-/// Thread struct keeps together all the thread related stuff like locks, state
-/// and especially split points. We also use per-thread pawn and material hash
-/// tables so that once we get a pointer to an entry its life time is unlimited
-/// and we don't have to care about someone changing the entry under our feet.
-
-struct Thread {
-
- Thread();
- virtual ~Thread();
-
- virtual void idle_loop();
- void notify_one();
- bool cutoff_occurred() const;
- bool is_available_to(Thread* master) const;
- void wait_for(volatile const bool& b);
-
- template <bool Fake>
- void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
- Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType);
-
- SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- Material::Table materialTable;
- Endgames endgames;
- Pawns::Table pawnsTable;
- Position* activePosition;
- size_t idx;
- int maxPly;
- Mutex mutex;
- ConditionVariable sleepCondition;
- NativeHandle handle;
- SplitPoint* volatile activeSplitPoint;
- volatile int splitPointsSize;
- volatile bool searching;
- volatile bool exit;
+ double previousTimeReduction;
+ Value bestPreviousScore;
+ Value bestPreviousAverageScore;
+ Value iterValue[4];
+ int callsCnt;
+ bool stopOnPonderhit;
+ std::atomic_bool ponder;