No functional change.
template<typename T>
struct EndgameBase {
- virtual ~EndgameBase() {}
+ virtual ~EndgameBase() = default;
virtual Color strong_side() const = 0;
virtual T operator()(const Position&) const = 0;
};
// when start_routine (and hence virtual idle_loop) is called and when joining.
template<typename T> T* new_thread() {
- T* th = new T();
- th->nativeThread = std::thread(&ThreadBase::idle_loop, th); // Will go to sleep
- return th;
+ std::thread* th = new T;
+ *th = std::thread(&T::idle_loop, (T*)th); // Will go to sleep
+ return (T*)th;
}
void delete_thread(ThreadBase* th) {
th->mutex.unlock();
th->notify_one();
- th->nativeThread.join(); // Wait for thread termination
+ th->join(); // Wait for thread termination
delete th;
}
void ThreadBase::notify_one() {
- std::unique_lock<Mutex>(this->mutex);
+ std::unique_lock<Mutex> lk(mutex);
sleepCondition.notify_one();
}
/// ThreadBase struct is the base of the hierarchy from where we derive all the
/// specialized thread classes.
-struct ThreadBase {
+struct ThreadBase : public std::thread {
virtual ~ThreadBase() = default;
virtual void idle_loop() = 0;
void notify_one();
void wait_for(volatile const bool& b);
- std::thread nativeThread;
Mutex mutex;
Spinlock spinlock;
ConditionVariable sleepCondition;
return;
pos.set(fen, Options["UCI_Chess960"], Threads.main());
- SetupStates = Search::StateStackPtr(new std::stack<StateInfo>());
+ SetupStates = Search::StateStackPtr(new std::stack<StateInfo>);
// Parse move list (if any)
while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE)