+
+ void wake_up();
+ bool cutoff_occurred() const;
+ bool is_available_to(int master) const;
+ void idle_loop(SplitPoint* sp);
+ void main_loop();
+ void timer_loop();
+
+ SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
+ MaterialInfoTable materialTable;
+ PawnInfoTable pawnTable;
+ int threadID;
+ int maxPly;
+ Lock sleepLock;
+ WaitCondition sleepCond;
+ SplitPoint* volatile splitPoint;
+ volatile int activeSplitPoints;
+ volatile bool is_searching;
+ volatile bool do_sleep;
+ volatile bool do_terminate;
+
+#if defined(_MSC_VER)
+ HANDLE handle;
+#else
+ pthread_t handle;
+#endif
+};
+
+
+/// 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
+ need to explicitly initialize to zero its data members because variables with
+ static storage duration are automatically set to zero before enter main()
+ */
+public:
+ Thread& operator[](int threadID) { return threads[threadID]; }
+ void init();
+ void exit();
+
+ bool use_sleeping_threads() const { return useSleepingThreads; }
+ int min_split_depth() const { return minimumSplitDepth; }
+ int size() const { return activeThreads; }
+
+ void set_size(int cnt);
+ void read_uci_options();
+ bool available_slave_exists(int master) const;
+ bool split_point_finished(SplitPoint* sp) const;
+ 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,
+ Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
+private:
+ 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;