void idle_loop();
void start_searching(bool resume = false);
void wait_for_search_finished();
- void wait(std::atomic_bool& b);
+ void wait(std::atomic_bool& condition);
Pawns::Table pawnsTable;
Material::Table materialTable;
Endgames endgames;
size_t idx, PVIdx;
int maxPly, callsCnt;
+ uint64_t tbHits;
Position rootPos;
Search::RootMoves rootMoves;
Depth rootDepth;
+ Depth completedDepth;
+ std::atomic_bool resetCalls;
HistoryStats history;
MoveStats counterMoves;
FromToStats fromTo;
- Depth completedDepth;
- std::atomic_bool resetCalls;
+ CounterMoveHistoryStats counterMoveHistory;
};
MainThread* main() { return static_cast<MainThread*>(at(0)); }
void start_thinking(Position&, StateListPtr&, const Search::LimitsType&);
void read_uci_options();
- int64_t nodes_searched();
+ uint64_t nodes_searched() const;
+ uint64_t tb_hits() const;
private:
StateListPtr setupStates;