Do not use all memory during pondering.
[pachi.git] / timeinfo.h
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1 #ifndef ZZGO_TIMEINFO_H
2 #define ZZGO_TIMEINFO_H
4 /* Time-keeping information about time to spend on the next move and/or
5 * rest of the game. This is only a hint, an engine may decide to spend
6 * more or less time on a given move, provided it never forfeits on time. */
8 /* Note that some ways of specifying time (TD_GAMES) may not make sense
9 * with all engines. */
11 #include <stdbool.h>
13 #include "board.h"
15 struct time_info {
16 /* For how long we can spend the time? */
17 enum time_period {
18 TT_NULL, // No time limit. Other structure elements are undef.
19 TT_MOVE, // Time for the next move.
20 TT_TOTAL, // Time for the rest of the game. Never seen by engine.
21 } period;
22 /* How are we counting the time? */
23 enum time_dimension {
24 TD_GAMES, // Fixed number of simulations to perform.
25 TD_WALLTIME, // Wall time to spend performing simulations.
26 } dim;
27 union {
28 int games; // TD_GAMES
29 struct { // TD_WALLTIME
30 /* Recommended wall time for next move or game (seconds). Does not
31 * include net lag. Play asap if 0. */
32 double recommended_time;
34 /* Maximum wall time for next move or game. Will lose on time
35 * if exceeded. Does not include net lag. Play asap if 0. */
36 double max_time;
38 /* Minimum net lag (seconds) to be reserved by the engine. The engine
39 * may use a larger safety margin. */
40 double net_lag;
42 /* Absolute time at which our timer started for current move, 0 if
43 * not yet known. The engine always sees > 0. */
44 double timer_start;
46 /* --- PRIVATE DATA --- */
47 /* Byoyomi time per move (even for TT_TOTAL). This time must
48 * be remembered to avoid rushing at the end of the main
49 * period. 0 if no byoyomi. An engine should only consider
50 * recommended_time, the generic time control code always sets it to
51 * the best option (play on main time or on byoyomi time). */
52 double byoyomi_time;
53 int byoyomi_periods; /* > 0 only for non-canadian byoyomi */
54 } t;
55 } len;
58 /* Parse time information provided in custom format:
59 * =NUM - fixed number of simulations per move
60 * NUM - number of seconds to spend per move (can be float)
61 * _NUM - number of seconds to spend per game
63 * Returns false on parse error. */
64 bool time_parse(struct time_info *ti, char *s);
66 /* Update time settings according to gtp time_settings command: */
67 void time_settings(struct time_info *ti, int main_time, int byoyomi_time, int byoyomi_stones, int byoyomi_periods);
69 /* Update time information according to gtp time_left command: */
70 void time_left(struct time_info *ti, int time_left, int stones_left);
72 /* Start our timer. kgs does this (correctly) on "play" not "genmove"
73 * unless we are making the first move of the game. */
74 void time_start_timer(struct time_info *ti);
76 /* Set correct time information before making a move, and
77 * always make it time per move for the engine. */
78 void time_prepare_move(struct time_info *ti, struct board *board);
80 /* Returns true if we are in byoyomi (or should play as if in byo yomi
81 * because remaining time per move in main time is less than byoyomi time
82 * per move). */
83 bool time_in_byoyomi(struct time_info *ti);
85 /* Returns the current time. */
86 double time_now(void);
88 /* Sleep for a given interval (in seconds). Return immediately if interval < 0. */
89 void time_sleep(double interval);
91 #endif