X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fthread.cpp;h=ca87e1ddaec9426ee95c181f62397ac3d7b0f1a2;hb=e5c7b44f7abf49170ffba98940c7c8bf95806d07;hp=8af9dc414f1c35c1a53f1640cb3bf2a3e5f50cec;hpb=0f7cbaca75124d88136d356cf7b082207b572b3c;p=stockfish
diff --git a/src/thread.cpp b/src/thread.cpp
index 8af9dc41..ca87e1dd 100644
--- a/src/thread.cpp
+++ b/src/thread.cpp
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,461 +17,363 @@
along with this program. If not, see .
*/
-#include
+#include // For std::count
+#include
+#include "movegen.h"
#include "search.h"
#include "thread.h"
-#include "ucioption.h"
+#include "uci.h"
-ThreadsManager Threads; // Global object
+using namespace Search;
-namespace { extern "C" {
+ThreadPool Threads; // Global object
- // start_routine() is the C function which is called when a new thread
- // is launched. It simply calls idle_loop() of the supplied thread. The first
- // and last thread are special. First one is the main search thread while the
- // last one mimics a timer, they run in main_loop() and timer_loop().
-
-#if defined(_MSC_VER)
- DWORD WINAPI start_routine(LPVOID thread) {
-#else
- void* start_routine(void* thread) {
-#endif
-
- Thread* th = (Thread*)thread;
+extern void check_time();
- if (th->threadID == 0)
- th->main_loop();
+namespace {
- else if (th->threadID == MAX_THREADS)
- th->timer_loop();
-
- else
- th->idle_loop(NULL);
+ // start_routine() is the C function which is called when a new thread
+ // is launched. It is a wrapper to the virtual function idle_loop().
- return 0;
- }
+ extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } }
-} }
+ // Helpers to launch a thread after creation and joining before delete. Must be
+ // outside Thread c'tor and d'tor because the object will be fully initialized
+ // when start_routine (and hence virtual idle_loop) is called and when joining.
-// wake_up() wakes up the thread, normally at the beginning of the search or,
-// if "sleeping threads" is used, when there is some work to do.
+ template T* new_thread() {
+ T* th = new T();
+ thread_create(th->handle, start_routine, th); // Will go to sleep
+ return th;
+ }
-void Thread::wake_up() {
+ void delete_thread(ThreadBase* th) {
+ th->exit = true; // Search must be already finished
+ th->notify_one();
+ thread_join(th->handle); // Wait for thread termination
+ delete th;
+ }
- lock_grab(&sleepLock);
- cond_signal(&sleepCond);
- lock_release(&sleepLock);
}
-// cutoff_occurred() checks whether a beta cutoff has occurred in the current
-// active split point, or in some ancestor of the split point.
+// notify_one() wakes up the thread when there is some work to do
-bool Thread::cutoff_occurred() const {
-
- for (SplitPoint* sp = splitPoint; sp; sp = sp->parent)
- if (sp->is_betaCutoff)
- return true;
+void ThreadBase::notify_one() {
- return false;
+ mutex.lock();
+ sleepCondition.notify_one();
+ mutex.unlock();
}
-// is_available_to() checks whether the thread is available to help the thread with
-// threadID "master" at a split point. An obvious requirement is that thread must be
-// idle. With more than two threads, this is not by itself sufficient: If the thread
-// is the master of some active split point, it is only available as a slave to the
-// threads which are busy searching the split point at the top of "slave"'s split
-// point stack (the "helpful master concept" in YBWC terminology).
+// wait_for() set the thread to sleep until 'condition' turns true
-bool Thread::is_available_to(int master) const {
+void ThreadBase::wait_for(volatile const bool& condition) {
- if (is_searching)
- return false;
+ mutex.lock();
+ while (!condition) sleepCondition.wait(mutex);
+ mutex.unlock();
+}
- // Make a local copy to be sure doesn't become zero under our feet while
- // testing next condition and so leading to an out of bound access.
- int localActiveSplitPoints = activeSplitPoints;
- // No active split points means that the thread is available as a slave for any
- // other thread otherwise apply the "helpful master" concept if possible.
- if ( !localActiveSplitPoints
- || splitPoints[localActiveSplitPoints - 1].is_slave[master])
- return true;
+// Thread c'tor just inits data and does not launch any execution thread.
+// Such a thread will only be started when c'tor returns.
- return false;
+Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
+
+ searching = false;
+ maxPly = splitPointsSize = 0;
+ activeSplitPoint = NULL;
+ activePosition = NULL;
+ idx = Threads.size(); // Starts from 0
}
-// read_uci_options() updates number of active threads and other parameters
-// according to the UCI options values. It is called before to start a new search.
