#include "pawns.h"
#include "position.h"
#include "search.h"
-#include "thread_win32.h"
+#include "thread_win32_osx.h"
/// Thread class keeps together all the thread-related stuff. We use
ConditionVariable cv;
size_t idx;
bool exit = false, searching = true; // Set before starting std::thread
- std::thread stdThread;
+ NativeThread stdThread;
public:
explicit Thread(size_t);
void idle_loop();
void start_searching();
void wait_for_search_finished();
+ int best_move_count(Move move);
Pawns::Table pawnsTable;
Material::Table materialTable;
- Endgames endgames;
- size_t pvIdx, pvLast;
+ size_t pvIdx, pvLast, shuffleExts;
int selDepth, nmpMinPly;
Color nmpColor;
- std::atomic<uint64_t> nodes, tbHits;
+ std::atomic<uint64_t> nodes, tbHits, bestMoveChanges;
Position rootPos;
Search::RootMoves rootMoves;
void search() override;
void check_time();
- double bestMoveChanges, previousTimeReduction;
+ double previousTimeReduction;
Value previousScore;
int callsCnt;
+ bool stopOnPonderhit;
+ std::atomic_bool ponder;
};
uint64_t nodes_searched() const { return accumulate(&Thread::nodes); }
uint64_t tb_hits() const { return accumulate(&Thread::tbHits); }
- std::atomic_bool stop, ponder, stopOnPonderhit;
+ std::atomic_bool stop;
private:
StateListPtr setupStates;