X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=f69012aeb0a3053130b85abada02704b7781d531;hp=3cc526ce5c127e3be85299e20775d4a42b9870f6;hb=27c5cb59127101d834636d4faa0062d4e7bd05ce;hpb=706b44a966a6ea2fe9a1a7adaf28f7964eec3115 diff --git a/src/thread.h b/src/thread.h index 3cc526ce..fd7343a8 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) 2008-2015 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 @@ -17,79 +17,107 @@ along with this program. If not, see . */ - -#if !defined(THREAD_H_INCLUDED) +#ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED +#include +#include +#include +#include +#include +#include -//// -//// Includes -//// - -#include - -#include "lock.h" +#include "material.h" #include "movepick.h" +#include "pawns.h" #include "position.h" #include "search.h" +#include "thread_win32.h" + + +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. + +struct ThreadBase : public std::thread { + + ThreadBase() { exit = false; } + virtual ~ThreadBase() = default; + virtual void idle_loop() = 0; + void notify_one(); + void wait(std::atomic& b); + void wait_while(std::atomic& b); + + Mutex mutex; + ConditionVariable sleepCondition; + std::atomic exit; +}; -//// -//// Constants and variables -//// +/// Thread struct keeps together all the thread related stuff like locks, state, +/// history and countermoves tables. 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. -const int MAX_THREADS = 16; -const int MAX_ACTIVE_SPLIT_POINTS = 8; +struct Thread : public ThreadBase { + Thread(); + virtual void idle_loop(); + void search(bool isMainThread = false); -//// -//// Types -//// + Pawns::Table pawnsTable; + Material::Table materialTable; + Endgames endgames; + size_t idx, PVIdx; + int maxPly; + std::atomic searching; -struct SplitPoint { + Position rootPos; + Search::RootMoveVector rootMoves; + Depth rootDepth; + HistoryStats history; + MovesStats counterMoves; + Depth completedDepth; +}; - // Const data after splitPoint has been setup - SplitPoint* parent; - const Position* pos; - Depth depth; - bool pvNode, mateThreat; - Value beta; - int ply; - int master; - Move threatMove; - // Const pointers to shared data - MovePicker* mp; - SearchStack* ss; +/// MainThread and TimerThread are derived classes used to characterize the two +/// special threads: the main one and the recurring timer. - // Shared data - Lock lock; - volatile int64_t nodes; - volatile Value alpha; - volatile Value bestValue; - volatile int moveCount; - volatile bool betaCutoff; - volatile int slaves[MAX_THREADS]; +struct MainThread : public Thread { + MainThread() { thinking = true; } // Avoid a race with start_thinking() + virtual void idle_loop(); + void join(); + void think(); + std::atomic thinking; }; -// ThreadState type is used to represent thread's current state +struct TimerThread : public ThreadBase { + + static const int Resolution = 5; // Millisec between two check_time() calls + + virtual void idle_loop(); + void check_time(); -enum ThreadState -{ - THREAD_INITIALIZING, // thread is initializing itself - THREAD_SEARCHING, // thread is performing work - THREAD_AVAILABLE, // thread is waiting for work - 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 + bool run = false; }; -struct Thread { - volatile ThreadState state; - SplitPoint* volatile splitPoint; - volatile int activeSplitPoints; - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; + +/// ThreadPool struct handles all the threads related stuff like init, starting, +/// parking and, most importantly, launching a thread. +/// All the access to shared thread data is done through this class. + +struct ThreadPool : public std::vector { + + void init(); // No constructor and destructor, threads rely on globals that should + void exit(); // be initialized and valid during the whole thread lifetime. + + 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; }; +extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED