mirror of
https://github.com/sockspls/badfish
synced 2025-07-11 19:49:14 +00:00
Don't store Thread info in Position
But use the newly introduced local storage for this. A good code semplification and also the correct way to go. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
699f700162
commit
e1919384a2
9 changed files with 48 additions and 63 deletions
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@ -107,7 +107,7 @@ void benchmark(istringstream& is) {
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for (size_t i = 0; i < fens.size(); i++)
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{
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Position pos(fens[i], false, NULL);
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Position pos(fens[i], false);
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cerr << "\nPosition: " << i + 1 << '/' << fens.size() << endl;
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@ -77,7 +77,7 @@ namespace {
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string fen = sides[0] + char('0' + int(8 - code.length()))
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+ sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
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return Position(fen, false, NULL).material_key();
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return Position(fen, false).material_key();
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}
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template<typename M>
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@ -371,7 +371,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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// Probe the material hash table
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ei.mi = pos.this_thread().materialTable.probe(pos);
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ei.mi = Threads.this_thread()->materialTable.probe(pos);
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score += ei.mi->material_value();
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// If we have a specialized evaluation function for the current material
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@ -383,7 +383,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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// Probe the pawn hash table
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ei.pi = pos.this_thread().pawnTable.probe(pos);
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ei.pi = Threads.this_thread()->pawnTable.probe(pos);
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score += ei.pi->pawns_value();
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// Initialize attack and king safety bitboards
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@ -92,19 +92,17 @@ CheckInfo::CheckInfo(const Position& pos) {
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}
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/// Position::copy() creates a copy of 'pos'. We want the new born Position
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/// Position::operator=() creates a copy of 'pos'. We want the new born Position
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/// object do not depend on any external data so we detach state pointer from
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/// the source one.
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void Position::copy(const Position& pos, Thread* th) {
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Position& Position::operator=(const Position& pos) {
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memcpy(this, &pos, sizeof(Position));
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startState = *st;
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st = &startState;
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thisThread = th;
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nodes = 0;
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assert(pos_is_ok());
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return *this;
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}
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@ -112,7 +110,7 @@ void Position::copy(const Position& pos, Thread* th) {
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/// string. This function is not very robust - make sure that input FENs are
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/// correct (this is assumed to be the responsibility of the GUI).
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void Position::from_fen(const string& fenStr, bool isChess960, Thread* th) {
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void Position::from_fen(const string& fenStr, bool isChess960) {
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/*
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A FEN string defines a particular position using only the ASCII character set.
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@ -228,7 +226,6 @@ void Position::from_fen(const string& fenStr, bool isChess960, Thread* th) {
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st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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chess960 = isChess960;
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thisThread = th;
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assert(pos_is_ok());
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}
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@ -331,7 +328,7 @@ void Position::print(Move move) const {
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if (move)
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{
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Position p(*this, thisThread);
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Position p(*this);
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cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
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}
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@ -898,8 +895,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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}
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// Prefetch pawn and material hash tables
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prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]);
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prefetch((char*)thisThread->materialTable.entries[st->materialKey]);
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prefetch((char*)Threads.this_thread()->pawnTable.entries[st->pawnKey]);
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prefetch((char*)Threads.this_thread()->materialTable.entries[st->materialKey]);
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// Update incremental scores
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st->psqScore += psq_delta(piece, from, to);
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@ -1541,10 +1538,9 @@ void Position::init() {
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void Position::flip() {
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// Make a copy of current position before to start changing
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const Position pos(*this, thisThread);
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const Position pos(*this);
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clear();
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thisThread = &pos.this_thread();
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// Board
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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@ -84,19 +84,14 @@ struct StateInfo {
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/// * A counter for detecting 50 move rule draws.
