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:
Marco Costalba
2012-04-06 13:46:53 +01:00
parent 699f700162
commit e1919384a2
9 changed files with 48 additions and 63 deletions

View File

@@ -92,19 +92,17 @@ CheckInfo::CheckInfo(const Position& pos) {
}
/// Position::copy() creates a copy of 'pos'. We want the new born Position
/// Position::operator=() creates a copy of 'pos'. We want the new born Position
/// object do not depend on any external data so we detach state pointer from
/// the source one.
void Position::copy(const Position& pos, Thread* th) {
Position& Position::operator=(const Position& pos) {
memcpy(this, &pos, sizeof(Position));
startState = *st;
st = &startState;
thisThread = th;
nodes = 0;
assert(pos_is_ok());
return *this;
}
@@ -112,7 +110,7 @@ void Position::copy(const Position& pos, Thread* th) {
/// string. This function is not very robust - make sure that input FENs are
/// correct (this is assumed to be the responsibility of the GUI).
void Position::from_fen(const string& fenStr, bool isChess960, Thread* th) {
void Position::from_fen(const string& fenStr, bool isChess960) {
/*
A FEN string defines a particular position using only the ASCII character set.
@@ -228,7 +226,6 @@ void Position::from_fen(const string& fenStr, bool isChess960, Thread* th) {
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
chess960 = isChess960;
thisThread = th;
assert(pos_is_ok());
}
@@ -331,7 +328,7 @@ void Position::print(Move move) const {
if (move)
{
Position p(*this, thisThread);
Position p(*this);
cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
}
@@ -898,8 +895,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
}
// Prefetch pawn and material hash tables
prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]);
prefetch((char*)thisThread->materialTable.entries[st->materialKey]);
prefetch((char*)Threads.this_thread()->pawnTable.entries[st->pawnKey]);
prefetch((char*)Threads.this_thread()->materialTable.entries[st->materialKey]);
// Update incremental scores
st->psqScore += psq_delta(piece, from, to);
@@ -1541,10 +1538,9 @@ void Position::init() {
void Position::flip() {
// Make a copy of current position before to start changing
const Position pos(*this, thisThread);
const Position pos(*this);
clear();
thisThread = &pos.this_thread();
// Board
for (Square s = SQ_A1; s <= SQ_H8; s++)