loop across all split points and sum accumulated SplitPoint nodes plus
// all the currently active slaves positions.
for (size_t i = 0; i < Threads.size(); i++)
- for (int j = 0; j < Threads[i].splitPointsCnt; j++)
+ for (int j = 0; j < Threads[i].splitPointsSize; j++)
{
SplitPoint& sp = Threads[i].splitPoints[j];
Bitboard sm = sp.slavesMask;
while (sm)
{
- Position* pos = sp.activePositions[pop_lsb(&sm)];
+ Position* pos = sp.slavesPositions[pop_lsb(&sm)];
nodes += pos ? pos->nodes_searched() : 0;
}