#include "thread_win32.h"
-/// Thread struct keeps together all the thread related stuff. We also use
+/// Thread struct keeps together all the thread-related stuff. We also use
/// per-thread pawn and material hash tables so that once we get a pointer to an
/// entry its life time is unlimited and we don't have to care about someone
/// changing the entry under our feet.
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::RootMoveVector rootMoves;
+ Search::RootMoves rootMoves;
Depth rootDepth;
- HistoryStats history;
- MovesStats counterMoves;
Depth completedDepth;
std::atomic_bool resetCalls;
+ HistoryStats history;
+ MoveStats counterMoves;
+ FromToStats fromTo;
+ CounterMoveHistoryStats counterMoveHistory;
};
bool easyMovePlayed, failedLow;
double bestMoveChanges;
- Value previousMoveScore;
+ Value previousScore;
};
-/// ThreadPool struct handles all the threads related stuff like init, starting,
+/// ThreadPool struct handles all the threads-related stuff like init, starting,
/// parking and, most importantly, launching a thread. All the access to threads
/// data is done through this class.
void exit(); // be initialized and valid during the whole thread lifetime.
MainThread* main() { return static_cast<MainThread*>(at(0)); }
- void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
+ 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;
};
extern ThreadPool Threads;