/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
// Const pointers to shared data
MovePicker* mp;
- SearchStack* ss;
+ Search::Stack* ss;
// Shared data
Lock lock;
};
-/// Thread struct is used to keep 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.
+/// 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 {
};
-/// ThreadsManager class is used to handle 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.
+/// ThreadsManager 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 ThreadsManager {
/* As long as the single ThreadsManager object is defined as a global we don't
void read_uci_options();
bool available_slave_exists(int master) const;
bool split_point_finished(SplitPoint* sp) const;
-
- void start_thinking(bool asyncMode = true);
void set_timer(int msec);
void wait_for_stop_or_ponderhit();
- void wait_end_of_search();
+ void stop_thinking();
+ void start_thinking(const Position& pos, const Search::LimitsType& limits,
+ const std::vector<Move>& searchMoves, bool asyncMode);
template <bool Fake>
- Value split(Position& pos, SearchStack* ss, Value alpha, Value beta, Value bestValue,
+ Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue,
Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
private:
friend struct Thread;
- Thread threads[MAX_THREADS + 2]; // Last 2 are the listener and the timer
+ Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
Lock threadsLock;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;