X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=cc490639ed4f4c8bb23a400166a840fa10a9ec86;hp=782694ad7d25607e8161b1be8ce9803022222332;hb=103b368ab7f5fd696e0c6925917344d15a3c2d9c;hpb=a8b9c11f5666a6298d684e21156f4ac9d89c8d8c diff --git a/src/thread.h b/src/thread.h index 782694ad..cc490639 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 @@ -17,34 +17,21 @@ along with this program. If not, see . */ - #if !defined(THREAD_H_INCLUDED) #define THREAD_H_INCLUDED - -//// -//// Includes -//// - #include +#include #include "lock.h" +#include "material.h" #include "movepick.h" +#include "pawns.h" #include "position.h" #include "search.h" - -//// -//// Constants and variables -//// - -const int MAX_THREADS = 8; -const int ACTIVE_SPLIT_POINTS_MAX = 8; - - -//// -//// Types -//// +const int MAX_THREADS = 32; +const int MAX_ACTIVE_SPLIT_POINTS = 8; struct SplitPoint { @@ -52,44 +39,105 @@ struct SplitPoint { SplitPoint* parent; const Position* pos; Depth depth; - bool pvNode, mateThreat; Value beta; + int nodeType; int ply; - SearchStack sstack[MAX_THREADS][PLY_MAX_PLUS_2]; + int master; + Move threatMove; // Const pointers to shared data MovePicker* mp; - SearchStack* parentSstack; + Search::Stack* ss; // Shared data Lock lock; + volatile int64_t nodes; volatile Value alpha; volatile Value bestValue; volatile int moveCount; - volatile bool stopRequest; - volatile int slaves[MAX_THREADS]; + volatile bool is_betaCutoff; + volatile bool is_slave[MAX_THREADS]; }; -// ThreadState type is used to represent thread's current state -enum ThreadState -{ - THREAD_SEARCHING, // thread is performing work - THREAD_AVAILABLE, // thread is polling for work - THREAD_SLEEPING, // we are not thinking, so thread is sleeping - THREAD_BOOKED, // other thread (master) has booked us as a slave - THREAD_WORKISWAITING, // master has ordered us to start - THREAD_TERMINATED // we are quitting and thread is terminated -}; +/// 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 { + + void wake_up(); + bool cutoff_occurred() const; + bool is_available_to(int master) const; + void idle_loop(SplitPoint* sp); + void main_loop(); + void timer_loop(); + + SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; + MaterialInfoTable materialTable; + PawnInfoTable pawnTable; + int threadID; + int maxPly; + Lock sleepLock; + WaitCondition sleepCond; SplitPoint* volatile splitPoint; volatile int activeSplitPoints; - uint64_t nodes; - uint64_t betaCutOffs[2]; - volatile ThreadState state; - unsigned char pad[64]; // set some distance among local data for each thread + volatile bool is_searching; + volatile bool do_sleep; + volatile bool do_terminate; + +#if defined(_MSC_VER) + HANDLE handle; +#else + pthread_t handle; +#endif +}; + + +/// 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 + need to explicitly initialize to zero its data members because variables with + static storage duration are automatically set to zero before enter main() + */ +public: + Thread& operator[](int threadID) { return threads[threadID]; } + void init(); + void exit(); + + bool use_sleeping_threads() const { return useSleepingThreads; } + int min_split_depth() const { return minimumSplitDepth; } + int size() const { return activeThreads; } + + void set_size(int cnt); + void read_uci_options(); + bool available_slave_exists(int master) const; + bool split_point_finished(SplitPoint* sp) 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, Search::Stack* ss, Value alpha, Value beta, Value bestValue, + Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); +private: + 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; #endif // !defined(THREAD_H_INCLUDED)