void Thread::wake_up() {
lock_grab(sleepLock);
- do_sleep = false;
cond_signal(sleepCond);
lock_release(sleepLock);
}
for (int i = 0; i < size(); i++)
{
threads[i]->maxPly = 0;
+ threads[i]->do_sleep = false;
if (!useSleepingThreads)
threads[i]->wake_up();
assert(beta <= VALUE_INFINITE);
assert(depth > DEPTH_ZERO);
- int master = pos.thread();
+ int master = pos.this_thread();
Thread& masterThread = *threads[master];
if (masterThread.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
Thread* main = threads[0];
lock_grab(main->sleepLock);
+ cond_signal(main->sleepCond); // In case is waiting for stop or ponderhit
while (!main->do_sleep) cond_wait(sleepCond, main->sleepLock);
lock_release(main->sleepLock);
}
-// ThreadsManager::start_searching() is used by UI thread to wake up the main
-// thread parked in main_loop() and starting a new search. If async is true
-// then function returns immediately, otherwise caller is blocked waiting for
-// the search to finish.
+// ThreadsManager::start_searching() wakes up the main thread sleeping in
+// main_loop() so to start a new search, then returns immediately.
void ThreadsManager::start_searching(const Position& pos, const LimitsType& limits,
- const std::set<Move>& searchMoves, bool async) {
+ const std::vector<Move>& searchMoves) {
wait_for_search_finished();
+ SearchTime.restart(); // As early as possible
+
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
RootMoves.clear();
for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
- if (searchMoves.empty() || searchMoves.count(ml.move()))
+ if (searchMoves.empty() || count(searchMoves.begin(), searchMoves.end(), ml.move()))
RootMoves.push_back(RootMove(ml.move()));
- threads[0]->wake_up(); // Start main thread
-
- if (!async)
- wait_for_search_finished();
+ threads[0]->do_sleep = false;
+ threads[0]->wake_up();
}