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Document why we use per-thread pawn and material tables
Arisen from a discussion on talkchess. No fnctional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@ -233,7 +233,9 @@ namespace {
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};
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// Pawn and material hash tables, indexed by the current thread id.
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// Note that they will be initialized at 0 being global variables.
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// We use per-thread tables so that once we get a pointer to an entry
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// its life time is unlimited and we don't have to care about someone
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// changing the entry under our feet.
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MaterialInfoTable* MaterialTable[MAX_THREADS];
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PawnInfoTable* PawnTable[MAX_THREADS];
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