#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
-#include <cstring>
+#include <set>
#include "lock.h"
#include "material.h"
#include "search.h"
const int MAX_THREADS = 32;
-const int MAX_ACTIVE_SPLIT_POINTS = 8;
+const int MAX_SPLITPOINTS_PER_THREAD = 8;
struct SplitPoint {
- // Const data after splitPoint has been setup
- SplitPoint* parent;
+ // Const data after split point has been setup
const Position* pos;
+ const Search::Stack* ss;
Depth depth;
Value beta;
int nodeType;
- int ply;
int master;
Move threatMove;
// Const pointers to shared data
MovePicker* mp;
- Search::Stack* ss;
+ SplitPoint* parent;
+
// Shared data
Lock lock;
+ volatile uint64_t slavesMask;
volatile int64_t nodes;
volatile Value alpha;
volatile Value bestValue;
+ volatile Move bestMove;
volatile int moveCount;
- volatile bool is_betaCutoff;
- volatile bool is_slave[MAX_THREADS];
+ volatile bool cutoff;
};
void wake_up();
bool cutoff_occurred() const;
bool is_available_to(int master) const;
- void idle_loop(SplitPoint* sp);
+ void idle_loop(SplitPoint* sp_master);
void main_loop();
void timer_loop();
+ void wait_for_stop_or_ponderhit();
- SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
+ SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
MaterialInfoTable materialTable;
PawnInfoTable pawnTable;
int threadID;
int maxPly;
Lock sleepLock;
WaitCondition sleepCond;
- SplitPoint* volatile splitPoint;
- volatile int activeSplitPoints;
+ ThreadHandle handle;
+ SplitPoint* volatile curSplitPoint;
+ volatile int splitPointsCnt;
volatile bool is_searching;
volatile bool do_sleep;
- volatile bool do_terminate;
-
-#if defined(_MSC_VER)
- HANDLE handle;
-#else
- pthread_t handle;
-#endif
+ volatile bool do_exit;
};
void set_size(int cnt);
void read_uci_options();
bool available_slave_exists(int master) const;
- bool split_point_finished(SplitPoint* sp) const;
void set_timer(int msec);
- void wait_for_stop_or_ponderhit();
void stop_thinking();
void start_thinking(const Position& pos, const Search::LimitsType& limits,
- const std::vector<Move>& searchMoves, bool asyncMode);
+ const std::set<Move>& = std::set<Move>(), bool async = false);
template <bool Fake>
- Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue,
+ 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);
private:
friend struct Thread;
Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
- Lock threadsLock;
+ Lock splitLock;
+ WaitCondition sleepCond;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
int activeThreads;
bool useSleepingThreads;
- WaitCondition sleepCond;
};
extern ThreadsManager Threads;