virtual ~Thread();
virtual void search();
void idle_loop();
- void start_searching(bool resume = false);
+ void start_searching();
void wait_for_search_finished();
- void wait(std::atomic_bool& condition);
Pawns::Table pawnsTable;
Material::Table materialTable;
void exit(); // be initialized and valid during the whole thread lifetime.
MainThread* main() { return static_cast<MainThread*>(at(0)); }
- void start_thinking(Position&, StateListPtr&, const Search::LimitsType&);
+ void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false);
void read_uci_options();
uint64_t nodes_searched() const;
uint64_t tb_hits() const;
- std::atomic_bool stop, stopOnPonderhit;
+ std::atomic_bool stop, ponder, stopOnPonderhit;
private:
StateListPtr setupStates;