+
+ 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);
+
+ SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
+ 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 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 ThreadPool {
+
+public:
+ 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.
+
+ Thread& operator[](size_t id) { return *threads[id]; }
+ size_t size() const { return threads.size(); }
+ MainThread* main_thread() { return static_cast<MainThread*>(threads[0]); }
+ TimerThread* timer_thread() { return timer; }
+
+ void read_uci_options();
+ bool slave_available(Thread* master) const;
+ void wait_for_think_finished();
+ void start_thinking(const Position&, const Search::LimitsType&,
+ const std::vector<Move>&, Search::StateStackPtr&);
+
+ template <bool Fake>
+ Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
+ Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType);
+
+ bool sleepWhileIdle;
+ Depth minimumSplitDepth;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+
+private:
+ std::vector<Thread*> threads;
+ TimerThread* timer;
+ size_t maxThreadsPerSplitPoint;