Introduce StateInfo instead of UndoInfo

We don't backup anymore but use the renamed StateInfo
argument passed in do_move() to store the new position
state when doing a move.

Backup is now just revert to previous StateInfo that we know
because we store a pointer to it.
Note that now backing store is up to the caller, Position is
stateless in that regard, state is accessed through a pointer.

This patch will let us remove all the backup/restore copying,
just a pointer switch is now necessary.

Note that do_null_move() still uses StateInfo as backup.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2009-02-22 20:16:21 +01:00
parent 2f6c5f00e6
commit 8f59de48f5
6 changed files with 255 additions and 280 deletions

View File

@@ -73,13 +73,12 @@ enum CastleRights {
};
/// The UndoInfo struct stores information we need to restore a Position
/// The StateInfo struct stores information we need to restore a Position
/// object to its previous state when we retract a move. Whenever a move
/// is made on the board (by calling Position::do_move), an UndoInfo object
/// must be passed as a parameter. When the move is unmade (by calling
/// Position::undo_move), the same UndoInfo object must be passed again.
/// is made on the board (by calling Position::do_move), an StateInfo object
/// must be passed as a parameter.
struct UndoInfo {
struct StateInfo {
Bitboard pinners[2], pinned[2], dcCandidates[2], checkersBB;
Key key, pawnKey, materialKey;
int castleRights, rule50;
@@ -87,7 +86,7 @@ struct UndoInfo {
Move lastMove;
Value mgValue, egValue;
PieceType capture;
UndoInfo* previous;
StateInfo* previous;
};
@@ -241,9 +240,9 @@ public:
bool square_is_weak(Square s, Color c) const;
// Doing and undoing moves
void do_move(Move m, UndoInfo &u);
void do_move(Move m, StateInfo& st);
void undo_move(Move m);
void do_null_move(UndoInfo &u);
void do_null_move(StateInfo& st);
void undo_null_move();
// Static exchange evaluation
@@ -344,22 +343,8 @@ private:
Key history[MaxGameLength];
Value npMaterial[2];
File initialKFile, initialKRFile, initialQRFile;
// Info backed up in do_move()
union {
UndoInfo undoInfoUnion;
struct { // Must have the same layout of UndoInfo
mutable Bitboard pinners[2], pinned[2], dcCandidates[2];
Bitboard checkersBB;
Key key, pawnKey, materialKey;
int castleRights, rule50;
Square epSquare;
Move lastMove;
Value mgValue, egValue;
PieceType capture;
UndoInfo* previous;
} st;
};
StateInfo startState;
StateInfo* st;
// Static variables
static int castleRightsMask[64];
@@ -510,7 +495,7 @@ inline Square Position::piece_list(Color c, PieceType pt, int index) const {
}
inline Square Position::ep_square() const {
return st.epSquare;
return st->epSquare;
}
inline Square Position::king_square(Color c) const {
@@ -518,11 +503,11 @@ inline Square Position::king_square(Color c) const {
}
inline bool Position::can_castle_kingside(Color side) const {
return st.castleRights & (1+int(side));
return st->castleRights & (1+int(side));
}
inline bool Position::can_castle_queenside(Color side) const {
return st.castleRights & (4+4*int(side));
return st->castleRights & (4+4*int(side));
}
inline bool Position::can_castle(Color side) const {
@@ -572,11 +557,11 @@ inline Bitboard Position::piece_attacks<KING>(Square s) const {
}
inline Bitboard Position::checkers() const {
return st.checkersBB;
return st->checkersBB;
}
inline bool Position::is_check() const {
return st.checkersBB != EmptyBoardBB;
return st->checkersBB != EmptyBoardBB;
}
inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
@@ -623,15 +608,15 @@ inline bool Position::square_is_weak(Square s, Color c) const {
}
inline Key Position::get_key() const {
return st.key;
return st->key;
}
inline Key Position::get_pawn_key() const {
return st.pawnKey;
return st->pawnKey;
}
inline Key Position::get_material_key() const {
return st.materialKey;
return st->materialKey;
}
template<Position::GamePhase Phase>
@@ -646,11 +631,11 @@ inline Value Position::mg_pst_delta(Move m) const {
}
inline Value Position::mg_value() const {
return st.mgValue;
return st->mgValue;
}
inline Value Position::eg_value() const {
return st.egValue;
return st->egValue;
}
inline Value Position::non_pawn_material(Color c) const {
@@ -709,7 +694,7 @@ inline bool Position::move_was_passed_pawn_push(Move m) const {
inline int Position::rule_50_counter() const {
return st.rule50;
return st->rule50;
}
inline bool Position::opposite_colored_bishops() const {