Threads.start_thinking(pos, States, limits);
}
- // On ucinewgame following steps are needed to reset the state
- void newgame() {
-
- TT.resize(Options["Hash"]);
- Search::clear();
- Tablebases::init(Options["SyzygyPath"]);
- Time.availableNodes = 0;
- }
-
} // namespace
Position pos;
string token, cmd;
+ Thread* uiThread = new Thread();
- newgame(); // Implied ucinewgame before the first position command
-
- pos.set(StartFEN, false, &States->back(), Threads.main());
+ pos.set(StartFEN, false, &States->back(), uiThread);
for (int i = 1; i < argc; ++i)
cmd += std::string(argv[i]) + " ";
is >> skipws >> token;
// The GUI sends 'ponderhit' to tell us to ponder on the same move the
- // opponent has played. In case Signals.stopOnPonderhit is set we are
+ // opponent has played. In case Threads.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 == "quit"
|| token == "stop"
- || (token == "ponderhit" && Search::Signals.stopOnPonderhit))
+ || (token == "ponderhit" && Threads.stopOnPonderhit))
{
- Search::Signals.stop = true;
+ Threads.stop = true;
Threads.main()->start_searching(true); // Could be sleeping
}
else if (token == "ponderhit")
<< "\n" << Options
<< "\nuciok" << sync_endl;
- else if (token == "ucinewgame") newgame();
+ else if (token == "ucinewgame") Search::clear();
else if (token == "isready") sync_cout << "readyok" << sync_endl;
else if (token == "go") go(pos, is);
else if (token == "position") position(pos, is);
} while (token != "quit" && argc == 1); // Passed args have one-shot behaviour
Threads.main()->wait_for_search_finished();
+ delete uiThread;
}