WaitCondition c;
};
-class Thread;
+struct Thread;
struct SplitPoint {
/// 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.
-class Thread {
+struct Thread {
-public:
Thread();
virtual ~Thread();
NativeHandle handle;
SplitPoint* volatile curSplitPoint;
volatile int splitPointsCnt;
- volatile bool is_searching;
- volatile bool do_exit;
+ volatile bool searching;
+ volatile bool exit;
};
-struct TimerThread : public Thread {
- TimerThread() : msec(0) {}
+
+/// MainThread and TimerThread are sublassed from Thread to charaterize the two
+/// special threads: the main one and the recurring timer.
+
+struct MainThread : public Thread {
+ MainThread() : thinking(true) {} // Avoid a race with start_thinking()
virtual void idle_loop();
- int msec;
+ volatile bool thinking;
};
-struct MainThread : public Thread {
- MainThread() : is_finished(false) {} // Avoid a race with start_searching()
+struct TimerThread : public Thread {
+ TimerThread() : msec(0) {}
virtual void idle_loop();
- volatile bool is_finished;
+ int msec;
};
void exit(); // be initialized and valid during the whole thread lifetime.
Thread& operator[](size_t id) { return *threads[id]; }
- int min_split_depth() const { return minimumSplitDepth; }
size_t size() const { return threads.size(); }
MainThread* main_thread() { return static_cast<MainThread*>(threads[0]); }
TimerThread* timer_thread() { return timer; }
void read_uci_options();
bool available_slave_exists(Thread* master) const;
- void wait_for_search_finished();
- void start_searching(const Position&, const Search::LimitsType&,
+ void wait_for_think_finished();
+ void start_thinking(const Position&, const Search::LimitsType&,
const std::vector<Move>&, Search::StateStackPtr&);
template <bool Fake>
Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType);
+
+ bool sleepWhileIdle;
+ Depth minimumSplitDepth;
+
private:
- friend class Thread;
+ friend struct Thread;
friend struct MainThread;
friend void check_time();
TimerThread* timer;
Mutex mutex;
ConditionVariable sleepCondition;
- Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
-public:
- bool sleepWhileIdle;
};
extern ThreadPool Threads;