#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
-#include <set>
#include <vector>
#include "material.h"
const int MAX_THREADS = 32;
const int MAX_SPLITPOINTS_PER_THREAD = 8;
+class Thread;
+
struct SplitPoint {
// Const data after split point has been setup
Depth depth;
Value beta;
int nodeType;
- int master;
+ Thread* master;
Move threatMove;
// Const pointers to shared data
void wake_up();
bool cutoff_occurred() const;
- bool is_available_to(int master) const;
+ bool is_available_to(Thread* master) const;
void idle_loop(SplitPoint* sp_master);
void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn
void main_loop();
void wait_for_stop_or_ponderhit();
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialInfoTable materialTable;
- PawnInfoTable pawnTable;
- int threadID;
+ MaterialTable materialTable;
+ PawnTable pawnTable;
+ int idx;
int maxPly;
Lock sleepLock;
WaitCondition sleepCond;
static storage duration are automatically set to zero before enter main()
*/
public:
- void init(); // No c'tor becuase Threads is static and we need stuff initialized
+ void init(); // No c'tor becuase Threads is static and we need engine initialized
~ThreadsManager();
Thread& operator[](int id) { return *threads[id]; }
bool use_sleeping_threads() const { return useSleepingThreads; }
int min_split_depth() const { return minimumSplitDepth; }
int size() const { return (int)threads.size(); }
+ Thread* main_thread() { return threads[0]; }
void wake_up() const;
void sleep() const;
void read_uci_options();
- bool available_slave_exists(int master) const;
+ bool available_slave_exists(Thread* master) const;
void set_timer(int msec);
void wait_for_search_finished();
void start_searching(const Position& pos, const Search::LimitsType& limits,
- const std::set<Move>& = std::set<Move>(), bool async = false);
+ const std::vector<Move>& searchMoves);
template <bool Fake>
Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,