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https://github.com/sockspls/badfish
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Retire States global variable
And other small touches in uci.cpp No functional change.
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2 changed files with 26 additions and 30 deletions
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@ -56,7 +56,10 @@ struct StateInfo {
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Bitboard checkSquares[PIECE_TYPE_NB];
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Bitboard checkSquares[PIECE_TYPE_NB];
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};
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};
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// In a std::deque references to elements are unaffected upon resizing
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/// A list to keep track of the position states along the setup moves (from the
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/// start position to the position just before the search starts). Needed by
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/// 'draw by repetition' detection. Use a std::deque because pointers to
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/// elements are not invalidated upon list resizing.
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typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
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typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
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43
src/uci.cpp
43
src/uci.cpp
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@ -42,18 +42,13 @@ namespace {
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// FEN string of the initial position, normal chess
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// FEN string of the initial position, normal chess
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const char* StartFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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const char* StartFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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// A list to keep track of the position states along the setup moves (from the
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// start position to the position just before the search starts). Needed by
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// 'draw by repetition' detection.
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StateListPtr States(new std::deque<StateInfo>(1));
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// position() is called when engine receives the "position" UCI command.
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// position() is called when engine receives the "position" UCI command.
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// The function sets up the position described in the given FEN string ("fen")
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// The function sets up the position described in the given FEN string ("fen")
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// or the starting position ("startpos") and then makes the moves given in the
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// or the starting position ("startpos") and then makes the moves given in the
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// following move list ("moves").
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// following move list ("moves").
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void position(Position& pos, istringstream& is) {
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void position(Position& pos, istringstream& is, StateListPtr& states) {
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Move m;
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Move m;
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string token, fen;
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string token, fen;
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@ -71,14 +66,14 @@ namespace {
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else
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else
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return;
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return;
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States = StateListPtr(new std::deque<StateInfo>(1));
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states = StateListPtr(new std::deque<StateInfo>(1)); // Drop old and create a new one
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pos.set(fen, Options["UCI_Chess960"], &States->back(), Threads.main());
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pos.set(fen, Options["UCI_Chess960"], &states->back(), Threads.main());
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// Parse move list (if any)
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// Parse move list (if any)
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while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE)
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while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE)
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{
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{
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States->push_back(StateInfo());
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states->emplace_back();
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pos.do_move(m, States->back());
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pos.do_move(m, states->back());
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}
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}
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}
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}
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@ -111,7 +106,7 @@ namespace {
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// the thinking time and other parameters from the input string, then starts
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// the thinking time and other parameters from the input string, then starts
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// the search.
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// the search.
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void go(Position& pos, istringstream& is) {
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void go(Position& pos, istringstream& is, StateListPtr& states) {
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Search::LimitsType limits;
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Search::LimitsType limits;
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string token;
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string token;
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@ -136,7 +131,7 @@ namespace {
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else if (token == "infinite") limits.infinite = 1;
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else if (token == "infinite") limits.infinite = 1;
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else if (token == "ponder") ponderMode = true;
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else if (token == "ponder") ponderMode = true;
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Threads.start_thinking(pos, States, limits, ponderMode);
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Threads.start_thinking(pos, states, limits, ponderMode);
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}
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}
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} // namespace
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} // namespace
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@ -152,9 +147,10 @@ void UCI::loop(int argc, char* argv[]) {
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Position pos;
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Position pos;
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string token, cmd;
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string token, cmd;
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Thread* uiThread = new Thread();
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StateListPtr states(new std::deque<StateInfo>(1));
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auto uiThread = std::make_shared<Thread>(0);
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pos.set(StartFEN, false, &States->back(), uiThread);
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pos.set(StartFEN, false, &states->back(), uiThread.get());
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for (int i = 1; i < argc; ++i)
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for (int i = 1; i < argc; ++i)
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cmd += std::string(argv[i]) + " ";
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cmd += std::string(argv[i]) + " ";
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@ -165,7 +161,7 @@ void UCI::loop(int argc, char* argv[]) {
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istringstream is(cmd);
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istringstream is(cmd);
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token.clear(); // getline() could return empty or blank line
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token.clear(); // Avoid a stale if getline() returns empty or blank line
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is >> skipws >> token;
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is >> skipws >> token;
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// The GUI sends 'ponderhit' to tell us the user has played the expected move.
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// The GUI sends 'ponderhit' to tell us the user has played the expected move.
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@ -186,13 +182,13 @@ void UCI::loop(int argc, char* argv[]) {
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<< "\n" << Options
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<< "\n" << Options
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<< "\nuciok" << sync_endl;
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<< "\nuciok" << sync_endl;
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else if (token == "setoption") setoption(is);
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else if (token == "go") go(pos, is, states);
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else if (token == "position") position(pos, is, states);
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else if (token == "ucinewgame") Search::clear();
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else if (token == "ucinewgame") Search::clear();
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else if (token == "isready") sync_cout << "readyok" << sync_endl;
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else if (token == "isready") sync_cout << "readyok" << sync_endl;
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else if (token == "go") go(pos, is);
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else if (token == "position") position(pos, is);
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else if (token == "setoption") setoption(is);
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// Additional custom non-UCI commands, useful for debugging
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// Additional custom non-UCI commands, mainly for debugging
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else if (token == "flip") pos.flip();
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else if (token == "flip") pos.flip();
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else if (token == "bench") benchmark(pos, is);
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else if (token == "bench") benchmark(pos, is);
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else if (token == "d") sync_cout << pos << sync_endl;
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else if (token == "d") sync_cout << pos << sync_endl;
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@ -203,18 +199,15 @@ void UCI::loop(int argc, char* argv[]) {
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stringstream ss;
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stringstream ss;
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is >> depth;
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is >> depth;
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ss << Options["Hash"] << " "
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ss << Options["Hash"] << " " << Options["Threads"]
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<< Options["Threads"] << " " << depth << " current perft";
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<< " " << depth << " current perft";
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benchmark(pos, ss);
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benchmark(pos, ss);
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}
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}
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else
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else
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sync_cout << "Unknown command: " << cmd << sync_endl;
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sync_cout << "Unknown command: " << cmd << sync_endl;
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} while (token != "quit" && argc == 1); // Passed args have one-shot behaviour
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} while (token != "quit" && argc == 1); // Command line args are one-shot
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Threads.main()->wait_for_search_finished();
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delete uiThread;
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}
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}
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