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Use a circular buffer to keep track of setup states
This fixes a regression on real games due to the fact that
we have some mismatches:
history[st->gamePly - i] != stp->key
when st->gamePly - i == 0,this is due to a nasty bug I have
introduced when using std::vector<> as StateInfo backup. The
point is that StateInfo keeps inside a pointer to the previous
StateInfo in a kind of linked list. But when std::vector<> is
resized reallocates a larger chunk of memory and moves the
data there so these pointers became stale.
This patch fixes the issue.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
14
src/uci.cpp
14
src/uci.cpp
@@ -38,8 +38,9 @@ namespace {
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const string StartPositionFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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// Keep track of position keys along the setup moves (from start position to the
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// position just before to start searching). This is needed by draw detection.
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std::vector<StateInfo> SetupState(200, StateInfo());
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// position just before to start searching). This is needed by draw detection
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// where, due to 50 moves rule, we need to ckeck at most 100 plies back.
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StateInfo StateRingBuf[102], *SetupState = StateRingBuf;
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// UCIParser is a class for parsing UCI input. The class
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// is actually a string stream built on a given input string.
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@@ -144,13 +145,14 @@ namespace {
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}
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else return;
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SetupState.clear();
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// Parse move list (if any)
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while (up >> token && (m = move_from_uci(pos, token)) != MOVE_NONE)
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{
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SetupState.push_back(StateInfo());
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pos.do_move(m, SetupState.back());
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pos.do_move(m, *SetupState);
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// Increment pointer to StateRingBuf circular buffer
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if (++SetupState - StateRingBuf >= 102)
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SetupState = StateRingBuf;
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}
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}
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