X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=645482673ba1b93fbc1dfe9449b329aee0abf049;hp=f5135804710b4003c06cbffaef24c73119d294af;hb=800410eef1c0811d046ee2332b3afda21284b876;hpb=4d46d29efe4ee496bda2aa7ea83184d502944852 diff --git a/src/thread.h b/src/thread.h index f5135804..64548267 100644 --- a/src/thread.h +++ b/src/thread.h @@ -86,24 +86,40 @@ struct SplitPoint { }; +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. + +struct ThreadBase { + + ThreadBase() : exit(false) {} + virtual ~ThreadBase() {} + virtual void idle_loop() = 0; + void notify_one(); + void wait_for(volatile const bool& b); + + Mutex mutex; + ConditionVariable sleepCondition; + NativeHandle handle; + volatile bool exit; +}; + + /// Thread struct keeps together all the thread related stuff like locks, state /// and especially split points. We also use per-thread pawn and material hash /// 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. -struct Thread { +struct Thread : public ThreadBase { Thread(); - virtual ~Thread() {} - virtual void idle_loop(); - void notify_one(); bool cutoff_occurred() const; - bool is_available_to(Thread* master) const; - void wait_for(volatile const bool& b); + bool is_available_to(const Thread* master) const; + ExtMove* get_moves_array() { return &movePages[curPage += MAX_MOVES]; } + void free_moves_array() { curPage -= MAX_MOVES; } template - void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, + void split(Position& pos, const Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode); SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; @@ -111,19 +127,17 @@ struct Thread { Endgames endgames; Pawns::Table pawnsTable; Position* activePosition; + std::vector movePages; + int curPage; size_t idx; int maxPly; - Mutex mutex; - ConditionVariable sleepCondition; - NativeHandle handle; SplitPoint* volatile activeSplitPoint; volatile int splitPointsSize; volatile bool searching; - volatile bool exit; }; -/// MainThread and TimerThread are sublassed from Thread to characterize the two +/// MainThread and TimerThread are derived classes used to characterize the two /// special threads: the main one and the recurring timer. struct MainThread : public Thread { @@ -132,7 +146,7 @@ struct MainThread : public Thread { volatile bool thinking; }; -struct TimerThread : public Thread { +struct TimerThread : public ThreadBase { TimerThread() : msec(0) {} virtual void idle_loop(); int msec; @@ -148,9 +162,9 @@ struct ThreadPool : public std::vector { void init(); // No c'tor and d'tor, threads rely on globals that should void exit(); // be initialized and valid during the whole thread lifetime. - MainThread* main_thread() { return static_cast((*this)[0]); } + MainThread* main() { return static_cast((*this)[0]); } void read_uci_options(); - Thread* available_slave(Thread* master) const; + Thread* available_slave(const Thread* master) const; void wait_for_think_finished(); void start_thinking(const Position&, const Search::LimitsType&, const std::vector&, Search::StateStackPtr&);