for (int i = 0; i <= MAX_THREADS; i++)
{
- threads[i].do_terminate = true;
+ threads[i].do_terminate = true; // Search must be already finished
threads[i].wake_up();
// Wait for thread termination
}
+// ThreadsManager::stop_thinking() is used by UI thread to raise a stop request
+// and to wait for the main thread finishing the search. Needed to wait exiting
+// and terminate the threads after a 'quit' command.
+
+void ThreadsManager::stop_thinking() {
+
+ Thread& main = threads[0];
+
+ Search::Signals.stop = true;
+
+ lock_grab(&main.sleepLock);
+
+ cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit
+
+ while (!main.do_sleep)
+ cond_wait(&sleepCond, &main.sleepLock);
+
+ lock_release(&main.sleepLock);
+}
+
+
// ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth
// is reached while the program is pondering. The point is to work around a wrinkle
// in the UCI protocol: When pondering, the engine is not allowed to give a
bool split_point_finished(SplitPoint* sp) 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::vector<Move>& searchMoves, bool asyncMode);
is >> skipws >> token;
if (token == "quit" || token == "stop")
- {
- Search::Signals.stop = true;
- Threads[0].wake_up(); // In case is waiting for stop or ponderhit
- }
+ Threads.stop_thinking();
else if (token == "ponderhit")
{
Search::Limits.ponder = false;
if (Search::Signals.stopOnPonderhit)
- Search::Signals.stop = true;
-
- Threads[0].wake_up(); // In case is waiting for stop or ponderhit
+ Threads.stop_thinking();
}
else if (token == "go")