X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=e71db835734d7bd2bc146b0cf71332e0d9b6ca61;hp=100620313fcebc7e7f5f6161fe15b600b0a9929e;hb=b356e0fae3b78e39af2ae8aca6ca6197e8669819;hpb=d15217b953af28669dd3e5b46303b3ca882f353e diff --git a/src/thread.h b/src/thread.h index 10062031..e71db835 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 +20,79 @@ #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 pvNode; - int ply; + int nodeType; 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 { - 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 - }; - void wake_up(); bool cutoff_occurred() const; bool is_available_to(int master) const; + 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; - volatile ThreadState state; - 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_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 @@ -104,27 +103,32 @@ 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; } int size() const { return activeThreads; } - void set_size(int cnt) { activeThreads = cnt; } + void set_size(int cnt); void read_uci_options(); bool available_slave_exists(int master) const; - void idle_loop(int threadID, SplitPoint* sp); + 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 - void split(Position& pos, SearchStack* ss, Value* alpha, const Value beta, Value* bestValue, - Depth depth, Move threatMove, int moveCount, MovePicker* mp, bool pvNode); + 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 mpLock; + friend struct Thread; + + Thread threads[MAX_THREADS + 1]; // Last one is used as a timer + Lock splitLock; + WaitCondition sleepCond; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; int activeThreads; bool useSleepingThreads; - volatile bool allThreadsShouldExit; }; extern ThreadsManager Threads;