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class Position {
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// No copy c'tor or assignment operator allowed
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Position(const Position&);
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Position& operator=(const Position&);
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public:
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Position() {}
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Position(const Position& p, Thread* t) { copy(p, t); }
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Position(const std::string& f, bool c960, Thread* t) { from_fen(f, c960, t); }
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Position(const Position& p) { *this = p; }
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Position(const std::string& f, bool c960) { from_fen(f, c960); }
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Position& operator=(const Position&);
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// Text input/output
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void copy(const Position& pos, Thread* th);
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void from_fen(const std::string& fen, bool isChess960, Thread* th);
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void from_fen(const std::string& fen, bool isChess960);
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const std::string to_fen() const;
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void print(Move m = MOVE_NONE) const;
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@ -176,7 +171,6 @@ public:
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Color side_to_move() const;
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int startpos_ply_counter() const;
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bool is_chess960() const;
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Thread& this_thread() const;
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int64_t nodes_searched() const;
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void set_nodes_searched(int64_t n);
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template<bool SkipRepetition> bool is_draw() const;
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@ -224,7 +218,6 @@ private:
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int64_t nodes;
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int startPosPly;
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Color sideToMove;
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Thread* thisThread;
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StateInfo* st;
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int chess960;
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@ -434,8 +427,4 @@ inline PieceType Position::captured_piece_type() const {
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return st->capturedType;
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}
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inline Thread& Position::this_thread() const {
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return *thisThread;
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}
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#endif // !defined(POSITION_H_INCLUDED)
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@ -332,7 +332,7 @@ 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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pos.this_thread().wait_for_stop_or_ponderhit();
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Threads.this_thread()->wait_for_stop_or_ponderhit();
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// Best move could be MOVE_NONE when searching on a stalemate position
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cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
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@ -543,7 +543,7 @@ namespace {
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bool isPvMove, inCheck, singularExtensionNode, givesCheck;
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bool captureOrPromotion, dangerous, doFullDepthSearch;
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int moveCount = 0, playedMoveCount = 0;
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Thread& thread = pos.this_thread();
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Thread* thisThread = Threads.this_thread();
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SplitPoint* sp = NULL;
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refinedValue = bestValue = value = -VALUE_INFINITE;
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@ -552,8 +552,8 @@ namespace {
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ss->ply = (ss-1)->ply + 1;
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// Used to send selDepth info to GUI
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if (PvNode && thread.maxPly < ss->ply)
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thread.maxPly = ss->ply;
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if (PvNode && thisThread->maxPly < ss->ply)
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thisThread->maxPly = ss->ply;
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// Step 1. Initialize node
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if (SpNode)
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@ -816,7 +816,7 @@ split_point_start: // At split points actual search starts from here
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// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
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while ( bestValue < beta
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&& (move = mp.next_move()) != MOVE_NONE
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&& !thread.cutoff_occurred()
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&& !thisThread->cutoff_occurred()
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&& !Signals.stop)
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{
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assert(is_ok(move));
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@ -846,7 +846,7 @@ split_point_start: // At split points actual search starts from here
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{
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Signals.firstRootMove = (moveCount == 1);
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if (&thread == Threads.main_thread() && SearchTime.elapsed() > 2000)
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if (thisThread == Threads.main_thread() && SearchTime.elapsed() > 2000)
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cout << "info depth " << depth / ONE_PLY
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<< " currmove " << move_to_uci(move, Chess960)
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<< " currmovenumber " << moveCount + PVIdx << endl;
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@ -1038,7 +1038,7 @@ split_point_start: // At split points actual search starts from here
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&& value < beta) // We want always alpha < beta
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alpha = value;
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if (SpNode && !thread.cutoff_occurred())
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if (SpNode && !thisThread->cutoff_occurred())
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{
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sp->bestValue = value;
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sp->bestMove = move;
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@ -1053,9 +1053,9 @@ split_point_start: // At split points actual search starts from here
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if ( !SpNode
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&& depth >= Threads.min_split_depth()
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&& bestValue < beta
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&& Threads.available_slave_exists(thread)
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&& Threads.available_slave_exists(thisThread)
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&& !Signals.stop
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&& !thread.cutoff_occurred())
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&& !thisThread->cutoff_occurred())
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bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
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depth, threatMove, moveCount, &mp, NT);
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}
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// Step 21. Update tables
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// Update transposition table entry, killers and history
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if (!SpNode && !Signals.stop && !thread.cutoff_occurred())
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if (!SpNode && !Signals.stop && !thisThread->cutoff_occurred())
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{
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move = bestValue <= oldAlpha ? MOVE_NONE : bestMove;
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bt = bestValue <= oldAlpha ? BOUND_UPPER
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@ -1825,7 +1825,7 @@ void Thread::idle_loop(SplitPoint* sp_master) {
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lock_release(Threads.splitLock);
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Stack ss[MAX_PLY_PLUS_2];
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Position pos(*sp->pos, this);
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Position pos(*sp->pos);
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Thread* master = sp->master;
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memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
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@ -183,7 +183,7 @@ bool Thread::cutoff_occurred() const {
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// slaves which are busy searching the split point at the top of slaves split
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// point stack (the "helpful master concept" in YBWC terminology).
