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DroidFish: Updated stockfish engine to development version 2017-09-06.
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@@ -2,7 +2,7 @@
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@@ -24,177 +24,144 @@
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#include "movegen.h"
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#include "search.h"
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#include "thread.h"
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#include "uci.h"
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#include "syzygy/tbprobe.h"
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ThreadPool Threads; // Global object
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/// Thread constructor launches the thread and then waits until it goes to sleep
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/// in idle_loop().
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Thread::Thread() {
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/// Thread constructor launches the thread and waits until it goes to sleep
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/// in idle_loop(). Note that 'searching' and 'exit' should be alredy set.
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resetCalls = exit = false;
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maxPly = callsCnt = 0;
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tbHits = 0;
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history.clear();
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counterMoves.clear();
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idx = Threads.size(); // Start from 0
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Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
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std::unique_lock<Mutex> lk(mutex);
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searching = true;
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nativeThread = std::thread(&Thread::idle_loop, this);
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sleepCondition.wait(lk, [&]{ return !searching; });
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wait_for_search_finished();
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clear(); // Zero-init histories (based on std::array)
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}
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/// Thread destructor waits for thread termination before returning
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/// Thread destructor wakes up the thread in idle_loop() and waits
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/// for its termination. Thread should be already waiting.
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Thread::~Thread() {
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mutex.lock();
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assert(!searching);
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exit = true;
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sleepCondition.notify_one();
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mutex.unlock();
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nativeThread.join();
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start_searching();
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stdThread.join();
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}
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/// Thread::wait_for_search_finished() waits on sleep condition
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/// until not searching
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/// Thread::clear() reset histories, usually before a new game
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void Thread::clear() {
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counterMoves.fill(MOVE_NONE);
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mainHistory.fill(0);
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for (auto& to : contHistory)
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for (auto& h : to)
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h.fill(0);
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contHistory[NO_PIECE][0].fill(Search::CounterMovePruneThreshold - 1);
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}
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/// Thread::start_searching() wakes up the thread that will start the search
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void Thread::start_searching() {
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std::lock_guard<Mutex> lk(mutex);
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searching = true;
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cv.notify_one(); // Wake up the thread in idle_loop()
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}
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/// Thread::wait_for_search_finished() blocks on the condition variable
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/// until the thread has finished searching.
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void Thread::wait_for_search_finished() {
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std::unique_lock<Mutex> lk(mutex);
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sleepCondition.wait(lk, [&]{ return !searching; });
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cv.wait(lk, [&]{ return !searching; });
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}
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/// Thread::wait() waits on sleep condition until condition is true
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void Thread::wait(std::atomic_bool& condition) {
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std::unique_lock<Mutex> lk(mutex);
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sleepCondition.wait(lk, [&]{ return bool(condition); });
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}
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/// Thread::start_searching() wakes up the thread that will start the search
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void Thread::start_searching(bool resume) {
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std::unique_lock<Mutex> lk(mutex);
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if (!resume)
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searching = true;
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sleepCondition.notify_one();
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}
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/// Thread::idle_loop() is where the thread is parked when it has no work to do
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/// Thread::idle_loop() is where the thread is parked, blocked on the
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/// condition variable, when it has no work to do.
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void Thread::idle_loop() {
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while (!exit)
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WinProcGroup::bindThisThread(idx);
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while (true)
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{
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std::unique_lock<Mutex> lk(mutex);
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searching = false;
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cv.notify_one(); // Wake up anyone waiting for search finished
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cv.wait(lk, [&]{ return searching; });
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while (!searching && !exit)
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{
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sleepCondition.notify_one(); // Wake up any waiting thread
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sleepCondition.wait(lk);
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}
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if (exit)
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return;
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lk.unlock();
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if (!exit)
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search();
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search();
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}
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}
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/// ThreadPool::init() creates and launches requested threads that will go
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/// immediately to sleep. We cannot use a constructor because Threads is a
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/// static object and we need a fully initialized engine at this point due to
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/// allocation of Endgames in the Thread constructor.
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/// ThreadPool::init() creates and launches the threads that will go
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/// immediately to sleep in idle_loop. We cannot use the c'tor because
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/// Threads is a static object and we need a fully initialized engine at
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/// this point due to allocation of Endgames in the Thread constructor.
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void ThreadPool::init() {
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void ThreadPool::init(size_t requested) {
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push_back(new MainThread);
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read_uci_options();
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push_back(new MainThread(0));
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set(requested);
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}
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/// ThreadPool::exit() terminates threads before the program exits. Cannot be
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/// done in destructor because threads must be terminated before deleting any
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/// static objects while still in main().
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/// done in the destructor because threads must be terminated before deleting
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/// any static object, so before main() returns.
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void ThreadPool::exit() {
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while (size())
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delete back(), pop_back();
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main()->wait_for_search_finished();
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set(0);
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}
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/// ThreadPool::read_uci_options() updates internal threads parameters from the
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/// corresponding UCI options and creates/destroys threads to match requested
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/// number. Thread objects are dynamically allocated.
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/// ThreadPool::set() creates/destroys threads to match the requested number
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void ThreadPool::read_uci_options() {
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size_t requested = Options["Threads"];
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assert(requested > 0);
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void ThreadPool::set(size_t requested) {
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while (size() < requested)
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push_back(new Thread);
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push_back(new Thread(size()));
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while (size() > requested)
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delete back(), pop_back();
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}
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/// ThreadPool::nodes_searched() returns the number of nodes searched
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uint64_t ThreadPool::nodes_searched() const {
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uint64_t nodes = 0;
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for (Thread* th : *this)
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nodes += th->rootPos.nodes_searched();
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return nodes;
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}
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/// ThreadPool::tb_hits() returns the number of TB hits
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uint64_t ThreadPool::tb_hits() const {
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uint64_t hits = 0;
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for (Thread* th : *this)
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hits += th->tbHits;
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return hits;
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}
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/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop()
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/// and starts a new search, then returns immediately.
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/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and
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/// returns immediately. Main thread will wake up other threads and start the search.
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void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
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const Search::LimitsType& limits) {
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const Search::LimitsType& limits, bool ponderMode) {
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main()->wait_for_search_finished();
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Search::Signals.stopOnPonderhit = Search::Signals.stop = false;
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stopOnPonderhit = stop = false;
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ponder = ponderMode;
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Search::Limits = limits;
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Search::RootMoves rootMoves;
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for (const auto& m : MoveList<LEGAL>(pos))
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if ( limits.searchmoves.empty()
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|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
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rootMoves.push_back(Search::RootMove(m));
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rootMoves.emplace_back(m);
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if (!rootMoves.empty())
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Tablebases::filter_root_moves(pos, rootMoves);
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@@ -206,18 +173,22 @@ void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
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if (states.get())
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setupStates = std::move(states); // Ownership transfer, states is now empty
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// We use Position::set() to set root position across threads. But there are
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// some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
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// be deduced from a fen string, so set() clears them and to not lose the info
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// we need to backup and later restore setupStates->back(). Note that setupStates
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// is shared by threads but is accessed in read-only mode.
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StateInfo tmp = setupStates->back();
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for (Thread* th : Threads)
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{
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th->maxPly = 0;
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th->tbHits = 0;
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th->rootDepth = DEPTH_ZERO;
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th->nodes = th->tbHits = 0;
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th->rootDepth = th->completedDepth = DEPTH_ZERO;
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th->rootMoves = rootMoves;
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th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
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}
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setupStates->back() = tmp; // Restore st->previous, cleared by Position::set()
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setupStates->back() = tmp;
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main()->start_searching();
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}
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