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Simplify and rename wait_for_stop_or_ponderhit()
Setting stopOnPonderhit is now done by the caller. No functional change.
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3 changed files with 11 additions and 10 deletions
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@ -265,7 +265,10 @@ finalize:
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// but if we are pondering or in infinite search, we shouldn't print the best
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// move before we are told to do so.
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if (!Signals.stop && (Limits.ponder || Limits.infinite))
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RootPos.this_thread()->wait_for_stop_or_ponderhit();
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{
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Signals.stopOnPonderhit = true;
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RootPos.this_thread()->wait_for_stop();
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}
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// Best move could be MOVE_NONE when searching on a stalemate position
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sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], RootPos.is_chess960())
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@ -131,16 +131,14 @@ void Thread::wake_up() {
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}
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// Thread::wait_for_stop_or_ponderhit() is called when the maximum depth is
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// reached while the program is pondering. The point is to work around a wrinkle
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// in the UCI protocol: When pondering, the engine is not allowed to give a
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// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
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// wait here until one of these commands (that raise StopRequest) is sent and
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// Thread::wait_for_stop() is called when the maximum depth is reached while
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// the program is pondering. The point is to work around a wrinkle in the UCI
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// protocol: When pondering, the engine is not allowed to give a "bestmove"
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// before the GUI sends it a "stop" or "ponderhit" command. We simply wait here
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// until one of these commands (that raise Signals.stop) is sent and
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// then return, after which the bestmove and pondermove will be printed.
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void Thread::wait_for_stop_or_ponderhit() {
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Signals.stopOnPonderhit = true;
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void Thread::wait_for_stop() {
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mutex.lock();
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while (!Signals.stop) sleepCondition.wait(mutex);
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@ -105,7 +105,7 @@ public:
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void idle_loop();
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void main_loop();
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void timer_loop();
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void wait_for_stop_or_ponderhit();
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void wait_for_stop();
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SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
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Material::Table materialTable;
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