/*
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
#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
-#include <cstring>
+#include <set>
#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 pointers to shared data
MovePicker* mp;
- SearchStack* ss;
+ Search::Stack* ss;
// Shared data
Lock lock;
+ volatile uint64_t slavesMask;
volatile int64_t nodes;
volatile Value alpha;
volatile Value bestValue;
volatile int moveCount;
volatile bool is_betaCutoff;
- volatile bool is_slave[MAX_THREADS];
};
-/// 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
- WORKISWAITING, // Master has ordered us to start searching
- 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);
+ void idle_loop(SplitPoint* sp_master);
+ void main_loop();
+ void timer_loop();
SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
MaterialInfoTable materialTable;
int maxPly;
Lock sleepLock;
WaitCondition sleepCond;
- volatile ThreadState state;
+ ThreadHandle handle;
SplitPoint* volatile splitPoint;
volatile int activeSplitPoints;
+ volatile bool is_searching;
volatile bool do_sleep;
- volatile bool do_terminate;
+ 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
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; }
void set_size(int cnt);
void read_uci_options();
bool available_slave_exists(int master) 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<Move>& = std::set<Move>(), bool async = false);
template <bool Fake>
- 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,
Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
private:
- Thread threads[MAX_THREADS];
+ 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;