X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=a88bb6d311c6e14474ee7d0cc411025866586555;hp=b7d426e25e8a14b05e30ed107ad73bf5829e6403;hb=553655eb073cdd59c726dd77fcf368d499029467;hpb=d156e7a20b4ea15c2cbb4bcfa2dca5f1e96ece3b diff --git a/src/thread.h b/src/thread.h index b7d426e2..a88bb6d3 100644 --- a/src/thread.h +++ b/src/thread.h @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, 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 @@ -20,80 +20,82 @@ #if !defined(THREAD_H_INCLUDED) #define THREAD_H_INCLUDED -#include +#include -#include "lock.h" #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" +#include "search.h" const int MAX_THREADS = 32; -const int MAX_ACTIVE_SPLIT_POINTS = 8; +const int MAX_SPLITPOINTS_PER_THREAD = 8; struct SplitPoint { - // Const data after splitPoint has been setup - SplitPoint* parent; + // Const data after split point has been setup const Position* pos; + const Search::Stack* ss; Depth depth; Value beta; int nodeType; - int ply; int master; Move threatMove; // Const pointers to shared data MovePicker* mp; - SearchStack* ss; + SplitPoint* parent; + // Shared data Lock lock; + volatile uint64_t slavesMask; volatile int64_t nodes; volatile Value alpha; volatile Value bestValue; + volatile Move bestMove; volatile int moveCount; - volatile bool is_betaCutoff; - volatile bool is_slave[MAX_THREADS]; + volatile bool cutoff; }; -/// Thread struct is used to keep 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. +/// 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 { + Thread(int id); + ~Thread(); + void wake_up(); bool cutoff_occurred() const; bool is_available_to(int master) const; - void idle_loop(SplitPoint* sp); + void idle_loop(SplitPoint* sp_master); + void main_loop(); + void timer_loop(); + void wait_for_stop_or_ponderhit(); - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; + SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; MaterialInfoTable materialTable; PawnInfoTable pawnTable; int threadID; int maxPly; Lock sleepLock; WaitCondition sleepCond; - SplitPoint* volatile splitPoint; - volatile int activeSplitPoints; + ThreadHandle handle; + SplitPoint* volatile curSplitPoint; + volatile int splitPointsCnt; volatile bool is_searching; volatile bool do_sleep; - volatile bool do_terminate; - -#if defined(_MSC_VER) - HANDLE handle; -#else - pthread_t handle; -#endif + volatile bool do_exit; }; -/// ThreadsManager class is used to handle all the threads related stuff like init, -/// starting, parking and, the most important, launching a slave thread at a split -/// point. All the access to shared thread data is done through this class. +/// ThreadsManager class handles all the threads related stuff like init, starting, +/// parking and, the most important, launching a slave thread at a split point. +/// All the access to shared thread data is done through this class. class ThreadsManager { /* As long as the single ThreadsManager object is defined as a global we don't @@ -101,7 +103,7 @@ class ThreadsManager { static storage duration are automatically set to zero before enter main() */ public: - Thread& operator[](int threadID) { return threads[threadID]; } + Thread& operator[](int threadID) { return *threads[threadID]; } void init(); void exit(); @@ -109,16 +111,25 @@ public: int min_split_depth() const { return minimumSplitDepth; } int size() const { return activeThreads; } - void set_size(int cnt); + void wake_up(); + void sleep(); void read_uci_options(); bool available_slave_exists(int master) const; + void set_timer(int msec); + void stop_thinking(); + void start_thinking(const Position& pos, const Search::LimitsType& limits, + const std::set& = std::set(), bool async = false); template - Value split(Position& pos, SearchStack* ss, Value alpha, Value beta, Value bestValue, + 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); private: - Thread threads[MAX_THREADS]; - Lock threadsLock; + friend struct Thread; + + Thread* timer; + Thread* threads[MAX_THREADS]; + Lock splitLock; + WaitCondition sleepCond; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; int activeThreads;