+// cutoff_occurred() checks whether a beta cutoff has occurred in the
+// current active split point, or in some ancestor of the split point.
-void ThreadsManager::read_uci_options() {
+bool Thread::cutoff_occurred() const {
- maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value();
- minimumSplitDepth = Options["Minimum Split Depth"].value() * ONE_PLY;
- useSleepingThreads = Options["Use Sleeping Threads"].value();
+ for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint)
+ if (sp->cutoff)
+ return true;
- set_size(Options["Threads"].value());
+ return false;
}
-// set_size() changes the number of active threads and raises do_sleep flag for
-// all the unused threads that will go immediately to sleep.
+// Thread::available_to() checks whether the thread is available to help the
+// thread 'master' at a split point. An obvious requirement is that thread must
+// be idle. With more than two threads, this is not sufficient: If the thread is
+// the master of some split point, it is only available as a slave to the slaves
+// which are busy searching the split point at the top of slave's split point
+// stack (the "helpful master concept" in YBWC terminology).
-void ThreadsManager::set_size(int cnt) {
+bool Thread::available_to(const Thread* master) const {
- assert(cnt > 0 && cnt <= MAX_THREADS);
+ if (searching)
+ return false;
- activeThreads = cnt;
+ // Make a local copy to be sure it doesn't become zero under our feet while
+ // testing next condition and so leading to an out of bounds access.
+ const int size = splitPointsSize;
- for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread
- if (i < activeThreads)
- {
- // Dynamically allocate pawn and material hash tables according to the
- // number of active threads. This avoids preallocating memory for all
- // possible threads if only few are used.
- threads[i].pawnTable.init();
- threads[i].materialTable.init();
-
- threads[i].do_sleep = false;
- }
- else
- threads[i].do_sleep = true;
+ // No split points means that the thread is available as a slave for any
+ // other thread otherwise apply the "helpful master" concept if possible.
+ return !size || splitPoints[size - 1].slavesMask.test(master->idx);
}
-// init() is called during startup. Initializes locks and condition variables
-// and launches all threads sending them immediately to sleep.
-
-void ThreadsManager::init() {
+// TimerThread::idle_loop() is where the timer thread waits msec milliseconds
+// and then calls check_time(). If msec is 0 thread sleeps until it's woken up.
- // Initialize sleep condition and lock used by thread manager
- cond_init(&sleepCond);
- lock_init(&threadsLock);
+void TimerThread::idle_loop() {
- // Initialize thread's sleep conditions and split point locks
- for (int i = 0; i <= MAX_THREADS; i++)
+ while (!exit)
{
- lock_init(&threads[i].sleepLock);
- cond_init(&threads[i].sleepCond);
+ mutex.lock();
- for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
- lock_init(&(threads[i].splitPoints[j].lock));
- }
+ if (!exit)
+ sleepCondition.wait_for(mutex, run ? Resolution : INT_MAX);
- // Allocate main thread tables to call evaluate() also when not searching
- threads[0].pawnTable.init();
- threads[0].materialTable.init();
+ mutex.unlock();
- // Create and launch all the threads, threads will go immediately to sleep
- for (int i = 0; i <= MAX_THREADS; i++)
- {
- threads[i].is_searching = false;
- threads[i].do_sleep = true;
- threads[i].threadID = i;
-
-#if defined(_MSC_VER)
- threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL);
- bool ok = (threads[i].handle != NULL);
-#else
- bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]);
-#endif
-
- if (!ok)
- {
- std::cerr << "Failed to create thread number " << i << std::endl;
- ::exit(EXIT_FAILURE);
- }
+ if (run)
+ check_time();
}
}
-// exit() is called to cleanly terminate the threads when the program finishes
+// MainThread::idle_loop() is where the main thread is parked waiting to be started
+// when there is a new search. The main thread will launch all the slave threads.
-void ThreadsManager::exit() {
+void MainThread::idle_loop() {
- for (int i = 0; i <= MAX_THREADS; i++)
+ while (true)
{
- threads[i].do_terminate = true;
- threads[i].wake_up();
-
- // Wait for thread termination
-#if defined(_MSC_VER)
- WaitForSingleObject(threads[i].handle, 0);
- CloseHandle(threads[i].handle);
-#else
- pthread_join(threads[i].handle, NULL);
-#endif
-
- // Now we can safely destroy associated locks and wait conditions
- lock_destroy(&threads[i].sleepLock);
- cond_destroy(&threads[i].sleepCond);
-
- for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
- lock_destroy(&(threads[i].splitPoints[j].lock));
- }
-
- lock_destroy(&threadsLock);
- cond_destroy(&sleepCond);
-}
-
+ mutex.lock();
-// available_slave_exists() tries to find an idle thread which is available as
-// a slave for the thread with threadID 'master'.
