- virtual ~ThreadBase() = default;
- virtual void idle_loop() = 0;
- void notify_one();
- void wait_for(volatile const bool& b);
-
- std::thread nativeThread;
- std::mutex mutex;
- std::condition_variable sleepCondition;
- volatile bool exit = false;
-};
-
-
-/// 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 : public ThreadBase {
-
- Thread();
- virtual void idle_loop();
- bool cutoff_occurred() const;
- bool can_join(const SplitPoint* sp) const;
-
- void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
- Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
-
- SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];