// the UCI protocol states that we shouldn't print the best move before the
// GUI sends a "stop" or "ponderhit" command. We therefore simply wait here
// until the GUI sends one of those commands (which also raises Threads.stop).
- if (!Threads.stop && (Threads.ponder || Limits.infinite))
- {
- Threads.stopOnPonderhit = true;
- wait(Threads.stop);
- }
+ Threads.stopOnPonderhit = true;
+
+ while (!Threads.stop && (Threads.ponder || Limits.infinite))
+ {} // Busy wait for a stop or a ponder reset
- // Stop the threads if not already stopped
+ // Stop the threads if not already stopped (also raise the stop if
+ // "ponderhit" just reset Threads.ponder).
Threads.stop = true;
// Wait until all threads have finished
}
-/// Thread::wait() waits on sleep condition until condition is true
-
-void Thread::wait(std::atomic_bool& condition) {
-
- std::unique_lock<Mutex> lk(mutex);
- sleepCondition.wait(lk, [&]{ return bool(condition); });
-}
-
-
/// Thread::start_searching() wakes up the thread that will start the search
-void Thread::start_searching(bool resume) {
+void Thread::start_searching() {
std::unique_lock<Mutex> lk(mutex);
-
- if (!resume)
- searching = true;
-
+ searching = true;
sleepCondition.notify_one();
}
virtual ~Thread();
virtual void search();
void idle_loop();
- void start_searching(bool resume = false);
+ void start_searching();
void wait_for_search_finished();
- void wait(std::atomic_bool& condition);
Pawns::Table pawnsTable;
Material::Table materialTable;
if ( token == "quit"
|| token == "stop"
|| (token == "ponderhit" && Threads.stopOnPonderhit))
- {
Threads.stop = true;
- Threads.main()->start_searching(true); // Could be sleeping
- }
+
else if (token == "ponderhit")
Threads.ponder = false; // Switch to normal search