+ thinking = false;
-bool ThreadsManager::available_slave_exists(int master) const {
-
- assert(master >= 0 && master < activeThreads);
+ while (!thinking && !exit)
+ {
+ Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed
+ sleepCondition.wait(mutex);
+ }
- for (int i = 0; i < activeThreads; i++)
- if (threads[i].is_available_to(master))
- return true;
-
- return false;
-}
+ mutex.unlock();
+ if (exit)
+ return;
-// split_point_finished() checks if all the slave threads of a given split
-// point have finished searching.
+ searching = true;
-bool ThreadsManager::split_point_finished(SplitPoint* sp) const {
+ Search::think();
- for (int i = 0; i < activeThreads; i++)
- if (sp->is_slave[i])
- return false;
+ assert(searching);
- return true;
+ searching = false;
+ }
}
-// split() does the actual work of distributing the work at a node between
-// several available threads. If it does not succeed in splitting the node
-// (because no idle threads are available, or because we have no unused split
-// point objects), the function immediately returns. If splitting is possible, a
-// SplitPoint object is initialized with all the data that must be copied to the
-// helper threads and then helper threads are told that they have been assigned
-// work. This will cause them to instantly leave their idle loops and call
-// search(). When all threads have returned from search() then split() returns.
-
-template
-Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta,
- Value bestValue, Depth depth, Move threatMove,
- int moveCount, MovePicker* mp, int nodeType) {
- assert(pos.pos_is_ok());
- assert(bestValue >= -VALUE_INFINITE);
- assert(bestValue <= alpha);
- assert(alpha < beta);
- assert(beta <= VALUE_INFINITE);
- assert(depth > DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < activeThreads);
- assert(activeThreads > 1);
-
- int i, master = pos.thread();
- Thread& masterThread = threads[master];
-
- // If we already have too many active split points, don't split
- if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
- return bestValue;
-
- // Pick the next available split point from the split point stack
- SplitPoint* sp = &masterThread.splitPoints[masterThread.activeSplitPoints];
-
- // Initialize the split point
- sp->parent = masterThread.splitPoint;
- sp->master = master;
- sp->is_betaCutoff = false;
- sp->depth = depth;
- sp->threatMove = threatMove;
- sp->alpha = alpha;
- sp->beta = beta;
- sp->nodeType = nodeType;
- sp->bestValue = bestValue;
- sp->mp = mp;
- sp->moveCount = moveCount;
- sp->pos = &pos;
- sp->nodes = 0;
- sp->ss = ss;
-
- for (i = 0; i < activeThreads; i++)
- sp->is_slave[i] = false;
-
- // If we are here it means we are not available
- assert(masterThread.is_searching);
-
- int workersCnt = 1; // At least the master is included
-
- // Try to allocate available threads and ask them to start searching setting
- // is_searching flag. This must be done under lock protection to avoid concurrent
- // allocation of the same slave by another master.
- lock_grab(&threadsLock);
-
- for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
- if (threads[i].is_available_to(master))
- {
- workersCnt++;
- sp->is_slave[i] = true;
- threads[i].splitPoint = sp;
-
- // This makes the slave to exit from idle_loop()
- threads[i].is_searching = true;
-
- if (useSleepingThreads)
- threads[i].wake_up();
- }
+// init() is called at startup to create and launch requested threads, that will
+// go immediately to sleep. We cannot use a c'tor because Threads is a static
+// object and we need a fully initialized engine at this point due to allocation
+// of Endgames in Thread c'tor.
- lock_release(&threadsLock);
+void ThreadPool::init() {
- // We failed to allocate even one slave, return
- if (!Fake && workersCnt == 1)
- return bestValue;
+ timer = new_thread();
+ push_back(new_thread());
+ read_uci_options();
+}
- masterThread.splitPoint = sp;
- masterThread.activeSplitPoints++;
- // Everything is set up. The master thread enters the idle loop, from which
- // it will instantly launch a search, because its is_searching flag is set.
- // We pass the split point as a parameter to the idle loop, which means that
- // the thread will return from the idle loop when all slaves have finished
- // their work at this split point.
- masterThread.idle_loop(sp);
+// exit() cleanly terminates the threads before the program exits. Cannot be done in
+// d'tor because we have to terminate the threads before to free ThreadPool object.
