diff options
| author | Scott Gasch <[email protected]> | 2026-10-15 11:12:37 -0700 |
|---|---|---|
| committer | Scott Gasch <[email protected]> | 2026-10-15 11:12:37 -0700 |
| commit | ef2c2f667c4fc2c0303f56ea487183916f82fb67 (patch) | |
| tree | d781a71ea958ca421521b21c93eb9c2ce59df65c /src/gamelist.c | |
| parent | d9419c104e9fe193649931cee167b819044c6ca3 (diff) | |
Fix several latent search/move-generation bugs found via NNUE annotation tooling
- probe.c: EGTB win/loss scores now render as +-MATE100 (literal +-NMATE)
instead of a misleading float, matching how a real forced mate prints.
- hash.c: fix a sign error in StoreExactScore's loss-side hash bound
(iValue +NMATE paired with HASH_FLAG_UPPER, should be -NMATE) -- dormant
until the probe.c fix made it reachable every EGTB loss.
- san.c: a checking castle move (O-O+/O-O-O+) printed as +-O/+-O-O --
the check-suffix pointer was captured before strcpy filled the
buffer, so '+' overwrote the leading 'O' instead of appending.
- search.c/searchsup.c: MATEMOVE/DRAWMOVE/RECOGNMOVE/EGTBMOVE now record
into the PV unconditionally instead of only when the ambient alpha-beta
window happens to strictly contain the score -- these are exact,
game-theoretic results, not heuristic bounds, so a PVS scout-window
tie (common once a line's value is already known) shouldn't suppress
them. This is why <#>/<=>/<REC>/<EGTB> almost never showed up in a
printed PV.
- util.c: WalkPV now reconstructs a still-missing final move/sentinel
directly from the board when the recorded PV runs out one ply short
of (or exactly at) a forced mate/stalemate/draw, instead of leaving
the printed PV silently truncated.
- gamelist.c/board.c/testsup.c: SetRootPosition now parses into a local
staging POSITION and validates IsBoardLegal + VerifyPositionConsistency
(both moved/enabled for all build profiles, not just TEST/EVAL_DUMP)
before committing to g_RootPosition. Previously a rejected setboard
(e.g. a hand-built FEN leaving the side not on move in check) still
left the partially-parsed, illegal position in g_RootPosition for the
next `go` to search -- GetRootPosition() hands out a stable pointer
straight to it with no defensive copy -- causing a crash instead of
the clean "Error (malformed FEN)" rejection already printed.
All verified via precommit_check.sh (TEST=1 self-test suite + DEBUG
smoke test) in addition to targeted manual repros for each bug.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Diffstat (limited to 'src/gamelist.c')
| -rw-r--r-- | src/gamelist.c | 40 |
1 files changed, 39 insertions, 1 deletions
diff --git a/src/gamelist.c b/src/gamelist.c index 3af04a8..a409f07 100644 --- a/src/gamelist.c +++ b/src/gamelist.c @@ -247,8 +247,46 @@ Return value: **/ { - if (TRUE == FenToPosition(&g_RootPosition, szFen)) + POSITION sCandidate; + + // 2026-10-15: parse into a local staging POSITION first, instead + // of straight into g_RootPosition, and only commit on success. + // FenToPosition is deliberately just a syntax parser -- it accepts + // any piece arrangement that parses, legal chess position or not + // (GenerateRandomLegalFenString's own round-trip tests rely on + // that, see testfen.c), so legality is checked here, the one real + // "load a position to actually search" entry point, via the + // existing IsBoardLegal (testsup.c -- already used the same way + // by TestLegalMoveGenerator: parse, then separately check + // legality). This also fixes a real crash: GetRootPosition() + // hands out a stable pointer straight to g_RootPosition with no + // defensive copy (removing one was a deliberate, confirmed-correct + // fix for a different bug -- see that function's own comment), so + // committing straight into g_RootPosition before validating meant + // a rejected setboard (e.g. a hand-built FEN leaving the side not + // on move in check -- confirmed reachable: a pseudo-legal "capture + // the enemy king" move, generated because nothing stops the + // generator from producing one, overflows _ScoreAllMoves's + // PIECE_VALUE(KING)-based MVV/LVA score past VALUE_KING) still + // left the bad position in place for the next `go` to search + // regardless of this function correctly reporting failure. + // + // VerifyPositionConsistency checks a different, complementary + // thing than IsBoardLegal: internal POSITION-struct consistency + // (piece lists, material counts, signatures -- could be wrong via + // a FenToPosition bug even on a legal-looking FEN), not chess-rule + // legality. Every other call site in the codebase gates it behind + // #ifdef DEBUG since it's rebuild-from-scratch expensive and most + // of those sites are hot per-move paths (MakeMove/UnmakeMove); this + // one isn't -- loading a root position happens once per game/ + // setboard, not per node -- so it's worth the cost unconditionally, + // in release builds too, at the one place a bad position would + // otherwise go on to a real search instead of just a test harness. + if ((TRUE == FenToPosition(&sCandidate, szFen)) && + (TRUE == IsBoardLegal(&sCandidate)) && + (TRUE == VerifyPositionConsistency(&sCandidate, TRUE))) { + g_RootPosition = sCandidate; ResetGameList(); g_uToMove = g_RootPosition.uToMove; TellGamelistThatIPlayColor(FLIP(g_RootPosition.uToMove)); |