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bool Thread::is_available_to(const Thread& master) const {
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bool Thread::is_available_to(Thread* master) const {
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if (is_searching)
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return false;
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@ -194,7 +194,7 @@ bool Thread::is_available_to(const Thread& master) const {
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// No active split points means that the thread is available as a slave for any
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// other thread otherwise apply the "helpful master" concept if possible.
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return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master.idx));
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return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master->idx));
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}
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@ -283,7 +283,7 @@ void ThreadsManager::sleep() const {
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// available_slave_exists() tries to find an idle thread which is available as
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// a slave for the thread 'master'.
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bool ThreadsManager::available_slave_exists(const Thread& master) const {
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bool ThreadsManager::available_slave_exists(Thread* master) const {
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for (int i = 0; i < size(); i++)
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if (threads[i]->is_available_to(master))
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@ -313,18 +313,18 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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assert(beta <= VALUE_INFINITE);
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assert(depth > DEPTH_ZERO);
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Thread& master = pos.this_thread();
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Thread* master = Threads.this_thread();
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if (master.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
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if (master->splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
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return bestValue;
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// Pick the next available split point from the split point stack
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SplitPoint* sp = &master.splitPoints[master.splitPointsCnt++];
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SplitPoint* sp = &master->splitPoints[master->splitPointsCnt++];
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sp->parent = master.curSplitPoint;
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sp->master = &master;
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sp->parent = master->curSplitPoint;
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sp->master = master;
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sp->cutoff = false;
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sp->slavesMask = 1ULL << master.idx;
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sp->slavesMask = 1ULL << master->idx;
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sp->depth = depth;
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sp->bestMove = *bestMove;
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sp->threatMove = threatMove;
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@ -338,9 +338,9 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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sp->nodes = 0;
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sp->ss = ss;
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assert(master.is_searching);
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assert(master->is_searching);
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master.curSplitPoint = sp;
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master->curSplitPoint = sp;
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int slavesCnt = 0;
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// Try to allocate available threads and ask them to start searching setting
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@ -373,11 +373,11 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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// their work at this split point.
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if (slavesCnt || Fake)
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{
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master.idle_loop(sp);
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master->idle_loop(sp);
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// In helpful master concept a master can help only a sub-tree of its split
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// point, and because here is all finished is not possible master is booked.
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assert(!master.is_searching);
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assert(!master->is_searching);
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}
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// We have returned from the idle loop, which means that all threads are
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lock_grab(sp->lock); // To protect sp->nodes
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lock_grab(splitLock);
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master.is_searching = true;
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master.splitPointsCnt--;
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master.curSplitPoint = sp->parent;
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master->is_searching = true;
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master->splitPointsCnt--;
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master->curSplitPoint = sp->parent;
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pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
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*bestMove = sp->bestMove;
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Signals.stopOnPonderhit = Signals.firstRootMove = false;
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Signals.stop = Signals.failedLowAtRoot = false;
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RootPosition.copy(pos, main_thread());
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RootPosition = pos;
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Limits = limits;
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RootMoves.clear();
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@ -78,7 +78,7 @@ public:
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void wake_up();
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bool cutoff_occurred() const;
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bool is_available_to(const Thread& master) const;
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bool is_available_to(Thread* master) const;
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void idle_loop(SplitPoint* sp_master);
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void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn
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void main_loop();
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void wake_up() const;
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void sleep() const;
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void read_uci_options();
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bool available_slave_exists(const Thread& master) const;
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bool available_slave_exists(Thread* master) const;
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void set_timer(int msec);
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void wait_for_search_finished();
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void start_searching(const Position& pos, const Search::LimitsType& limits,
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@ -56,7 +56,7 @@ namespace {
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void uci_loop(const string& args) {
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Position pos(StartFEN, false, Threads.main_thread()); // The root position
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Position pos(StartFEN, false); // The root position
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string cmd, token;
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while (token != "quit")
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@ -167,7 +167,7 @@ namespace {
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else
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return;
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pos.from_fen(fen, Options["UCI_Chess960"], Threads.main_thread());
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pos.from_fen(fen, Options["UCI_Chess960"]);
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// Parse move list (if any)
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while (is >> token && (m = move_from_uci(pos, token)) != MOVE_NONE)
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