- // In helpful master concept a master can help only a sub-tree of its split
- // point, and because here is all finished is not possible master is booked.
- assert(!masterThread.is_searching);
+void ThreadPool::exit() {
- // We have returned from the idle loop, which means that all threads are
- // finished. Note that changing state and decreasing activeSplitPoints is done
- // under lock protection to avoid a race with Thread::is_available_to().
- lock_grab(&threadsLock);
+ delete_thread(timer); // As first because check_time() accesses threads data
- masterThread.is_searching = true;
- masterThread.activeSplitPoints--;
+ for (iterator it = begin(); it != end(); ++it)
+ delete_thread(*it);
+}
- lock_release(&threadsLock);
- masterThread.splitPoint = sp->parent;
- pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
+// read_uci_options() updates internal threads parameters from the corresponding
+// UCI options and creates/destroys threads to match the requested number. Thread
+// objects are dynamically allocated to avoid creating all possible threads
+// in advance (which include pawns and material tables), even if only a few
+// are to be used.
- return sp->bestValue;
-}
+void ThreadPool::read_uci_options() {
-// Explicit template instantiations
-template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
-template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
+ minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
+ size_t requested = Options["Threads"];
+ assert(requested > 0);
-// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
-// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
+ // If zero (default) then set best minimum split depth automatically
+ if (!minimumSplitDepth)
+ minimumSplitDepth = requested < 8 ? 4 * ONE_PLY : 7 * ONE_PLY;
-void Thread::timer_loop() {
+ while (size() < requested)
+ push_back(new_thread());
- while (!do_terminate)
+ while (size() > requested)
{
- lock_grab(&sleepLock);
- timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX);
- lock_release(&sleepLock);
- do_timer_event();
+ delete_thread(back());
+ pop_back();
}
}
-// ThreadsManager::set_timer() is used to set the timer to trigger after msec
-// milliseconds. If msec is 0 then timer is stopped.
+// available_slave() tries to find an idle thread which is available as a slave
+// for the thread 'master'.
-void ThreadsManager::set_timer(int msec) {
+Thread* ThreadPool::available_slave(const Thread* master) const {
- Thread& timer = threads[MAX_THREADS];
+ for (const_iterator it = begin(); it != end(); ++it)
+ if ((*it)->available_to(master))
+ return *it;
- lock_grab(&timer.sleepLock);
- timer.maxPly = msec;
- cond_signal(&timer.sleepCond); // Wake up and restart the timer
- lock_release(&timer.sleepLock);
+ return NULL;
}
-// Thread::main_loop() is where the main thread is parked waiting to be started
-// when there is a new search. Main thread will launch all the slave threads.
-
-void Thread::main_loop() {
-
- while (true)
- {
- lock_grab(&sleepLock);
+// split() does the actual work of distributing the work at a node between
+// several available threads. If it does not succeed in splitting the node
+// (because no idle threads are available), the function immediately returns.
+// If splitting is possible, a SplitPoint object is initialized with all the
+// data that must be copied to the helper threads and then helper threads are
+// told that they have been assigned work. This will cause them to instantly
+// leave their idle loops and call search(). When all threads have returned from
+// search() then split() returns.
- do_sleep = true; // Always return to sleep after a search
- is_searching = false;
+void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
+ Move* bestMove, Depth depth, int moveCount,
+ MovePicker* movePicker, int nodeType, bool cutNode) {
- while (do_sleep && !do_terminate)
- {
- cond_signal(&Threads.sleepCond); // Wake up UI thread if needed
- cond_wait(&sleepCond, &sleepLock);
- }
+ assert(pos.pos_is_ok());
+ assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
+ assert(depth >= Threads.minimumSplitDepth);
+ assert(searching);
+ assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
- is_searching = true;
+ // Pick the next available split point from the split point stack
+ SplitPoint& sp = splitPoints[splitPointsSize];
+
+ sp.masterThread = this;
+ sp.parentSplitPoint = activeSplitPoint;
+ sp.slavesMask = 0, sp.slavesMask.set(idx);
+ sp.depth = depth;
+ sp.bestValue = *bestValue;
+ sp.bestMove = *bestMove;
+ sp.alpha = alpha;
+ sp.beta = beta;
+ sp.nodeType = nodeType;
+ sp.cutNode = cutNode;
+ sp.movePicker = movePicker;
+ sp.moveCount = moveCount;
+ sp.pos = &pos;
+ sp.nodes = 0;
+ sp.cutoff = false;
+ sp.ss = ss;
- lock_release(&sleepLock);
+ // Try to allocate available threads and ask them to start searching setting
+ // 'searching' flag. This must be done under lock protection to avoid concurrent
+ // allocation of the same slave by another master.
