Thread::Thread() : splitPoints() {
- is_searching = do_exit = false;
+ searching = exit = false;
maxPly = splitPointsCnt = 0;
curSplitPoint = NULL;
idx = Threads.size();
Thread::~Thread() {
- do_exit = true; // Search must be already finished
+ exit = true; // Search must be already finished
notify_one();
thread_join(handle); // Wait for thread termination
}
void TimerThread::idle_loop() {
- while (!do_exit)
+ while (!exit)
{
mutex.lock();
- while (!msec && !do_exit)
+
+ if (!exit)
sleepCondition.wait_for(mutex, msec ? msec : INT_MAX);
+
mutex.unlock();
- check_time();
+
+ if (msec)
+ check_time();
}
}
{
mutex.lock();
- is_finished = true; // Always return to sleep after a search
- is_searching = false;
+ thinking = false;
- while (is_finished && !do_exit)
+ while (!thinking && !exit)
{
Threads.sleepCondition.notify_one(); // Wake up UI thread if needed
sleepCondition.wait(mutex);
mutex.unlock();
- if (do_exit)
+ if (exit)
return;
- is_searching = true;
+ searching = true;
Search::think();
- assert(is_searching);
+ assert(searching);
+
+ searching = false;
}
}
-// Thread::notify_one() wakes up the thread, normally at split time
+// Thread::notify_one() wakes up the thread when there is some search to do
void Thread::notify_one() {
bool Thread::is_available_to(Thread* master) const {
- if (is_searching)
+ if (searching)
return false;
// Make a local copy to be sure doesn't become zero under our feet while
sp.nodes = 0;
sp.ss = ss;
- assert(master->is_searching);
+ assert(master->searching);
master->curSplitPoint = &sp;
int slavesCnt = 0;
{
sp.slavesMask |= 1ULL << i;
threads[i]->curSplitPoint = &sp;
- threads[i]->is_searching = true; // Slave leaves idle_loop()
+ threads[i]->searching = true; // Slave leaves idle_loop()
threads[i]->notify_one(); // Could be sleeping
if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
// In helpful master concept a master can help only a sub-tree of its split
// point, and because here is all finished is not possible master is booked.
- assert(!master->is_searching);
+ assert(!master->searching);
}
// We have returned from the idle loop, which means that all threads are
mutex.lock();
sp.mutex.lock();
- master->is_searching = true;
+ master->searching = true;
master->splitPointsCnt--;
master->curSplitPoint = sp.parent;
pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
-// wait_for_search_finished() waits for main thread to go to sleep, this means
-// search is finished. Then returns.
+// wait_for_think_finished() waits for main thread to go to sleep then returns
-void ThreadPool::wait_for_search_finished() {
+void ThreadPool::wait_for_think_finished() {
MainThread* t = main_thread();
t->mutex.lock();
- while (!t->is_finished) sleepCondition.wait(t->mutex);
+ while (t->thinking) sleepCondition.wait(t->mutex);
t->mutex.unlock();
}
-// start_searching() wakes up the main thread sleeping in main_loop() so to start
+// start_thinking() wakes up the main thread sleeping in main_loop() so to start
// a new search, then returns immediately.
-void ThreadPool::start_searching(const Position& pos, const LimitsType& limits,
- const std::vector<Move>& searchMoves, StateStackPtr& states) {
- wait_for_search_finished();
+void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
+ const std::vector<Move>& searchMoves, StateStackPtr& states) {
+ wait_for_think_finished();
SearchTime = Time::now(); // As early as possible
if (searchMoves.empty() || count(searchMoves.begin(), searchMoves.end(), ml.move()))
RootMoves.push_back(RootMove(ml.move()));
- main_thread()->is_finished = false;
+ main_thread()->thinking = true;
main_thread()->notify_one(); // Starts main thread
}