In particualr before to wake up main thread that
could take some random time. Until we don't reset
search time we are not able to correctly track
the elapsed search time and this can be dangerous
under extreme time pressure.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
#include "book.h"
#include "evaluate.h"
#include "history.h"
-#include "misc.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
LimitsType Limits;
std::vector<RootMove> RootMoves;
Position RootPosition;
+ Time SearchTime;
}
using std::string;
size_t MultiPV, UCIMultiPV, PVIdx;
TimeManager TimeMgr;
- Time SearchTime;
int BestMoveChanges;
int SkillLevel;
bool SkillLevelEnabled, Chess960;
Position& pos = RootPosition;
Chess960 = pos.is_chess960();
Eval::RootColor = pos.side_to_move();
- SearchTime.restart();
TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
TT.new_search();
H.clear();
#include <cstring>
#include <vector>
+#include "misc.h"
#include "types.h"
class Position;
extern LimitsType Limits;
extern std::vector<RootMove> RootMoves;
extern Position RootPosition;
+extern Time SearchTime;
extern void init();
extern int64_t perft(Position& pos, Depth depth);
const std::set<Move>& searchMoves) {
wait_for_search_finished();
+ SearchTime.restart(); // As early as possible
+
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;