X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Ftimeman.cpp;h=7a5db255142e91b6d696f516ccd58e4945e948d9;hp=46ef75f4221335de0b7d2e0ebd9c66c651ec3f24;hb=27efc5ac996ffc679395317c8bbb16aca996296c;hpb=5d1b92e8f9836e1d403bcf60653dcf6b059c8720 diff --git a/src/timeman.cpp b/src/timeman.cpp index 46ef75f4..7a5db255 100644 --- a/src/timeman.cpp +++ b/src/timeman.cpp @@ -25,6 +25,8 @@ #include "timeman.h" #include "uci.h" +TimeManagement Time; // Our global time management object + namespace { enum TimeType { OptimumTime, MaxTime }; @@ -78,11 +80,27 @@ namespace { /// inc > 0 && movestogo == 0 means: x basetime + z increment /// inc > 0 && movestogo != 0 means: x moves in y minutes + z increment -void TimeManager::init(const Search::LimitsType& limits, Color us, int ply, TimePoint now) +void TimeManagement::init(Search::LimitsType& limits, Color us, int ply, TimePoint now) { int minThinkingTime = Options["Minimum Thinking Time"]; int moveOverhead = Options["Move Overhead"]; int slowMover = Options["Slow Mover"]; + int npmsec = Options["nodestime"]; + + // If we have to play in 'nodes as time' mode, then convert from time + // to nodes, and use resulting values in time management formulas. + // WARNING: Given npms (nodes per millisecond) must be much lower then + // real engine speed to avoid time losses. + if (npmsec) + { + if (!availableNodes) // Only once at game start + availableNodes = npmsec * limits.time[us]; // Time is in msec + + // Convert from millisecs to nodes + limits.time[us] = (int)availableNodes; + limits.inc[us] *= npmsec; + limits.npmsec = npmsec; + } start = now; unstablePvFactor = 1;