// and last thread are special. First one is the main search thread while the
// last one mimics a timer, they run in main_loop() and timer_loop().
-#if defined(_WIN32) || defined(_WIN64)
- DWORD WINAPI start_routine(LPVOID thread) {
-#else
- void* start_routine(void* thread) {
-#endif
-
- Thread* th = (Thread*)thread;
+ long start_routine(Thread* th) {
if (th->threadID == 0)
th->main_loop();
} }
+Thread::Thread(int id) {
+
+ threadID = id;
+ do_sleep = (id != 0); // Avoid a race with start_thinking()
+ is_searching = do_exit = false;
+ maxPly = splitPointsCnt = 0;
+ curSplitPoint = NULL;
+
+ lock_init(sleepLock);
+ cond_init(sleepCond);
+
+ for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
+ lock_init(splitPoints[j].lock);
+
+ if (!thread_create(handle, start_routine, this))
+ {
+ std::cerr << "Failed to create thread number " << id << std::endl;
+ ::exit(EXIT_FAILURE);
+ }
+}
+
+
+Thread::~Thread() {
+
+ assert(do_sleep);
+
+ do_exit = true; // Search must be already finished
+ wake_up();
+
+ thread_join(handle); // Wait for thread termination
+
+ lock_destroy(sleepLock);
+ cond_destroy(sleepCond);
+
+ for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
+ lock_destroy(splitPoints[j].lock);
+}
+
+
// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
extern void check_time();
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
useSleepingThreads = Options["Use Sleeping Threads"];
-}
-
-
-// set_size() changes the number of active threads and raises do_sleep flag for
-// all the unused threads that will go immediately to sleep.
-
-void ThreadsManager::set_size(int cnt) {
-
- assert(cnt > 0 && cnt < MAX_THREADS);
-
- activeThreads = cnt;
+ activeThreads = Options["Threads"];
+ // Dynamically allocate Thread object according to the number of
+ // active threads. This avoids preallocating memory for all possible
+ // threads if only few are used.
for (int i = 0; i < MAX_THREADS; i++)
- if (i < activeThreads)
+ if (i < activeThreads && !threads[i])
+ threads[i] = new Thread(i);
+ else if (i >= activeThreads && threads[i])
{
- // Dynamically allocate pawn and material hash tables according to the
- // number of active threads. This avoids preallocating memory for all
- // possible threads if only few are used.
- threads[i].pawnTable.init();
- threads[i].materialTable.init();
- threads[i].maxPly = 0;
-
- threads[i].do_sleep = false;
-
- if (!useSleepingThreads)
- threads[i].wake_up();
+ delete threads[i];
+ threads[i] = NULL;
}
- else
- threads[i].do_sleep = true;
}
-// init() is called during startup. Initializes locks and condition variables
-// and launches all threads sending them immediately to sleep.
-
-void ThreadsManager::init() {
-
- read_uci_options();
-
- cond_init(sleepCond);
- lock_init(splitLock);
+void ThreadsManager::wake_up() {
- for (int i = 0; i <= MAX_THREADS; i++)
+ for (int i = 0; i < activeThreads; i++)
{
- lock_init(threads[i].sleepLock);
- cond_init(threads[i].sleepCond);
-
- for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
- lock_init(threads[i].splitPoints[j].lock);
+ threads[i]->do_sleep = false;
+ threads[i]->wake_up();
}
+}
- // Allocate main thread tables to call evaluate() also when not searching
- threads[0].pawnTable.init();
- threads[0].materialTable.init();
- // Create and launch all the threads, threads will go immediately to sleep
- for (int i = 0; i <= MAX_THREADS; i++)
- {
- threads[i].is_searching = false;
- threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
- threads[i].threadID = i;
+void ThreadsManager::sleep() {
- if (!thread_create(threads[i].handle, start_routine, threads[i]))
- {
- std::cerr << "Failed to create thread number " << i << std::endl;
- ::exit(EXIT_FAILURE);
- }
- }
+ for (int i = 0; i < activeThreads; i++)
+ threads[i]->do_sleep = true;
}
-// exit() is called to cleanly terminate the threads when the program finishes
+// init() is called during startup. Initializes locks and condition variables
+// and launches all threads sending them immediately to sleep.
-void ThreadsManager::exit() {
+void ThreadsManager::init() {
- for (int i = 0; i <= MAX_THREADS; i++)
- {
- assert(threads[i].do_sleep);
+ cond_init(sleepCond);
+ lock_init(splitLock);
+ timer = new Thread(MAX_THREADS);
+ read_uci_options(); // Creates at least main thread
+}
- threads[i].do_exit = true; // Search must be already finished
- threads[i].wake_up();
- thread_join(threads[i].handle); // Wait for thread termination
+// exit() is called to cleanly terminate the threads when the program finishes
- lock_destroy(threads[i].sleepLock);
- cond_destroy(threads[i].sleepCond);
+void ThreadsManager::exit() {
- for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
- lock_destroy(threads[i].splitPoints[j].lock);
- }
+ for (int i = 0; i < MAX_THREADS; i++)
+ if (threads[i])
+ delete threads[i];
+ delete timer;
lock_destroy(splitLock);
cond_destroy(sleepCond);
}
assert(master >= 0 && master < activeThreads);
for (int i = 0; i < activeThreads; i++)
- if (threads[i].is_available_to(master))
+ if (threads[i]->is_available_to(master))
return true;
return false;
template <bool Fake>
Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
Value bestValue, Move* bestMove, Depth depth,
- Move threatMove, int moveCount, MovePicker *mp, int nodeType) {
+ Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(activeThreads > 1);
int master = pos.thread();
- Thread& masterThread = threads[master];
+ Thread& masterThread = *threads[master];
if (masterThread.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
return bestValue;
lock_grab(splitLock);
for (int i = 0; i < activeThreads && !Fake; i++)
- if (threads[i].is_available_to(master))
+ if (threads[i]->is_available_to(master))
{
sp->slavesMask |= 1ULL << i;
- threads[i].curSplitPoint = sp;
- threads[i].is_searching = true; // Slave leaves idle_loop()
+ threads[i]->curSplitPoint = sp;
+ threads[i]->is_searching = true; // Slave leaves idle_loop()
if (useSleepingThreads)
- threads[i].wake_up();
+ threads[i]->wake_up();
if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
break;
void ThreadsManager::set_timer(int msec) {
- Thread& timer = threads[MAX_THREADS];
-
- lock_grab(timer.sleepLock);
- timer.maxPly = msec;
- cond_signal(timer.sleepCond); // Wake up and restart the timer
- lock_release(timer.sleepLock);
+ lock_grab(timer->sleepLock);
+ timer->maxPly = msec;
+ cond_signal(timer->sleepCond); // Wake up and restart the timer
+ lock_release(timer->sleepLock);
}
void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
const std::set<Move>& searchMoves, bool async) {
- Thread& main = threads[0];
+ Thread& main = *threads[0];
lock_grab(main.sleepLock);
void ThreadsManager::stop_thinking() {
- Thread& main = threads[0];
+ Thread& main = *threads[0];
Search::Signals.stop = true;