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Use a per-thread array for generated moves
This greately reduces stack usage and is a prerequisite for next patch. Verified with 40K games both in single and SMP case that there are no regressions. No functional change.
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@@ -83,10 +83,11 @@ void ThreadBase::wait_for(volatile const bool& b) {
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Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
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searching = false;
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maxPly = splitPointsSize = 0;
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maxPly = splitPointsSize = curPage = 0;
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activeSplitPoint = NULL;
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activePosition = NULL;
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idx = Threads.size();
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movePages.resize(MAX_PLY_PLUS_6 * MAX_MOVES);
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}
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