Thread(Fn fn);
~Thread();
- void wake_up();
+ void notify_one();
bool cutoff_occurred() const;
bool is_available_to(Thread* master) const;
void idle_loop();
void main_loop();
void timer_loop();
- void wait_for_stop_or_ponderhit();
+ void wait_for(volatile const bool& b);
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialTable materialTable;
- PawnTable pawnTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
size_t idx;
int maxPly;
Mutex mutex;
size_t size() const { return threads.size(); }
Thread* main_thread() { return threads[0]; }
- void wake_up() const;
- void sleep() const;
void read_uci_options();
bool available_slave_exists(Thread* master) const;
void set_timer(int msec);