/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, 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
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#if !defined(THREAD_H_INCLUDED)
+#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
+#include <atomic>
+#include <condition_variable>
+#include <mutex>
+#include <thread>
#include <vector>
#include "material.h"
#include "pawns.h"
#include "position.h"
#include "search.h"
-
-const int MAX_THREADS = 32;
-const int MAX_SPLITPOINTS_PER_THREAD = 8;
-
-class Thread;
-
-struct SplitPoint {
-
- // Const data after split point has been setup
- const Position* pos;
- const Search::Stack* ss;
- Depth depth;
- Value beta;
- int nodeType;
- Thread* master;
- Move threatMove;
-
- // Const pointers to shared data
- MovePicker* mp;
- 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 cutoff;
-};
+#include "thread_win32.h"
-/// 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.
+/// Thread struct keeps together all the thread-related stuff. 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.
class Thread {
- typedef void (Thread::* Fn) (); // Pointer to member function
+ std::thread nativeThread;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ bool exit, searching;
public:
- Thread(Fn fn);
- ~Thread();
-
- void wake_up();
- bool cutoff_occurred() const;
- bool is_available_to(Thread* 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_SPLITPOINTS_PER_THREAD];
- MaterialTable materialTable;
- PawnTable pawnTable;
- size_t idx;
+ Thread();
+ virtual ~Thread();
+ virtual void search();
+ void idle_loop();
+ void start_searching(bool resume = false);
+ void wait_for_search_finished();
+ void wait(std::atomic_bool& condition);
+
+ Pawns::Table pawnsTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ size_t idx, PVIdx;
int maxPly;
- Lock sleepLock;
- WaitCondition sleepCond;
- NativeHandle handle;
- Fn start_fn;
- SplitPoint* volatile curSplitPoint;
- volatile int splitPointsCnt;
- volatile bool is_searching;
- volatile bool do_sleep;
- volatile bool do_exit;
+ std::atomic<uint64_t> nodes, tbHits;
+
+ Position rootPos;
+ Search::RootMoves rootMoves;
+ Depth rootDepth;
+ Depth completedDepth;
+ CounterMoveStat counterMoves;
+ ButterflyHistory history;
+ CounterMoveHistoryStat counterMoveHistory;
};
-/// 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.
+/// MainThread is a derived class with a specific overload for the main thread
-class ThreadPool {
+struct MainThread : public Thread {
+ virtual void search();
+ void check_time();
-public:
- void init(); // No c'tor, Threads object is global and engine shall be fully initialized
- ~ThreadPool();
+ bool easyMovePlayed, failedLow;
+ double bestMoveChanges;
+ Value previousScore;
+ int callsCnt = 0;
+};
+
+
+/// ThreadPool struct handles all the threads-related stuff like init, starting,
+/// parking and, most importantly, launching a thread. All the access to threads
+/// data is done through this class.
- Thread& operator[](int id) { return *threads[id]; }
- bool use_sleeping_threads() const { return useSleepingThreads; }
- int min_split_depth() const { return minimumSplitDepth; }
- size_t size() const { return threads.size(); }
- Thread* main_thread() { return threads[0]; }
+struct ThreadPool : public std::vector<Thread*> {
- void wake_up() const;
- void sleep() const;
+ 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<MainThread*>(at(0)); }
+ void start_thinking(Position&, StateListPtr&, const Search::LimitsType&);
void read_uci_options();
- bool available_slave_exists(Thread* master) const;
- void set_timer(int msec);
- void wait_for_search_finished();
- void start_searching(const Position& pos, const Search::LimitsType& limits,
- const std::vector<Move>& searchMoves);
+ uint64_t nodes_searched() const;
+ uint64_t tb_hits() const;
- template <bool Fake>
- 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:
- friend class Thread;
-
- std::vector<Thread*> threads;
- Thread* timer;
- Lock splitLock;
- WaitCondition sleepCond;
- Depth minimumSplitDepth;
- int maxThreadsPerSplitPoint;
- bool useSleepingThreads;
+ StateListPtr setupStates;
};
extern ThreadPool Threads;
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED