// the UCI protocol states that we shouldn't print the best move before the
// GUI sends a "stop" or "ponderhit" command. We therefore simply wait here
// until the GUI sends one of those commands (which also raises Threads.stop).
- if (!Threads.stop && (Limits.ponder || Limits.infinite))
+ if (!Threads.stop && (Threads.ponder || Limits.infinite))
{
Threads.stopOnPonderhit = true;
wait(Threads.stop);
{
// If we are allowed to ponder do not stop the search now but
// keep pondering until the GUI sends "ponderhit" or "stop".
- if (Limits.ponder)
+ if (Threads.ponder)
Threads.stopOnPonderhit = true;
else
Threads.stop = true;
}
// An engine may not stop pondering until told so by the GUI
- if (Limits.ponder)
+ if (Threads.ponder)
return;
if ( (Limits.use_time_management() && elapsed > Time.maximum() - 10)
/// LimitsType struct stores information sent by GUI about available time to
-/// search the current move, maximum depth/time, if we are in analysis mode or
-/// if we have to ponder while it's our opponent's turn to move.
+/// search the current move, maximum depth/time, or if we are in analysis mode.
struct LimitsType {
LimitsType() { // Init explicitly due to broken value-initialization of non POD in MSVC
nodes = time[WHITE] = time[BLACK] = inc[WHITE] = inc[BLACK] =
- npmsec = movestogo = depth = movetime = mate = infinite = ponder = 0;
+ npmsec = movestogo = depth = movetime = mate = infinite = 0;
}
bool use_time_management() const {
}
std::vector<Move> searchmoves;
- int time[COLOR_NB], inc[COLOR_NB], npmsec, movestogo, depth, movetime, mate, infinite, ponder;
+ int time[COLOR_NB], inc[COLOR_NB], npmsec, movestogo, depth, movetime, mate, infinite;
int64_t nodes;
TimePoint startTime;
};
/// and starts a new search, then returns immediately.
void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
- const Search::LimitsType& limits) {
+ const Search::LimitsType& limits, bool ponderMode) {
main()->wait_for_search_finished();
stopOnPonderhit = stop = false;
+ ponder = ponderMode;
Search::Limits = limits;
Search::RootMoves rootMoves;
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;
Search::LimitsType limits;
string token;
+ bool ponderMode = false;
limits.startTime = now(); // As early as possible!
else if (token == "movetime") is >> limits.movetime;
else if (token == "mate") is >> limits.mate;
else if (token == "infinite") limits.infinite = 1;
- else if (token == "ponder") limits.ponder = 1;
+ else if (token == "ponder") ponderMode = true;
- Threads.start_thinking(pos, States, limits);
+ Threads.start_thinking(pos, States, limits, ponderMode);
}
} // namespace
token.clear(); // getline() could return empty or blank line
is >> skipws >> token;
- // The GUI sends 'ponderhit' to tell us to ponder on the same move the
- // opponent has played. In case Threads.stopOnPonderhit is set we are
- // waiting for 'ponderhit' to stop the search (for instance because we
- // already ran out of time), otherwise we should continue searching but
- // switching from pondering to normal search.
+ // The GUI sends 'ponderhit' to tell us the user has played the expected move.
+ // So 'ponderhit' will be sent if we were told to ponder on the same move the
+ // user has played. We should continue searching but switch from pondering to
+ // normal search. In case Threads.stopOnPonderhit is set we are waiting for
+ // 'ponderhit' to stop the search, for instance if max search depth is reached.
if ( token == "quit"
|| token == "stop"
|| (token == "ponderhit" && Threads.stopOnPonderhit))
Threads.main()->start_searching(true); // Could be sleeping
}
else if (token == "ponderhit")
- Search::Limits.ponder = 0; // Switch to normal search
+ Threads.ponder = false; // Switch to normal search
else if (token == "uci")
sync_cout << "id name " << engine_info(true)