WaitCondition c;
};
-class Thread;
+struct Thread;
struct SplitPoint {
// Const data after split point has been setup
const Position* pos;
const Search::Stack* ss;
+ Thread* masterThread;
Depth depth;
Value beta;
int nodeType;
- Thread* master;
Move threatMove;
// Const pointers to shared data
- MovePicker* mp;
- SplitPoint* parent;
+ MovePicker* movePicker;
+ SplitPoint* parentSplitPoint;
// Shared data
Mutex mutex;
- Position* activePositions[MAX_THREADS];
+ Position* slavesPositions[MAX_THREADS];
volatile uint64_t slavesMask;
volatile int64_t nodes;
volatile Value alpha;
/// 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.
-class Thread {
+struct Thread {
-public:
Thread();
virtual ~Thread();
bool is_available_to(Thread* master) const;
void wait_for(volatile const bool& b);
+ template <bool Fake>
+ 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);
+
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
Material::Table materialTable;
Endgames endgames;
Mutex mutex;
ConditionVariable sleepCondition;
NativeHandle handle;
- SplitPoint* volatile curSplitPoint;
- volatile int splitPointsCnt;
- volatile bool is_searching;
- volatile bool do_exit;
+ SplitPoint* volatile activeSplitPoint;
+ volatile int splitPointsSize;
+ volatile bool searching;
+ volatile bool exit;
};
-struct TimerThread : public Thread {
- TimerThread() : msec(0) {}
+
+/// MainThread and TimerThread are sublassed from Thread to characterize the two
+/// special threads: the main one and the recurring timer.
+
+struct MainThread : public Thread {
+ MainThread() : thinking(true) {} // Avoid a race with start_thinking()
virtual void idle_loop();
- int msec;
+ volatile bool thinking;
};
-struct MainThread : public Thread {
- MainThread() : is_finished(false) {} // Avoid a race with start_searching()
+struct TimerThread : public Thread {
+ TimerThread() : msec(0) {}
virtual void idle_loop();
- volatile bool is_finished;
+ int msec;
};
-/// ThreadPool class handles all the threads related stuff like init, starting,
+/// ThreadPool struct 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 ThreadPool {
+struct ThreadPool : public std::vector<Thread*> {
-public:
void init(); // No c'tor and d'tor, threads rely on globals that should
void exit(); // be initialized and valid during the whole thread lifetime.
- Thread& operator[](size_t id) { return *threads[id]; }
- int min_split_depth() const { return minimumSplitDepth; }
- size_t size() const { return threads.size(); }
- MainThread* main_thread() { return static_cast<MainThread*>(threads[0]); }
- TimerThread* timer_thread() { return timer; }
-
+ MainThread* main_thread() { return static_cast<MainThread*>((*this)[0]); }
void read_uci_options();
- bool available_slave_exists(Thread* master) const;
- void wait_for_search_finished();
- void start_searching(const Position&, const Search::LimitsType&,
- const std::vector<Move>&, Search::StateStackPtr&);
-
- template <bool Fake>
- 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 class Thread;
- friend struct MainThread;
- friend void check_time();
+ bool slave_available(Thread* master) const;
+ void wait_for_think_finished();
+ void start_thinking(const Position&, const Search::LimitsType&,
+ const std::vector<Move>&, Search::StateStackPtr&);
- std::vector<Thread*> threads;
- TimerThread* timer;
+ bool sleepWhileIdle;
+ Depth minimumSplitDepth;
+ size_t maxThreadsPerSplitPoint;
Mutex mutex;
ConditionVariable sleepCondition;
- Depth minimumSplitDepth;
- int maxThreadsPerSplitPoint;
-public:
- bool sleepWhileIdle;
+ TimerThread* timer;
};
extern ThreadPool Threads;