#include <iostream>
#include <string>
+#include "bitboard.h"
#include "bitcount.h"
+#include "endgame.h"
+#include "evaluate.h"
+#include "material.h"
#include "misc.h"
+#include "position.h"
+#include "search.h"
+#include "thread.h"
+#include "ucioption.h"
#ifdef USE_CALLGRIND
#include <valgrind/callgrind.h>
using namespace std;
-extern void uci_main_loop();
+extern bool execute_uci_command(const string& cmd);
extern void benchmark(int argc, char* argv[]);
////
cout.rdbuf()->pubsetbuf(NULL, 0);
cin.rdbuf()->pubsetbuf(NULL, 0);
- // Initialization through global resources manager
- Application::initialize();
+ // Startup initializations
+ init_bitboards();
+ init_uci_options();
+ Position::init_zobrist();
+ Position::init_piece_square_tables();
+ init_eval(1);
+ init_bitbases();
+ init_search();
+ init_threads();
#ifdef USE_CALLGRIND
CALLGRIND_START_INSTRUMENTATION;
if (CpuHasPOPCNT)
cout << "Good! CPU has hardware POPCNT." << endl;
- // Enter UCI mode
- uci_main_loop();
+ // Wait for a command from the user, and passes this command to
+ // execute_uci_command() and also intercepts EOF from stdin, by
+ // translating EOF to the "quit" command. This ensures that we
+ // exit gracefully if the GUI dies unexpectedly.
+ string cmd;
+
+ do {
+ // Wait for a command from stdin
+ if (!getline(cin, cmd))
+ cmd = "quit";
+
+ } while (execute_uci_command(cmd));
}
else // Process command line arguments
{
benchmark(argc, argv);
}
- Application::free_resources();
+ exit_threads();
+ quit_eval();
return 0;
}