- Lock sleepLock;
- WaitCondition sleepCond;
- volatile ThreadState state;
- SplitPoint* volatile splitPoint;
- volatile int activeSplitPoints;
- SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
+
+ 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, bool cutNode);
+
+ 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;