+
+/// 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];
+ Pawns::Table pawnsTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ Position* activePosition;
+ size_t idx;
+ int maxPly;
+ SplitPoint* volatile activeSplitPoint;
+ volatile size_t splitPointsSize;
+ volatile bool searching;
+};
+
+
+/// MainThread and TimerThread are derived classes used to characterize the two
+/// special threads: the main one and the recurring timer.
+
+struct MainThread : public Thread {
+ virtual void idle_loop();
+ void join();
+ volatile bool thinking = true; // Avoid a race with start_thinking()
+};
+
+struct TimerThread : public ThreadBase {
+
+ static const int Resolution = 5; // Millisec between two check_time() calls
+
+ virtual void idle_loop();
+
+ bool run = false;
+};
+
+
+/// ThreadPool struct handles all the threads related stuff like init, starting,
+/// parking and, most importantly, 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 be
+ void exit(); // initialized and are valid during the whole thread lifetime.
+
+ MainThread* main() { return static_cast<MainThread*>(at(0)); }
+ void read_uci_options();
+ Thread* available_slave(const SplitPoint* sp) const;
+ void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
+
+ Depth minimumSplitDepth;
+ TimerThread* timer;