I trying to implement the Stockfish UCI engine into a chess game app. Originally in the Stockfish iOS game the view controller that holds the board and the pieces is loaded from the app delegate. What I am trying to do is have a few more screens before navigating to the game. The problem I have is that the as soon as I load the board screen the game breaks in bitboard.cpp file with the message EXC_BAD_ACCESS(code=1, address=0x1fa80000) and a few times I have managed to load the pieces on the board and move one of them but then it brakes in the same place shown below on this line: occupancy[size] = b;
void init_magics(Bitboard table[], Bitboard* attacks[], Bitboard magics[],
Bitboard masks[], unsigned shifts[], Square deltas[], Fn index) {
int MagicBoosters[][8] = { { 969, 1976, 2850, 542, 2069, 2852, 1708, 164 },
{ 3101, 552, 3555, 926, 834, 26, 2131, 1117 } };
RKISS rk;
Bitboard occupancy[4096], reference[4096], edges, b;
int i, size, booster;
// attacks[s] is a pointer to the beginning of the attacks table for square 's'
attacks[SQ_A1] = table;
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
// Board edges are not considered in the relevant occupancies
edges = ((Rank1BB | Rank8BB) & ~rank_bb(s)) | ((FileABB | FileHBB) & ~file_bb(s));
// Given a square 's', the mask is the bitboard of sliding attacks from
// 's' computed on an empty board. The index must be big enough to contain
// all the attacks for each possible subset of the mask and so is 2 power
// the number of 1s of the mask. Hence we deduce the size of the shift to
// apply to the 64 or 32 bits word to get the index.
masks[s] = sliding_attack(deltas, s, 0) & ~edges;
shifts[s] = (Is64Bit ? 64 : 32) - popcount<Max15>(masks[s]);
// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
// store the corresponding sliding attack bitboard in reference[].
b = size = 0;
do {
occupancy[size] = b;
reference[size] = sliding_attack(deltas, s, b);
if (HasPext)
attacks[s][_pext_u64(b, masks[s])] = reference[size];
size++;
b = (b - masks[s]) & masks[s];
} while (b);
// Set the offset for the table of the next square. We have individual
// table sizes for each square with "Fancy Magic Bitboards".
if (s < SQ_H8)
attacks[s + 1] = attacks[s] + size;
if (HasPext)
continue;
booster = MagicBoosters[Is64Bit][rank_of(s)];
// Find a magic for square 's' picking up an (almost) random number
// until we find the one that passes the verification test.
do {
do magics[s] = rk.magic_rand<Bitboard>(booster);
while (popcount<Max15>((magics[s] * masks[s]) >> 56) < 6);
std::memset(attacks[s], 0, size * sizeof(Bitboard));
// A good magic must map every possible occupancy to an index that
// looks up the correct sliding attack in the attacks[s] database.
// Note that we build up the database for square 's' as a side
// effect of verifying the magic.
for (i = 0; i < size; ++i)
{
Bitboard& attack = attacks[s][index(s, occupancy[i])];
if (attack && attack != reference[i])
break;
assert(reference[i]);
attack = reference[i];
}
} while (i < size);
}
I have not much experience and knowledge in C++ and I am struggling to figure out what is causing the issue.
I have managed to sort it out now! I figured that the game was still initialising while I was loading its view and this caused the whole issue, because the initialiser was running in the background! To sort it out I have made a loading screen and called the initialisers for the game there! And once it is all set up in the background I load the screen with the game!!! Hope my post helps someone in the future!