goto finalize;
}
- if (Options["OwnBook"])
+ if (Options["OwnBook"] && !Limits.infinite)
{
Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
// but if we are pondering or in infinite search, we shouldn't print the best
// move before we are told to do so.
if (!Signals.stop && (Limits.ponder || Limits.infinite))
- Threads.this_thread()->wait_for_stop_or_ponderhit();
+ pos.this_thread()->wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
assert((alpha == beta - 1) || PvNode);
assert(depth > DEPTH_ZERO);
- Move movesSearched[MAX_MOVES];
+ Move movesSearched[64];
StateInfo st;
const TTEntry *tte;
Key posKey;
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
- Thread* thisThread = Threads.this_thread();
+ Thread* thisThread = pos.this_thread();
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
}
ss->currentMove = move;
- if (!SpNode && !captureOrPromotion)
+ if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
movesSearched[playedMoveCount++] = move;
// Step 14. Make the move
// Rule 1. Checks which give opponent's king at most one escape square are dangerous
b = kingAtt & ~pos.pieces(them) & ~newAtt & ~(1ULL << to);
- if (single_bit(b)) // Catches also !b
+ if (!more_than_one(b))
return true;
// Rule 2. Queen contact check is very dangerous
// Case 3: Moving through the vacated square
p2 = pos.piece_on(f2);
- if (piece_is_slider(p2) && (squares_between(f2, t2) & f1))
+ if (piece_is_slider(p2) && (between_bb(f2, t2) & f1))
return true;
// Case 4: The destination square for m2 is defended by the moving piece in m1
// Case 5: Discovered check, checking piece is the piece moved in m1
ksq = pos.king_square(pos.side_to_move());
if ( piece_is_slider(p1)
- && (squares_between(t1, ksq) & f2)
+ && (between_bb(t1, ksq) & f2)
&& (pos.attacks_from(p1, t1, pos.pieces() ^ f2) & ksq))
return true;
// Case 3: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
- && (squares_between(tfrom, tto) & mto)
+ && (between_bb(tfrom, tto) & mto)
&& pos.see_sign(m) >= 0)
return true;
lock_release(Threads.splitLock);
Stack ss[MAX_PLY_PLUS_2];
- Position pos(*sp->pos);
- Thread* master = sp->master;
+ Position pos(*sp->pos, this);
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
(ss+1)->sp = sp;
sp->slavesMask &= ~(1ULL << idx);
sp->nodes += pos.nodes_searched();
- // After releasing the lock we cannot access anymore any SplitPoint
- // related data in a reliably way becuase it could have been released
- // under our feet by the sp master.
- lock_release(sp->lock);
-
// Wake up master thread so to allow it to return from the idle loop in
// case we are the last slave of the split point.
if ( Threads.use_sleeping_threads()
- && this != master
- && !master->is_searching)
- master->wake_up();
+ && this != sp->master
+ && !sp->master->is_searching)
+ sp->master->wake_up();
+
+ // After releasing the lock we cannot access anymore any SplitPoint
+ // related data in a safe way becuase it could have been released under
+ // our feet by the sp master. Also accessing other Thread objects is
+ // unsafe because if we are exiting there is a chance are already freed.
+ lock_release(sp->lock);
}
}
}