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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>
This commit is contained in:
Marco Costalba 2009-12-27 13:52:29 +01:00
parent 4d9e9ac3d4
commit b884351cc7
2 changed files with 5 additions and 4 deletions

View file

@ -251,9 +251,10 @@ namespace {
// in init_safety().
Value SafetyTable[100];
// Pawn and material hash tables, indexed by the current thread id
MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
// Pawn and material hash tables, indexed by the current thread id.
// Note that they will be initialized at 0 being global variables.
MaterialInfoTable* MaterialTable[THREAD_MAX];
PawnInfoTable* PawnTable[THREAD_MAX];
// Sizes of pawn and material hash tables
const int PawnTableSize = 16384;

View file

@ -122,7 +122,7 @@ namespace {
o["Randomness"] = Option(0, 0, 10);
o["Minimum Split Depth"] = Option(4, 4, 7);
o["Maximum Number of Threads per Split Point"] = Option(5, 4, 8);
o["Threads"] = Option(1, 1, 8);
o["Threads"] = Option(1, 1, THREAD_MAX);
o["Hash"] = Option(32, 4, 2048);
o["Clear Hash"] = Option(false, BUTTON);
o["New Game"] = Option(false, BUTTON);