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;
};
-/// 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]; }
- 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 slave_available(Thread* master) const;
void wait_for_think_finished();
void start_thinking(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);
-
bool sleepWhileIdle;
Depth minimumSplitDepth;
+ size_t maxThreadsPerSplitPoint;
Mutex mutex;
ConditionVariable sleepCondition;
-
-private:
- std::vector<Thread*> threads;
TimerThread* timer;
- size_t maxThreadsPerSplitPoint;
};
extern ThreadPool Threads;