X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=5026ed761f02a96ba9b564b0ee15d814e879cef2;hp=09daeba04ae10c6af40d68bee1b2697af24d7b32;hb=5c3ebd1fbfc8cb623dd49aabd03c33a7fcbaf127;hpb=6716337f407ad6586b636aca72ee673655822137 diff --git a/src/position.cpp b/src/position.cpp index 09daeba0..5026ed76 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -74,23 +74,23 @@ CheckInfo::CheckInfo(const Position& pos) { } -/// Position c'tors. Here we always create a slower but safer copy of -/// the original position or the FEN string, we want the new born Position -/// object do not depend on any external data. Instead if we know what we -/// are doing and we need speed we can create a position with default -/// c'tor Position() and then use just fast_copy(). +/// Position c'tors. Here we always create a copy of the original position +/// or the FEN string, we want the new born Position object do not depend +/// on any external data so we detach state pointer from the source one. -Position::Position() {} +Position::Position(int th) : threadID(th) {} -Position::Position(const Position& pos) { +Position::Position(const Position& pos, int th) { memcpy(this, &pos, sizeof(Position)); detach(); // Always detach() in copy c'tor to avoid surprises + threadID = th; } -Position::Position(const string& fen) { +Position::Position(const string& fen, int th) { from_fen(fen); + threadID = th; } @@ -340,7 +340,7 @@ void Position::print(Move m) const { std::cout << std::endl; if (m != MOVE_NONE) { - Position p(*this); + Position p(*this, thread()); string col = (color_of_piece_on(move_from(m)) == BLACK ? ".." : ""); std::cout << "Move is: " << col << move_to_san(p, m) << std::endl; } @@ -703,7 +703,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI // pointer to point to the new, ready to be updated, state. struct ReducedStateInfo { Key pawnKey, materialKey; - int castleRights, rule50, ply, pliesFromNull; + int castleRights, rule50, gamePly, pliesFromNull; Square epSquare; Score value; Value npMaterial[2]; @@ -715,7 +715,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI // Save the current key to the history[] array, in order to be able to // detect repetition draws. - history[st->ply++] = key; + history[st->gamePly++] = key; // Update side to move key ^= zobSideToMove; @@ -772,7 +772,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI } // Prefetch TT access as soon as we know key is updated - TT.prefetch(key); + prefetch((char*)TT.first_entry(key)); // Move the piece Bitboard move_bb = make_move_bb(from, to); @@ -1243,14 +1243,14 @@ void Position::do_null_move(StateInfo& backupSt) { // Save the current key to the history[] array, in order to be able to // detect repetition draws. - history[st->ply++] = st->key; + history[st->gamePly++] = st->key; // Update the necessary information if (st->epSquare != SQ_NONE) st->key ^= zobEp[st->epSquare]; st->key ^= zobSideToMove; - TT.prefetch(st->key); + prefetch((char*)TT.first_entry(st->key)); sideToMove = opposite_color(sideToMove); st->epSquare = SQ_NONE; @@ -1278,7 +1278,7 @@ void Position::undo_null_move() { // Update the necessary information sideToMove = opposite_color(sideToMove); st->rule50--; - st->ply--; + st->gamePly--; } @@ -1307,11 +1307,11 @@ int Position::see_sign(Move m) const { Square from = move_from(m); Square to = move_to(m); - // Early return if SEE cannot be negative because capturing piece value - // is not bigger then captured one. - if ( midgame_value_of_piece_on(from) <= midgame_value_of_piece_on(to) - && type_of_piece_on(from) != KING) - return 1; + // Early return if SEE cannot be negative because captured piece value + // is not less then capturing one. Note that king moves always return + // here because king midgame value is set to 0. + if (midgame_value_of_piece_on(to) >= midgame_value_of_piece_on(from)) + return 1; return see(from, to); } @@ -1481,15 +1481,15 @@ void Position::clear() { } -/// Position::reset_ply() simply sets ply to 0. It is used from the +/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the /// UCI interface code, whenever a non-reversible move is made in a /// 'position fen moves m1 m2 ...' command. This makes it possible /// for the program to handle games of arbitrary length, as long as the GUI /// handles draws by the 50 move rule correctly. -void Position::reset_ply() { +void Position::reset_game_ply() { - st->ply = 0; + st->gamePly = 0; } @@ -1666,11 +1666,9 @@ bool Position::is_draw() const { if (st->rule50 > 100 || (st->rule50 == 100 && !is_check())) return true; - assert(st->ply >= st->rule50); - - // Draw by repetition? - for (int i = 4, e = Min(st->rule50, st->pliesFromNull); i <= e; i += 2) - if (history[st->ply - i] == st->key) + // Draw by repetition? + for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2) + if (history[st->gamePly - i] == st->key) return true; return false; @@ -1785,6 +1783,7 @@ void Position::flipped_copy(const Position& pos) { assert(pos.is_ok()); clear(); + threadID = pos.thread(); // Board for (Square s = SQ_A1; s <= SQ_H8; s++)