-// We use per-thread Pawn and material hash tables so that once we get a
-// pointer to an entry its life time is unlimited and we don't have to
-// care about someone changing the entry under our feet.
+/// Thread struct keeps together all the thread related stuff like locks, state
+/// and especially split points. We also use per-thread pawn and material hash
+/// tables so that once we get a pointer to an entry its life time is unlimited
+/// and we don't have to care about someone changing the entry under our feet.
+
+struct Thread : public ThreadBase {
+
+ Thread();
+ virtual void idle_loop();
+ bool cutoff_occurred() const;
+ bool available_to(const Thread* master) const;
+
+ void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
+ Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);