#include "position.h"
#include "search.h"
#include "thread.h"
+#include "tt.h"
#include "ucioption.h"
using namespace std;
void set_option(istringstream& up);
void set_position(Position& pos, istringstream& up);
- void go(Position& pos, istringstream& up);
+ void go(const Position& pos, istringstream& up);
}
void UCI::loop(const string& args) {
Position pos(StartFEN, false, Threads.main_thread()); // The root position
- string cmd, token;
+ string token, cmd = args;
- while (token != "quit")
- {
- if (!args.empty())
- cmd = args;
-
- else if (!getline(cin, cmd)) // Block here waiting for input
+ do {
+ if (args.empty() && !getline(cin, cmd)) // Block here waiting for input
cmd = "quit";
istringstream is(cmd);
is >> skipws >> token;
- if (token == "quit" || token == "stop")
- {
- Search::Signals.stop = true;
- Threads.wait_for_search_finished(); // Cannot quit while threads are running
- }
-
- else if (token == "ponderhit")
+ if (token == "quit" || token == "stop" || token == "ponderhit")
{
- // The opponent has played the expected move. GUI sends "ponderhit" if
- // we were told to ponder on the same move the opponent has played. We
- // should continue searching but switching from pondering to normal search.
- Search::Limits.ponder = false;
-
- if (Search::Signals.stopOnPonderhit)
+ // GUI sends 'ponderhit' to tell us to ponder on the same move the
+ // opponent has played. In case Signals.stopOnPonderhit is set we are
+ // waiting for 'ponderhit' to stop the search (for instance because we
+ // already ran out of time), otherwise we should continue searching but
+ // switching from pondering to normal search.
+ if (token != "ponderhit" || Search::Signals.stopOnPonderhit)
{
Search::Signals.stop = true;
- Threads.main_thread()->wake_up(); // Could be sleeping
+ Threads.main_thread()->notify_one(); // Could be sleeping
}
+ else
+ Search::Limits.ponder = false;
}
-
- else if (token == "go")
- go(pos, is);
-
- else if (token == "ucinewgame")
- { /* Avoid returning "Unknown command" */ }
-
- else if (token == "isready")
- sync_cout << "readyok" << sync_endl;
-
- else if (token == "position")
- set_position(pos, is);
-
- else if (token == "setoption")
- set_option(is);
-
- else if (token == "d")
- pos.print();
-
- else if (token == "flip")
- pos.flip();
-
- else if (token == "eval")
- sync_cout << Eval::trace(pos) << sync_endl;
-
- else if (token == "bench")
- benchmark(pos, is);
-
- else if (token == "key")
- sync_cout << "key: " << hex << pos.key()
- << "\nmaterial key: " << pos.material_key()
- << "\npawn key: " << pos.pawn_key() << sync_endl;
-
- else if (token == "uci")
- sync_cout << "id name " << engine_info(true)
- << "\n" << Options
- << "\nuciok" << sync_endl;
-
- else if (token == "perft" && (is >> token)) // Read depth
+ else if (token == "perft" && (is >> token)) // Read perft depth
{
stringstream ss;
benchmark(pos, ss);
}
-
+ else if (token == "key") sync_cout << "position key: " << hex << pos.key()
+ << "\nmaterial key: " << pos.material_key()
+ << "\npawn key: " << pos.pawn_key()
+ << sync_endl;
+
+ else if (token == "uci") sync_cout << "id name " << engine_info(true)
+ << "\n" << Options
+ << "\nuciok" << sync_endl;
+
+ else if (token == "ucinewgame") TT.clear();
+ else if (token == "go") go(pos, is);
+ else if (token == "position") set_position(pos, is);
+ else if (token == "setoption") set_option(is);
+ else if (token == "flip") pos.flip();
+ else if (token == "bench") benchmark(pos, is);
+ else if (token == "d") sync_cout << pos.pretty() << sync_endl;
+ else if (token == "isready") sync_cout << "readyok" << sync_endl;
+ else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
else
sync_cout << "Unknown command: " << cmd << sync_endl;
- if (!args.empty()) // Command line arguments have one-shot behaviour
- {
- Threads.wait_for_search_finished();
- break;
- }
- }
+ } while (token != "quit" && args.empty()); // Args have one-shot behaviour
+
+ Threads.wait_for_think_finished(); // Cannot quit while search is running
}
else
return;
- pos.from_fen(fen, Options["UCI_Chess960"], Threads.main_thread());
+ pos.set(fen, Options["UCI_Chess960"], Threads.main_thread());
SetupStates = Search::StateStackPtr(new std::stack<StateInfo>());
// Parse move list (if any)
// go() is called when engine receives the "go" UCI command. The function sets
- // the thinking time and other parameters from the input string, and then starts
+ // the thinking time and other parameters from the input string, and starts
// the search.
- void go(Position& pos, istringstream& is) {
+ void go(const Position& pos, istringstream& is) {
Search::LimitsType limits;
vector<Move> searchMoves;
while (is >> token)
{
- if (token == "wtime")
- is >> limits.time[WHITE];
- else if (token == "btime")
- is >> limits.time[BLACK];
- else if (token == "winc")
- is >> limits.inc[WHITE];
- else if (token == "binc")
- is >> limits.inc[BLACK];
- else if (token == "movestogo")
- is >> limits.movestogo;
- else if (token == "depth")
- is >> limits.depth;
- else if (token == "nodes")
- is >> limits.nodes;
- else if (token == "movetime")
- is >> limits.movetime;
- else if (token == "infinite")
- limits.infinite = true;
- else if (token == "ponder")
- limits.ponder = true;
- else if (token == "searchmoves")
+ if (token == "searchmoves")
while (is >> token)
searchMoves.push_back(move_from_uci(pos, token));
+
+ else if (token == "wtime") is >> limits.time[WHITE];
+ else if (token == "btime") is >> limits.time[BLACK];
+ else if (token == "winc") is >> limits.inc[WHITE];
+ else if (token == "binc") is >> limits.inc[BLACK];
+ else if (token == "movestogo") is >> limits.movestogo;
+ else if (token == "depth") is >> limits.depth;
+ else if (token == "nodes") is >> limits.nodes;
+ else if (token == "movetime") is >> limits.movetime;
+ else if (token == "mate") is >> limits.mate;
+ else if (token == "infinite") limits.infinite = true;
+ else if (token == "ponder") limits.ponder = true;
}
- Threads.start_searching(pos, limits, searchMoves, SetupStates);
+ Threads.start_thinking(pos, limits, searchMoves, SetupStates);
}
}