X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=aea86fd5c6941312fcf9a5b04ac2c56d2cc67fbd;hp=97ed219a67f6eb93640ccc1480f6f7ca4aed9eb9;hb=69204f0720bba198952fb7a848ed4377430ef433;hpb=ecc5ff6693f116f4a8ae5f5080252f29b279c0a1 diff --git a/src/thread.h b/src/thread.h index 97ed219a..aea86fd5 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) 2015-2020 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 @@ -21,7 +22,6 @@ #define THREAD_H_INCLUDED #include -#include #include #include #include @@ -32,91 +32,95 @@ #include "pawns.h" #include "position.h" #include "search.h" -#include "thread_win32.h" +#include "thread_win32_osx.h" -struct Thread; -const size_t MAX_THREADS = 128; +/// Thread class keeps together all the thread-related stuff. We 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. +class Thread { -/// ThreadBase struct is the base of the hierarchy from where we derive all the -/// specialized thread classes. + std::mutex mutex; + std::condition_variable cv; + size_t idx; + bool exit = false, searching = true; // Set before starting std::thread + NativeThread stdThread; -struct ThreadBase : public std::thread { - - virtual ~ThreadBase() = default; - virtual void idle_loop() = 0; - void notify_one(); - void wait(volatile const bool& b); - void wait_while(volatile const bool& b); - - Mutex mutex; - ConditionVariable 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 { - - Thread(); - virtual void idle_loop(); - void search(bool isMainThread = false); +public: + explicit Thread(size_t); + virtual ~Thread(); + virtual void search(); + void clear(); + void idle_loop(); + void start_searching(); + void wait_for_search_finished(); + int best_move_count(Move move); Pawns::Table pawnsTable; Material::Table materialTable; - Endgames endgames; - size_t idx, PVIdx; - int maxPly; - volatile bool searching; + size_t pvIdx, pvLast; + uint64_t ttHitAverage; + int selDepth, nmpMinPly; + Color nmpColor; + std::atomic nodes, tbHits, bestMoveChanges; Position rootPos; - Search::RootMoveVector rootMoves; - Search::Stack stack[MAX_PLY+4]; - HistoryStats History; - MovesStats Countermoves; - Depth depth; + Search::RootMoves rootMoves; + Depth rootDepth, completedDepth; + CounterMoveHistory counterMoves; + ButterflyHistory mainHistory; + CapturePieceToHistory captureHistory; + ContinuationHistory continuationHistory[2][2]; + Score contempt; }; -/// 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 specific for main thread struct MainThread : public Thread { - virtual void idle_loop(); - void join(); - void think(); - 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 + using Thread::Thread; - virtual void idle_loop(); + void search() override; + void check_time(); - bool run = false; + double previousTimeReduction; + Value previousScore; + Value iterValue[4]; + int callsCnt; + bool stopOnPonderhit; + std::atomic_bool ponder; }; -/// 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 +/// 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 start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false); + void clear(); + void set(size_t); + + MainThread* main() const { return static_cast(front()); } + uint64_t nodes_searched() const { return accumulate(&Thread::nodes); } + uint64_t tb_hits() const { return accumulate(&Thread::tbHits); } + + std::atomic_bool stop, increaseDepth; + +private: + StateListPtr setupStates; + + uint64_t accumulate(std::atomic Thread::* member) const { - MainThread* main() { return static_cast(at(0)); } - void read_uci_options(); - void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); - int64_t nodes_searched(); - TimerThread* timer; + uint64_t sum = 0; + for (Thread* th : *this) + sum += (th->*member).load(std::memory_order_relaxed); + return sum; + } }; extern ThreadPool Threads;