Search::LimitsType limits;
string token;
+ bool ponderMode = false;
limits.startTime = now(); // As early as possible!
else if (token == "movetime") is >> limits.movetime;
else if (token == "mate") is >> limits.mate;
else if (token == "infinite") limits.infinite = 1;
- else if (token == "ponder") limits.ponder = 1;
+ else if (token == "ponder") ponderMode = true;
- 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;
+ Threads.start_thinking(pos, States, limits, ponderMode);
}
} // 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]) + " ";
token.clear(); // getline() could return empty or blank line
is >> skipws >> token;
- // The GUI sends 'ponderhit' to tell us to ponder on the same move the
- // 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.
+ // The GUI sends 'ponderhit' to tell us the user has played the expected move.
+ // So 'ponderhit' will be sent if we were told to ponder on the same move the
+ // user has played. We should continue searching but switch from pondering to
+ // normal search. In case Threads.stopOnPonderhit is set we are waiting for
+ // 'ponderhit' to stop the search, for instance if max search depth is reached.
if ( token == "quit"
|| token == "stop"
|| (token == "ponderhit" && Threads.stopOnPonderhit))
- {
Threads.stop = true;
- Threads.main()->start_searching(true); // Could be sleeping
- }
+
else if (token == "ponderhit")
- Search::Limits.ponder = 0; // Switch to normal search
+ Threads.ponder = false; // Switch to normal search
else if (token == "uci")
sync_cout << "id name " << engine_info(true)
<< "\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;
}