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 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.
for (int i = 0; i < MAX_THREADS; i++)
if (i < activeThreads)
{
- // 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();
- }
- else
- threads[i].do_sleep = true;
+void ThreadsManager::wake_up() {
+
+ for (int i = 0; i < activeThreads; i++)
+ {
+ threads[i].do_sleep = false;
+ threads[i].wake_up();
+ }
+}
+
+
+void ThreadsManager::sleep() {
+
+ for (int i = 0; i < activeThreads; i++)
+ threads[i].do_sleep = true;
}