Depth depth;
Value beta;
int nodeType;
- int ply;
int master;
Move threatMove;
volatile Value alpha;
volatile Value bestValue;
volatile int moveCount;
- volatile bool is_betaCutoff;
+ volatile bool cutoff;
};
void idle_loop(SplitPoint* sp_master);
void main_loop();
void timer_loop();
+ void wait_for_stop_or_ponderhit();
SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
MaterialInfoTable materialTable;
void read_uci_options();
bool available_slave_exists(int master) const;
void set_timer(int msec);
- void wait_for_stop_or_ponderhit();
void stop_thinking();
void start_thinking(const Position& pos, const Search::LimitsType& limits,
const std::set<Move>& = std::set<Move>(), bool async = false);
friend struct Thread;
Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
- Lock threadsLock;
+ Lock splitLock;
+ WaitCondition sleepCond;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
int activeThreads;
bool useSleepingThreads;
- WaitCondition sleepCond;
};
extern ThreadsManager Threads;