// and last thread are special. First one is the main search thread while the
// last one mimics a timer, they run in main_loop() and timer_loop().
-#if defined(_WIN32) || defined(_WIN64)
- DWORD WINAPI start_routine(LPVOID thread) {
-#else
- void* start_routine(void* thread) {
-#endif
-
- Thread* th = (Thread*)thread;
+ long start_routine(Thread* th) {
if (th->threadID == 0)
th->main_loop();
cond_init(sleepCond);
lock_init(splitLock);
- for (int i = 0; i <= MAX_THREADS; i++)
- {
- lock_init(threads[i].sleepLock);
- cond_init(threads[i].sleepCond);
-
- for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
- lock_init(threads[i].splitPoints[j].lock);
- }
-
// Allocate main thread tables to call evaluate() also when not searching
threads[0].pawnTable.init();
threads[0].materialTable.init();
threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
threads[i].threadID = i;
+ lock_init(threads[i].sleepLock);
+ cond_init(threads[i].sleepCond);
+
+ for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
+ lock_init(threads[i].splitPoints[j].lock);
+
if (!thread_create(threads[i].handle, start_routine, threads[i]))
{
std::cerr << "Failed to create thread number " << i << std::endl;
template <bool Fake>
Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
Value bestValue, Move* bestMove, Depth depth,
- Move threatMove, int moveCount, MovePicker *mp, int nodeType) {
+ Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);