#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;
};
-/// 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 {
bool cutoff_occurred() const;
bool is_available_to(int master) const;
void idle_loop(SplitPoint* sp);
- void listener_loop();
+ void main_loop();
void timer_loop();
SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
};
-/// 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
void read_uci_options();
bool available_slave_exists(int master) const;
bool split_point_finished(SplitPoint* sp) const;
-
- void getline(std::string& cmd);
- void start_listener();
- void stop_listener();
void set_timer(int msec);
+ void wait_for_stop_or_ponderhit();
+ void start_thinking(const Position& pos, const Search::LimitsType& limits,
+ const std::vector<Move>& searchMoves, bool asyncMode);
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:
friend struct Thread;
- Thread threads[MAX_THREADS + 2]; // Last 2 are the listener and the timer
+ Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
Lock threadsLock;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
int activeThreads;
bool useSleepingThreads;
WaitCondition sleepCond;
- std::string inputLine;
};
extern ThreadsManager Threads;