X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=e6a4cf95744ca0260f2ae11fd7c58aa7a1dae169;hp=6ee07d34668d6bcada9cfdd34473a96135c1d6e2;hb=3aa471f2a9cb;hpb=5b35c149e833e365c2afb8039ca5c658abc53081 diff --git a/src/thread.h b/src/thread.h index 6ee07d34..e6a4cf95 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 +20,90 @@ #if !defined(THREAD_H_INCLUDED) #define THREAD_H_INCLUDED -#include +#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 { +class Thread { - enum ThreadState - { - INITIALIZING, // Thread is initializing itself - SEARCHING, // Thread is performing work - AVAILABLE, // Thread is waiting for work - BOOKED, // Other thread (master) has booked us as a slave - WORKISWAITING, // Master has ordered us to start - TERMINATED // We are quitting and thread is terminated - }; + Thread(const Thread&); // Only declared to disable the default ones + Thread& operator=(const Thread&); // that are not suitable in this case. + + typedef void (Thread::* Fn) (); + +public: + Thread(Fn fn); + ~Thread(); void wake_up(); bool cutoff_occurred() const; bool is_available_to(int master) const; + void idle_loop(SplitPoint* sp_master); + void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn + 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; - volatile ThreadState state; - SplitPoint* volatile splitPoint; - volatile int activeSplitPoints; + NativeHandle handle; + Fn start_fn; + SplitPoint* volatile curSplitPoint; + volatile int splitPointsCnt; + volatile bool is_searching; + volatile bool do_sleep; + 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 @@ -101,30 +111,36 @@ class ThreadsManager { static storage duration are automatically set to zero before enter main() */ public: - Thread& operator[](int threadID) { return threads[threadID]; } - void init(); - void exit(); - void init_hash_tables(); + void init(); // No c'tor becuase Threads is static and we need stuff initialized + ~ThreadsManager(); + Thread& operator[](int id) { return *threads[id]; } + bool use_sleeping_threads() const { return useSleepingThreads; } int min_split_depth() const { return minimumSplitDepth; } - int size() const { return activeThreads; } - void set_size(int cnt) { activeThreads = cnt; } + int size() const { return (int)threads.size(); } + void wake_up() const; + void sleep() const; void read_uci_options(); bool available_slave_exists(int master) const; - void idle_loop(int threadID, SplitPoint* sp); + void set_timer(int msec); + void wait_for_search_finished(); + void start_searching(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 class Thread; + + std::vector threads; + Thread* timer; + Lock splitLock; + WaitCondition sleepCond; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; - int activeThreads; bool useSleepingThreads; - volatile bool allThreadsShouldExit; }; extern ThreadsManager Threads;