using namespace Search;
-ThreadsManager Threads; // Global object
+ThreadPool Threads; // Global object
namespace { extern "C" {
// slaves which are busy searching the split point at the top of slaves split
// point stack (the "helpful master concept" in YBWC terminology).
-bool Thread::is_available_to(const Thread& master) const {
+bool Thread::is_available_to(Thread* master) const {
if (is_searching)
return false;
// No active split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
- return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master.idx));
+ return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master->idx));
}
// a c'tor becuase Threads is a static object and we need a fully initialized
// engine at this point due to allocation of endgames in Thread c'tor.
-void ThreadsManager::init() {
+void ThreadPool::init() {
cond_init(sleepCond);
lock_init(splitLock);
// d'tor cleanly terminates the threads when the program exits.
-ThreadsManager::~ThreadsManager() {
+ThreadPool::~ThreadPool() {
for (int i = 0; i < size(); i++)
delete threads[i];
// objects are dynamically allocated to avoid creating in advance all possible
// threads, with included pawns and material tables, if only few are used.
-void ThreadsManager::read_uci_options() {
+void ThreadPool::read_uci_options() {
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
// on the sleep condition and to reset maxPly. When useSleepingThreads is set
// threads will be woken up at split time.
-void ThreadsManager::wake_up() const {
+void ThreadPool::wake_up() const {
for (int i = 0; i < size(); i++)
{
// sleep() is called after the search finishes to ask all the threads but the
// main one to go waiting on a sleep condition.
-void ThreadsManager::sleep() const {
+void ThreadPool::sleep() const {
for (int i = 1; i < size(); i++) // Main thread will go to sleep by itself
threads[i]->do_sleep = true; // to avoid a race with start_searching()
// available_slave_exists() tries to find an idle thread which is available as
// a slave for the thread 'master'.
-bool ThreadsManager::available_slave_exists(const Thread& master) const {
+bool ThreadPool::available_slave_exists(Thread* master) const {
for (int i = 0; i < size(); i++)
if (threads[i]->is_available_to(master))
// search(). When all threads have returned from search() then split() returns.
template <bool Fake>
-Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
- Value bestValue, Move* bestMove, Depth depth,
- Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
+Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
+ Value bestValue, Move* bestMove, Depth depth,
+ Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
+
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(beta <= VALUE_INFINITE);
assert(depth > DEPTH_ZERO);
- Thread& master = pos.this_thread();
+ Thread* master = pos.this_thread();
- if (master.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
+ if (master->splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
return bestValue;
// Pick the next available split point from the split point stack
- SplitPoint* sp = &master.splitPoints[master.splitPointsCnt++];
+ SplitPoint* sp = &master->splitPoints[master->splitPointsCnt];
- sp->parent = master.curSplitPoint;
- sp->master = &master;
+ sp->parent = master->curSplitPoint;
+ sp->master = master;
sp->cutoff = false;
- sp->slavesMask = 1ULL << master.idx;
+ sp->slavesMask = 1ULL << master->idx;
sp->depth = depth;
sp->bestMove = *bestMove;
sp->threatMove = threatMove;
sp->nodes = 0;
sp->ss = ss;
- assert(master.is_searching);
+ assert(master->is_searching);
- master.curSplitPoint = sp;
+ master->curSplitPoint = sp;
int slavesCnt = 0;
// Try to allocate available threads and ask them to start searching setting
break;
}
+ master->splitPointsCnt++;
+
lock_release(splitLock);
lock_release(sp->lock);
// their work at this split point.
if (slavesCnt || Fake)
{
- master.idle_loop(sp);
+ master->idle_loop(sp);
// In helpful master concept a master can help only a sub-tree of its split
// point, and because here is all finished is not possible master is booked.
- assert(!master.is_searching);
+ assert(!master->is_searching);
}
// We have returned from the idle loop, which means that all threads are
lock_grab(sp->lock); // To protect sp->nodes
lock_grab(splitLock);
- master.is_searching = true;
- master.splitPointsCnt--;
- master.curSplitPoint = sp->parent;
+ master->is_searching = true;
+ master->splitPointsCnt--;
+ master->curSplitPoint = sp->parent;
pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
*bestMove = sp->bestMove;
}
// Explicit template instantiations
-template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
-template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
+template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
+template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
-// ThreadsManager::set_timer() is used to set the timer to trigger after msec
-// milliseconds. If msec is 0 then timer is stopped.
+// set_timer() is used to set the timer to trigger after msec milliseconds.
+// If msec is 0 then timer is stopped.
-void ThreadsManager::set_timer(int msec) {
+void ThreadPool::set_timer(int msec) {
lock_grab(timer->sleepLock);
timer->maxPly = msec;
}
-// ThreadsManager::wait_for_search_finished() waits for main thread to go to
-// sleep, this means search is finished. Then returns.
+// wait_for_search_finished() waits for main thread to go to sleep, this means
+// search is finished. Then returns.
-void ThreadsManager::wait_for_search_finished() {
+void ThreadPool::wait_for_search_finished() {
Thread* t = main_thread();
lock_grab(t->sleepLock);
}
-// ThreadsManager::start_searching() wakes up the main thread sleeping in
-// main_loop() so to start a new search, then returns immediately.
+// start_searching() wakes up the main thread sleeping in main_loop() so to start
+// a new search, then returns immediately.
-void ThreadsManager::start_searching(const Position& pos, const LimitsType& limits,
+void ThreadPool::start_searching(const Position& pos, const LimitsType& limits,
const std::vector<Move>& searchMoves) {
wait_for_search_finished();
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
- RootPosition.copy(pos, main_thread());
+ RootPosition = pos;
Limits = limits;
RootMoves.clear();
- for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
+ for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)
if (searchMoves.empty() || count(searchMoves.begin(), searchMoves.end(), ml.move()))
RootMoves.push_back(RootMove(ml.move()));