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BadFish/src/search.h
Marco Costalba ed04c010eb Rewrite async I/O
Use the starting thread to wait for GUI input and instead use
the other threads to search. The consequence is that now think()
is alwasy started on a differnt thread than the caller that
returns immediately waiting for input. This reformat greatly
simplifies the code and is more in line with the common way
to implement this feature.

As a side effect now we don't need anymore Makefile tricks
with sleep() to allow profile builds.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2011-11-26 11:51:12 +01:00

71 lines
2.1 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(SEARCH_H_INCLUDED)
#define SEARCH_H_INCLUDED
#include "move.h"
#include "types.h"
#include <vector>
class Position;
struct SplitPoint;
/// The SearchStack struct keeps track of the information we need to remember
/// from nodes shallower and deeper in the tree during the search. Each
/// search thread has its own array of SearchStack objects, indexed by the
/// current ply.
struct SearchStack {
SplitPoint* sp;
int ply;
Move currentMove;
Move excludedMove;
Move bestMove;
Move killers[2];
Depth reduction;
Value eval;
Value evalMargin;
int skipNullMove;
};
/// The SearchLimits struct stores information sent by GUI about available time
/// to search the current move, maximum depth/time, if we are in analysis mode
/// or if we have to ponder while is our opponent's side to move.
struct SearchLimits {
bool useTimeManagement() const { return !(maxTime | maxDepth | maxNodes | infinite); }
int time, increment, movesToGo, maxTime, maxDepth, maxNodes, infinite, ponder;
};
extern SearchLimits Limits;
extern std::vector<Move> SearchMoves;
extern Position* RootPosition;
extern void init_search();
extern int64_t perft(Position& pos, Depth depth);
extern void think();
extern void uci_async_command(const std::string& cmd);
extern void do_timer_event();
#endif // !defined(SEARCH_H_INCLUDED)