TranspositionTable TT; // Our global transposition table
-/// TTEntry::save saves a TTEntry
-void TTEntry::save(Key k, Value v, bool PvNode, Bound b, Depth d, Move m, Value ev) {
+/// TTEntry::save populates the TTEntry with a new node's data, possibly
+/// overwriting an old position. Update is not atomic and can be racy.
+
+void TTEntry::save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev) {
assert(d / ONE_PLY * ONE_PLY == d);
// Overwrite less valuable entries
if ( (k >> 48) != key16
- || d / ONE_PLY > depth8 - 4
+ ||(d - DEPTH_OFFSET) / ONE_PLY > depth8 - 4
|| b == BOUND_EXACT)
{
+ assert((d - DEPTH_OFFSET) / ONE_PLY >= 0);
+
key16 = (uint16_t)(k >> 48);
value16 = (int16_t)v;
eval16 = (int16_t)ev;
- genBound8 = (uint8_t)(TT.generation8 | PvNode << 2 | b);
- depth8 = (int8_t)(d / ONE_PLY);
+ genBound8 = (uint8_t)(TT.generation8 | uint8_t(pv) << 2 | b);
+ depth8 = (uint8_t)((d - DEPTH_OFFSET) / ONE_PLY);
}
}