/*
- Glaurung, a UCI chess playing engine.
- Copyright (C) 2004-2008 Tord Romstad
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
- Glaurung is free software: you can redistribute it and/or modify
+ Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
-
- Glaurung is distributed in the hope that it will be useful,
+
+ Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-
+
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-
#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
+#include <vector>
-////
-//// Includes
-////
-
-#include "lock.h"
+#include "material.h"
#include "movepick.h"
+#include "pawns.h"
#include "position.h"
#include "search.h"
+const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
+const int MAX_SPLITPOINTS_PER_THREAD = 8;
-////
-//// Constants and variables
-////
+struct Mutex {
+ Mutex() { lock_init(l); }
+ ~Mutex() { lock_destroy(l); }
-const int THREAD_MAX = 8;
+ void lock() { lock_grab(l); }
+ void unlock() { lock_release(l); }
+
+private:
+ friend struct ConditionVariable;
+
+ Lock l;
+};
+struct ConditionVariable {
+ ConditionVariable() { cond_init(c); }
+ ~ConditionVariable() { cond_destroy(c); }
-////
-//// Types
-////
+ void wait(Mutex& m) { cond_wait(c, m.l); }
+ void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); }
+ void notify_one() { cond_signal(c); }
+
+private:
+ WaitCondition c;
+};
+
+struct Thread;
struct SplitPoint {
- SplitPoint *parent;
- Position pos;
- SearchStack sstack[THREAD_MAX][PLY_MAX];
- SearchStack *parentSstack;
- int ply;
+
+ // Const data after split point has been setup
+ const Position* pos;
+ const Search::Stack* ss;
+ Thread* masterThread;
Depth depth;
- volatile Value alpha, beta, bestValue;
- bool pvNode;
- Bitboard dcCandidates;
- int master, slaves[THREAD_MAX];
- Lock lock;
- MovePicker *mp;
- volatile int moves;
- volatile int cpus;
- bool finished;
+ Value beta;
+ int nodeType;
+ Move threatMove;
+
+ // Const pointers to shared data
+ MovePicker* movePicker;
+ SplitPoint* parentSplitPoint;
+
+ // Shared data
+ Mutex mutex;
+ volatile uint64_t slavesMask;
+ volatile int64_t nodes;
+ volatile Value alpha;
+ volatile Value bestValue;
+ volatile Move bestMove;
+ volatile int moveCount;
+ volatile bool cutoff;
};
+/// 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 {
- SplitPoint *splitPoint;
- int activeSplitPoints;
- uint64_t nodes;
- bool failHighPly1;
- volatile bool stop;
- volatile bool running;
- volatile bool idle;
- volatile bool workIsWaiting;
- volatile bool printCurrentLine;
- unsigned char pad[64];
+
+ Thread();
+ virtual ~Thread();
+
+ virtual void idle_loop();
+ void notify_one();
+ bool cutoff_occurred() const;
+ bool is_available_to(Thread* master) const;
+ void wait_for(volatile const bool& b);
+
+ template <bool Fake>
+ void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
+ Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType);
+
+ SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
+ Position* activePosition;
+ size_t idx;
+ int maxPly;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ NativeHandle handle;
+ SplitPoint* volatile activeSplitPoint;
+ volatile int splitPointsSize;
+ volatile bool searching;
+ volatile bool exit;
+};
+
+
+/// MainThread and TimerThread are sublassed from Thread to characterize the two
+/// special threads: the main one and the recurring timer.
+
+struct MainThread : public Thread {
+ MainThread() : thinking(true) {} // Avoid a race with start_thinking()
+ virtual void idle_loop();
+ volatile bool thinking;
+};
+
+struct TimerThread : public Thread {
+ TimerThread() : msec(0) {}
+ virtual void idle_loop();
+ int msec;
+};
+
+
+/// ThreadPool struct 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.
+
+struct ThreadPool : public std::vector<Thread*> {
+
+ void init(); // No c'tor and d'tor, threads rely on globals that should
+ void exit(); // be initialized and valid during the whole thread lifetime.
+
+ MainThread* main_thread() { return static_cast<MainThread*>((*this)[0]); }
+ void read_uci_options();
+ Thread* available_slave(Thread* master) const;
+ void wait_for_think_finished();
+ void start_thinking(const Position&, const Search::LimitsType&,
+ const std::vector<Move>&, Search::StateStackPtr&);
+
+ bool sleepWhileIdle;
+ Depth minimumSplitDepth;
+ size_t maxThreadsPerSplitPoint;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ TimerThread* timer;
};
+extern ThreadPool Threads;
#endif // !defined(THREAD_H_INCLUDED)