X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=77517b07fe85aeb2212bd048a7c792c12c6a32eb;hp=3f902dc17b794a35250f87759e932dd9f0607bd4;hb=36a93d90f76d32e16a5f2acb09b7de2d67225021;hpb=60c121f3b1ee7d5ced3435cc1718e4e6e6fd8383 diff --git a/src/thread.h b/src/thread.h index 3f902dc1..77517b07 100644 --- a/src/thread.h +++ b/src/thread.h @@ -2,6 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -20,7 +21,7 @@ #ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED -#include +#include #include #include #include @@ -31,125 +32,79 @@ #include "pawns.h" #include "position.h" #include "search.h" - -struct Thread; - -const int MAX_THREADS = 128; -const int MAX_SPLITPOINTS_PER_THREAD = 8; - -/// SplitPoint struct stores information shared by the threads searching in -/// parallel below the same split point. It is populated at splitting time. - -struct SplitPoint { - - // Const data after split point has been setup - const Position* pos; - Search::Stack* ss; - Thread* masterThread; - Depth depth; - Value beta; - int nodeType; - bool cutNode; - - // Const pointers to shared data - MovePicker* movePicker; - SplitPoint* parentSplitPoint; - - // Shared variable data - std::mutex mutex; - std::bitset slavesMask; - volatile bool allSlavesSearching; - volatile uint64_t nodes; - volatile Value alpha; - volatile Value bestValue; - volatile Move bestMove; - volatile int moveCount; - volatile bool cutoff; -}; +#include "thread_win32.h" -/// ThreadBase struct is the base of the hierarchy from where we derive all the -/// specialized thread classes. +/// Thread struct keeps together all the thread-related stuff. 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 ThreadBase { - - virtual ~ThreadBase() = default; - virtual void idle_loop() = 0; - void notify_one(); - void wait_for(volatile const bool& b); +class Thread { std::thread nativeThread; - std::mutex mutex; - std::condition_variable sleepCondition; - volatile bool exit = false; -}; - - -/// 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 : public ThreadBase { + Mutex mutex; + ConditionVariable sleepCondition; + bool exit, searching; +public: Thread(); - virtual void idle_loop(); - bool cutoff_occurred() const; - bool available_to(const Thread* master) const; + virtual ~Thread(); + virtual void search(); + void idle_loop(); + void start_searching(bool resume = false); + void wait_for_search_finished(); + void wait(std::atomic_bool& condition); - void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, - Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode); - - SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; Pawns::Table pawnsTable; Material::Table materialTable; Endgames endgames; - Position* activePosition; - size_t idx; + size_t idx, PVIdx; int maxPly; - SplitPoint* volatile activeSplitPoint; - volatile int splitPointsSize; - volatile bool searching; + std::atomic nodes, tbHits; + + Position rootPos; + Search::RootMoves rootMoves; + Depth rootDepth; + Depth completedDepth; + CounterMoveStat counterMoves; + ButterflyHistory history; + CounterMoveHistoryStat counterMoveHistory; }; -/// MainThread and TimerThread are derived classes used to characterize the two -/// special threads: the main one and the recurring timer. +/// MainThread is a derived class with a specific overload for the main thread struct MainThread : public Thread { - virtual void idle_loop(); - volatile bool thinking = true; // Avoid a race with start_thinking() -}; - -struct TimerThread : public ThreadBase { - - static const int Resolution = 5; // Millisec between two check_time() calls + virtual void search(); + void check_time(); - virtual void idle_loop(); - - bool run = false; + bool easyMovePlayed, failedLow; + double bestMoveChanges; + Value previousScore; + int callsCnt = 0; }; -/// ThreadPool struct handles all the threads related stuff like init, starting, -/// parking and, most importantly, launching a slave thread at a split point. -/// All the access to shared thread data is done through this class. +/// ThreadPool struct handles all the threads-related stuff like init, starting, +/// parking and, most importantly, launching a thread. All the access to threads +/// data is done through this class. struct ThreadPool : public std::vector { - void init(); // No c'tor and d'tor, threads rely on globals that should be - void exit(); // initialized and are valid during the whole thread lifetime. + void init(); // No constructor and destructor, threads rely on globals that should + void exit(); // be initialized and valid during the whole thread lifetime. MainThread* main() { return static_cast(at(0)); } + void start_thinking(Position&, StateListPtr&, const Search::LimitsType&); void read_uci_options(); - Thread* available_slave(const Thread* master) const; - void wait_for_think_finished(); - void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); - - Depth minimumSplitDepth; - std::mutex mutex; - std::condition_variable sleepCondition; - TimerThread* timer; + uint64_t nodes_searched() const; + uint64_t tb_hits() const; + + std::atomic_bool stop, stopOnPonderhit; + +private: + StateListPtr setupStates; }; extern ThreadPool Threads;