void idle_loop();
void start_searching(bool resume = false);
void wait_for_search_finished();
- void wait(std::atomic_bool& b);
+ void wait(std::atomic_bool& condition);
Pawns::Table pawnsTable;
Material::Table materialTable;
MainThread* main() { return static_cast<MainThread*>(at(0)); }
void start_thinking(Position&, StateListPtr&, const Search::LimitsType&);
void read_uci_options();
- uint64_t nodes_searched();
- uint64_t tb_hits();
+ uint64_t nodes_searched() const;
+ uint64_t tb_hits() const;
private:
StateListPtr setupStates;