template <bool Fake>
void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
Move* bestMove, Depth depth, Move threatMove, int moveCount,
- MovePicker* movePicker, int nodeType) {
+ MovePicker* movePicker, int nodeType, bool cutNode) {
assert(pos.pos_is_ok());
assert(*bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
sp.alpha = alpha;
sp.beta = beta;
sp.nodeType = nodeType;
+ sp.cutNode = cutNode;
sp.movePicker = movePicker;
sp.moveCount = moveCount;
sp.pos = &pos;
slave->notify_one(); // Could be sleeping
}
- sp.mutex.unlock();
- Threads.mutex.unlock();
-
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its 'searching' flag is set.
// The thread will return from the idle loop when all slaves have finished
// their work at this split point.
if (slavesCnt > 1 || Fake)
{
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
+
Thread::idle_loop(); // Force a call to base class idle_loop()
// In helpful master concept a master can help only a sub-tree of its split
// point, and because here is all finished is not possible master is booked.
assert(!searching);
assert(!activePosition);
- }
- // We have returned from the idle loop, which means that all threads are
- // finished. Note that setting 'searching' and decreasing splitPointsSize is
- // done under lock protection to avoid a race with Thread::is_available_to().
- Threads.mutex.lock();
- sp.mutex.lock();
+ // We have returned from the idle loop, which means that all threads are
+ // finished. Note that setting 'searching' and decreasing splitPointsSize is
+ // done under lock protection to avoid a race with Thread::is_available_to().
+ Threads.mutex.lock();
+ sp.mutex.lock();
+ }
searching = true;
splitPointsSize--;
}
// Explicit template instantiations
-template void Thread::split<false>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int);
-template void Thread::split< true>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int);
+template void Thread::split<false>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
+template void Thread::split< true>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
// wait_for_think_finished() waits for main thread to go to sleep then returns
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
+ RootMoves.clear();
RootPos = pos;
Limits = limits;
- SetupStates = states; // Ownership transfer here
- RootMoves.clear();
+ if (states.get()) // If we don't set a new position, preserve current state
+ {
+ SetupStates = states; // Ownership transfer here
+ assert(!states.get());
+ }
- for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)
+ for (MoveList<LEGAL> it(pos); *it; ++it)
if ( searchMoves.empty()
- || std::count(searchMoves.begin(), searchMoves.end(), ml.move()))
- RootMoves.push_back(RootMove(ml.move()));
+ || std::count(searchMoves.begin(), searchMoves.end(), *it))
+ RootMoves.push_back(RootMove(*it));
main_thread()->thinking = true;
main_thread()->notify_one(); // Starts main thread