#include "search.h"
const int MAX_THREADS = 32;
-const int MAX_ACTIVE_SPLIT_POINTS = 8;
+const int MAX_SPLITPOINTS_PER_THREAD = 8;
struct SplitPoint {
- // Const data after splitPoint has been setup
- SplitPoint* parent;
+ // Const data after split point has been setup
const Position* pos;
+ const Search::Stack* ss;
Depth depth;
Value beta;
int nodeType;
// Const pointers to shared data
MovePicker* mp;
- Search::Stack* ss;
+ SplitPoint* parent;
+
// Shared data
Lock lock;
volatile int64_t nodes;
volatile Value alpha;
volatile Value bestValue;
+ volatile Move bestMove;
volatile int moveCount;
volatile bool cutoff;
};
void timer_loop();
void wait_for_stop_or_ponderhit();
- SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
+ SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
MaterialInfoTable materialTable;
PawnInfoTable pawnTable;
int threadID;
Lock sleepLock;
WaitCondition sleepCond;
ThreadHandle handle;
- SplitPoint* volatile splitPoint;
- volatile int activeSplitPoints;
+ SplitPoint* volatile curSplitPoint;
+ volatile int splitPointsCnt;
volatile bool is_searching;
volatile bool do_sleep;
volatile bool do_exit;
const std::set<Move>& = std::set<Move>(), bool async = false);
template <bool Fake>
- Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue,
+ Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
private:
friend struct Thread;