// Thread c'tor starts a newly-created thread of execution that will call
// the idle loop function pointed by start_fn going immediately to sleep.
-Thread::Thread(Fn fn) {
+Thread::Thread(Fn fn) : splitPoints() {
is_searching = do_exit = false;
maxPly = splitPointsCnt = 0;
is_searching = true;
Search::think();
+
+ assert(is_searching);
}
}
Signals.stopOnPonderhit = true;
mutex.lock();
- while (!Signals.stop) sleepCondition.wait(mutex);;
+ while (!Signals.stop) sleepCondition.wait(mutex);
mutex.unlock();
}
}
-// d'tor cleanly terminates the threads when the program exits.
+// exit() cleanly terminates the threads before the program exits.
-ThreadPool::~ThreadPool() {
+void ThreadPool::exit() {
- for (size_t i = 0; i < size(); i++)
- delete threads[i];
+ delete timer; // As first becuase check_time() accesses threads data
- delete timer;
+ for (size_t i = 0; i < threads.size(); i++)
+ delete threads[i];
}
assert(requested > 0);
- while (size() < requested)
+ while (threads.size() < requested)
threads.push_back(new Thread(&Thread::idle_loop));
- while (size() > requested)
+ while (threads.size() > requested)
{
delete threads.back();
threads.pop_back();
void ThreadPool::wake_up() const {
- for (size_t i = 0; i < size(); i++)
+ for (size_t i = 0; i < threads.size(); i++)
{
threads[i]->maxPly = 0;
threads[i]->do_sleep = false;
void ThreadPool::sleep() const {
- for (size_t i = 1; i < size(); i++) // Main thread will go to sleep by itself
- threads[i]->do_sleep = true; // to avoid a race with start_searching()
+ // Main thread will go to sleep by itself to avoid a race with start_searching()
+ for (size_t i = 1; i < threads.size(); i++)
+ threads[i]->do_sleep = true;
}
bool ThreadPool::available_slave_exists(Thread* master) const {
- for (size_t i = 0; i < size(); i++)
+ for (size_t i = 0; i < threads.size(); i++)
if (threads[i]->is_available_to(master))
return true;
template <bool Fake>
Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
- Value bestValue, Move* bestMove, Depth depth,
- Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
+ Value bestValue, Move* bestMove, Depth depth, Move threatMove,
+ int moveCount, MovePicker& mp, int nodeType) {
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
sp.beta = beta;
sp.nodeType = nodeType;
sp.bestValue = bestValue;
- sp.mp = mp;
+ sp.mp = ∓
sp.moveCount = moveCount;
sp.pos = &pos;
sp.nodes = 0;
// Try to allocate available threads and ask them to start searching setting
// is_searching flag. This must be done under lock protection to avoid concurrent
// allocation of the same slave by another master.
- sp.mutex.lock();
mutex.lock();
+ sp.mutex.lock();
- for (size_t i = 0; i < size() && !Fake; ++i)
+ for (size_t i = 0; i < threads.size() && !Fake; ++i)
if (threads[i]->is_available_to(master))
{
sp.slavesMask |= 1ULL << i;
master->splitPointsCnt++;
- mutex.unlock();
sp.mutex.unlock();
+ mutex.unlock();
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its is_searching flag is set.
// We have returned from the idle loop, which means that all threads are
// finished. Note that setting is_searching and decreasing splitPointsCnt is
// done under lock protection to avoid a race with Thread::is_available_to().
- sp.mutex.lock(); // To protect sp.nodes
mutex.lock();
+ sp.mutex.lock();
master->is_searching = true;
master->splitPointsCnt--;
pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
*bestMove = sp.bestMove;
- mutex.unlock();
sp.mutex.unlock();
+ mutex.unlock();
return sp.bestValue;
}
// Explicit template instantiations
-template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
-template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
+template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
+template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
// set_timer() is used to set the timer to trigger after msec milliseconds.
// a new search, then returns immediately.
void ThreadPool::start_searching(const Position& pos, const LimitsType& limits,
- const std::vector<Move>& searchMoves) {
+ const std::vector<Move>& searchMoves, StateStackPtr& states) {
wait_for_search_finished();
- SearchTime.restart(); // As early as possible
+ SearchTime = Time::now(); // As early as possible
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
- RootPosition = pos;
+ RootPos = pos;
Limits = limits;
+ SetupStates = states; // Ownership transfer here
RootMoves.clear();
for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)