#include "timeman.h"
#include "uci.h"
+TimeManagement Time; // Our global time management object
+
namespace {
enum TimeType { OptimumTime, MaxTime };
/// inc > 0 && movestogo == 0 means: x basetime + z increment
/// inc > 0 && movestogo != 0 means: x moves in y minutes + z increment
-void TimeManager::init(const Search::LimitsType& limits, Color us, int ply, TimePoint now)
+void TimeManagement::init(Search::LimitsType& limits, Color us, int ply, TimePoint now)
{
int minThinkingTime = Options["Minimum Thinking Time"];
int moveOverhead = Options["Move Overhead"];
int slowMover = Options["Slow Mover"];
+ int npmsec = Options["nodestime"];
+
+ // If we have to play in 'nodes as time' mode, then convert from time
+ // to nodes, and use resulting values in time management formulas.
+ // WARNING: Given npms (nodes per millisecond) must be much lower then
+ // real engine speed to avoid time losses.
+ if (npmsec)
+ {
+ if (!availableNodes) // Only once at game start
+ availableNodes = npmsec * limits.time[us]; // Time is in msec
+
+ // Convert from millisecs to nodes
+ limits.time[us] = (int)availableNodes;
+ limits.inc[us] *= npmsec;
+ limits.npmsec = npmsec;
+ }
start = now;
unstablePvFactor = 1;