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;
sp.mutex.unlock();
Threads.mutex.unlock();
- // Calling idle_loop with sp.mutex locked
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
// 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().
- // idle_loop returns with sp.mutex locked but we must unlock it inorder to
- // lock Threads.mutex without conflicting with check_time() (threads holding
- // multiple locks must always acquired them in the same order to avoid deadlocks)
- sp.mutex.unlock();
Threads.mutex.lock();
sp.mutex.lock();
}
}
// 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
// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop()
// so to start a new search, then returns immediately.
-void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, const std::vector<Move>& searchMoves,
- StateStackPtr& setupStates, MovesVectPtr& setupMoves) {
+void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
+ const std::vector<Move>& searchMoves, StateStackPtr& states) {
wait_for_think_finished();
SearchTime = Time::now(); // As early as possible
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
+ RootMoves.clear();
RootPos = pos;
Limits = limits;
- SetupStates = setupStates; // Ownership transfer here
- SetupMoves = setupMoves; // 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