+ Threads.mutex.lock();
+ sp.mutex.lock();
- if (do_terminate)
- return;
+ sp.allSlavesSearching = true; // Must be set under lock protection
+ ++splitPointsSize;
+ activeSplitPoint = &sp;
+ activePosition = NULL;
- Search::think(); // This is the search entry point
+ for (Thread* slave; (slave = Threads.available_slave(this)) != NULL; )
+ {
+ sp.slavesMask.set(slave->idx);
+ slave->activeSplitPoint = &sp;
+ slave->searching = true; // Slave leaves idle_loop()
+ slave->notify_one(); // Could be sleeping
}
-}
-
-
-// ThreadsManager::start_thinking() is used by UI thread to wake up the main
-// thread parked in main_loop() and starting a new search. If asyncMode is true
-// then function returns immediately, otherwise caller is blocked waiting for
-// the search to finish.
-void ThreadsManager::start_thinking(const Position& pos, const Search::LimitsType& limits,
- const std::vector& searchMoves, bool asyncMode) {
- Thread& main = threads[0];
-
- lock_grab(&main.sleepLock);
+ // Everything is set up. The master thread enters the idle loop, from which
+ // it will instantly launch a search, because its 'searching' flag is set.
+ // The thread will return from the idle loop when all slaves have finished
+ // their work at this split point.
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
- // Wait main thread has finished before to launch a new search
- while (!main.do_sleep)
- cond_wait(&sleepCond, &main.sleepLock);
+ Thread::idle_loop(); // Force a call to base class idle_loop()
- // Copy input arguments to initialize the search
- Search::RootPosition.copy(pos, 0);
- Search::Limits = limits;
- Search::RootMoves = searchMoves;
+ // In the helpful master concept, a master can help only a sub-tree of its
+ // split point and because everything is finished here, it's not possible
+ // for the master to be booked.
+ assert(!searching);
+ assert(!activePosition);
- // Reset signals before to start the new search
- memset((void*)&Search::Signals, 0, sizeof(Search::Signals));
+ // We have returned from the idle loop, which means that all threads are
+ // finished. Note that setting 'searching' and decreasing splitPointsSize is
+ // done under lock protection to avoid a race with Thread::available_to().
+ Threads.mutex.lock();
+ sp.mutex.lock();
+
+ searching = true;
+ --splitPointsSize;
+ activeSplitPoint = sp.parentSplitPoint;
+ activePosition = &pos;
+ pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
+ *bestMove = sp.bestMove;
+ *bestValue = sp.bestValue;
+
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
+}
- main.do_sleep = false;
- cond_signal(&main.sleepCond); // Wake up main thread and start searching
+// wait_for_think_finished() waits for main thread to go to sleep then returns
- if (!asyncMode)
- cond_wait(&sleepCond, &main.sleepLock);
+void ThreadPool::wait_for_think_finished() {
- lock_release(&main.sleepLock);
+ MainThread* th = main();
+ th->mutex.lock();
+ while (th->thinking) sleepCondition.wait(th->mutex);
+ th->mutex.unlock();
}
-// ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth
-// is reached while the program is pondering. The point is to work around a wrinkle
-// in the UCI protocol: When pondering, the engine is not allowed to give a
-// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
-// wait here until one of these commands (that raise StopRequest) is sent and
-// then return, after which the bestmove and pondermove will be printed.
+// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop()
+// so to start a new search, then returns immediately.
+
+void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, StateStackPtr& states) {
-void ThreadsManager::wait_for_stop_or_ponderhit() {
+ wait_for_think_finished();
- Search::Signals.stopOnPonderhit = true;
+ SearchTime = Time::now(); // As early as possible
- Thread& main = threads[0];
+ Signals.stopOnPonderhit = Signals.firstRootMove = false;
+ Signals.stop = Signals.failedLowAtRoot = false;
- lock_grab(&main.sleepLock);
+ RootMoves.clear();
+ RootPos = pos;
+ Limits = limits;
+ if (states.get()) // If we don't set a new position, preserve current state
+ {
+ SetupStates = states; // Ownership transfer here
+ assert(!states.get());
+ }
- while (!Search::Signals.stop)
- cond_wait(&main.sleepCond, &main.sleepLock);
+ for (MoveList it(pos); *it; ++it)
+ if ( limits.searchmoves.empty()
+ || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), *it))
+ RootMoves.push_back(RootMove(*it));
- lock_release(&main.sleepLock);
+ main()->thinking = true;
+ main()->notify_one(); // Starts main thread
}