summary |
shortlog |
log |
commit | commitdiff |
tree
raw |
patch |
inline | side by side (from parent 1:
5f5d056)
It is a more standard naming convention.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
-ThreadsManager Threads; // Global object
+ThreadPool Threads; // Global object
// a c'tor becuase Threads is a static object and we need a fully initialized
// engine at this point due to allocation of endgames in Thread c'tor.
// a c'tor becuase Threads is a static object and we need a fully initialized
// engine at this point due to allocation of endgames in Thread c'tor.
-void ThreadsManager::init() {
+void ThreadPool::init() {
cond_init(sleepCond);
lock_init(splitLock);
cond_init(sleepCond);
lock_init(splitLock);
// d'tor cleanly terminates the threads when the program exits.
// d'tor cleanly terminates the threads when the program exits.
-ThreadsManager::~ThreadsManager() {
+ThreadPool::~ThreadPool() {
for (int i = 0; i < size(); i++)
delete threads[i];
for (int i = 0; i < size(); i++)
delete threads[i];
// objects are dynamically allocated to avoid creating in advance all possible
// threads, with included pawns and material tables, if only few are used.
// objects are dynamically allocated to avoid creating in advance all possible
// threads, with included pawns and material tables, if only few are used.
-void ThreadsManager::read_uci_options() {
+void ThreadPool::read_uci_options() {
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
// on the sleep condition and to reset maxPly. When useSleepingThreads is set
// threads will be woken up at split time.
// on the sleep condition and to reset maxPly. When useSleepingThreads is set
// threads will be woken up at split time.
-void ThreadsManager::wake_up() const {
+void ThreadPool::wake_up() const {
for (int i = 0; i < size(); i++)
{
for (int i = 0; i < size(); i++)
{
// sleep() is called after the search finishes to ask all the threads but the
// main one to go waiting on a sleep condition.
// sleep() is called after the search finishes to ask all the threads but the
// main one to go waiting on a sleep condition.
-void ThreadsManager::sleep() const {
+void ThreadPool::sleep() const {
for (int i = 1; i < size(); i++) // Main thread will go to sleep by itself
threads[i]->do_sleep = true; // to avoid a race with start_searching()
for (int i = 1; i < size(); i++) // Main thread will go to sleep by itself
threads[i]->do_sleep = true; // to avoid a race with start_searching()
// available_slave_exists() tries to find an idle thread which is available as
// a slave for the thread 'master'.
// available_slave_exists() tries to find an idle thread which is available as
// a slave for the thread 'master'.
-bool ThreadsManager::available_slave_exists(Thread* master) const {
+bool ThreadPool::available_slave_exists(Thread* master) const {
for (int i = 0; i < size(); i++)
if (threads[i]->is_available_to(master))
for (int i = 0; i < size(); i++)
if (threads[i]->is_available_to(master))
// search(). When all threads have returned from search() then split() returns.
template <bool Fake>
// search(). When all threads have returned from search() then split() returns.
template <bool Fake>
-Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
- Value bestValue, Move* bestMove, Depth depth,
- Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
+Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
+ Value bestValue, Move* bestMove, Depth depth,
+ Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
+
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
}
// Explicit template instantiations
}
// Explicit template instantiations
-template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
-template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
+template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
+template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
-// ThreadsManager::set_timer() is used to set the timer to trigger after msec
-// milliseconds. If msec is 0 then timer is stopped.
+// set_timer() is used to set the timer to trigger after msec milliseconds.
+// If msec is 0 then timer is stopped.
-void ThreadsManager::set_timer(int msec) {
+void ThreadPool::set_timer(int msec) {
lock_grab(timer->sleepLock);
timer->maxPly = msec;
lock_grab(timer->sleepLock);
timer->maxPly = msec;
-// ThreadsManager::wait_for_search_finished() waits for main thread to go to
-// sleep, this means search is finished. Then returns.
+// wait_for_search_finished() waits for main thread to go to sleep, this means
+// search is finished. Then returns.
-void ThreadsManager::wait_for_search_finished() {
+void ThreadPool::wait_for_search_finished() {
Thread* t = main_thread();
lock_grab(t->sleepLock);
Thread* t = main_thread();
lock_grab(t->sleepLock);
-// ThreadsManager::start_searching() wakes up the main thread sleeping in
-// main_loop() so to start a new search, then returns immediately.
+// start_searching() wakes up the main thread sleeping in main_loop() so to start
+// a new search, then returns immediately.
-void ThreadsManager::start_searching(const Position& pos, const LimitsType& limits,
+void ThreadPool::start_searching(const Position& pos, const LimitsType& limits,
const std::vector<Move>& searchMoves) {
wait_for_search_finished();
const std::vector<Move>& searchMoves) {
wait_for_search_finished();
-/// ThreadsManager class handles all the threads related stuff like init, starting,
+/// ThreadPool 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.
/// 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
+class ThreadPool {
+ /* As long as the single ThreadPool 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:
need to explicitly initialize to zero its data members because variables with
static storage duration are automatically set to zero before enter main()
*/
public:
- void init(); // No c'tor becuase Threads is static and we need engine initialized
- ~ThreadsManager();
+ void init(); // No c'tor becuase Threads is global and we need engine initialized
+ ~ThreadPool();
Thread& operator[](int id) { return *threads[id]; }
bool use_sleeping_threads() const { return useSleepingThreads; }
Thread& operator[](int id) { return *threads[id]; }
bool use_sleeping_threads() const { return useSleepingThreads; }
bool useSleepingThreads;
};
bool useSleepingThreads;
};
-extern ThreadsManager Threads;
+extern ThreadPool Threads;
#endif // !defined(THREAD_H_INCLUDED)
#endif // !defined(THREAD_H_INCLUDED)