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Use THREAD_MAX instead of hardcoded 8
This will allow to change THREAD_MAX value in the future. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 5 additions and 4 deletions
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@ -251,9 +251,10 @@ namespace {
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// in init_safety().
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Value SafetyTable[100];
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// Pawn and material hash tables, indexed by the current thread id
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MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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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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MaterialInfoTable* MaterialTable[THREAD_MAX];
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PawnInfoTable* PawnTable[THREAD_MAX];
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// Sizes of pawn and material hash tables
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const int PawnTableSize = 16384;
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@ -122,7 +122,7 @@ namespace {
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o["Randomness"] = Option(0, 0, 10);
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o["Minimum Split Depth"] = Option(4, 4, 7);
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o["Maximum Number of Threads per Split Point"] = Option(5, 4, 8);
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o["Threads"] = Option(1, 1, 8);
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o["Threads"] = Option(1, 1, THREAD_MAX);
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o["Hash"] = Option(32, 4, 2048);
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o["Clear Hash"] = Option(false, BUTTON);
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o["New Game"] = Option(false, BUTTON);
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