#include <set>
-#include "lock.h"
#include "material.h"
#include "movepick.h"
#include "pawns.h"
struct SplitPoint {
- // Const data after splitPoint has been setup
- SplitPoint* parent;
+ // Const data after split point has been setup
const Position* pos;
+ const Search::Stack* ss;
Depth depth;
Value beta;
int nodeType;
// Const pointers to shared data
MovePicker* mp;
- Search::Stack* ss;
+ SplitPoint* parent;
+
// Shared data
Lock lock;
volatile int64_t nodes;
volatile Value alpha;
volatile Value bestValue;
+ volatile Move bestMove;
volatile int moveCount;
volatile bool cutoff;
};
struct Thread {
+ Thread(int id);
+ ~Thread();
+
void wake_up();
bool cutoff_occurred() const;
bool is_available_to(int master) const;
static storage duration are automatically set to zero before enter main()
*/
public:
- Thread& operator[](int threadID) { return threads[threadID]; }
+ Thread& operator[](int threadID) { return *threads[threadID]; }
void init();
void exit();
int min_split_depth() const { return minimumSplitDepth; }
int size() const { return activeThreads; }
- void set_size(int cnt);
+ void wake_up();
+ void sleep();
void read_uci_options();
bool available_slave_exists(int master) const;
void set_timer(int msec);
const std::set<Move>& = std::set<Move>(), bool async = false);
template <bool Fake>
- Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue,
+ Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
private:
friend struct Thread;
- Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
+ Thread* timer;
+ Thread* threads[MAX_THREADS];
Lock splitLock;
WaitCondition sleepCond;
Depth minimumSplitDepth;