X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=beb09e4d5df5700a212bb08db0b84e5a7c161a9a;hp=3a2d8538b0a84d73ba50b5caf7bc42a138ab00ba;hb=eeef654cd78853c966efe38daf97494bb4caeab1;hpb=ba85c59d96d962dddaa0f1a2608ebea2e8ae694b diff --git a/src/thread.h b/src/thread.h index 3a2d8538..beb09e4d 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 @@ -20,13 +20,14 @@ #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; @@ -45,39 +46,32 @@ struct SplitPoint { // Const pointers to shared data MovePicker* mp; - SearchStack* ss; + Search::Stack* ss; // Shared data Lock lock; + volatile uint64_t slavesMask; volatile int64_t nodes; volatile Value alpha; volatile Value bestValue; volatile int moveCount; volatile bool is_betaCutoff; - volatile bool is_slave[MAX_THREADS]; }; -/// 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 { - enum ThreadState - { - INITIALIZING, // Thread is initializing itself - SEARCHING, // Thread is performing work - AVAILABLE, // Thread is waiting for work - WORKISWAITING, // Master has ordered us to start searching - TERMINATED // We are quitting and thread is terminated - }; - 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(); SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; MaterialInfoTable materialTable; @@ -86,17 +80,18 @@ struct Thread { int maxPly; Lock sleepLock; WaitCondition sleepCond; - volatile ThreadState state; + ThreadHandle handle; SplitPoint* volatile splitPoint; volatile int activeSplitPoints; + volatile bool is_searching; volatile bool do_sleep; - volatile bool do_terminate; + 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 @@ -107,7 +102,6 @@ public: Thread& operator[](int threadID) { return threads[threadID]; } void init(); void exit(); - void init_hash_tables(); bool use_sleeping_threads() const { return useSleepingThreads; } int min_split_depth() const { return minimumSplitDepth; } @@ -116,17 +110,25 @@ public: void set_size(int cnt); void read_uci_options(); bool available_slave_exists(int master) const; + void set_timer(int msec); + void wait_for_stop_or_ponderhit(); + 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, Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); private: - Thread threads[MAX_THREADS]; + friend struct Thread; + + Thread threads[MAX_THREADS + 1]; // Last one is used as a timer Lock threadsLock; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; int activeThreads; bool useSleepingThreads; + WaitCondition sleepCond; }; extern ThreadsManager Threads;