#include <vector>
-#include "evaluate.h"
#include "material.h"
#include "movepick.h"
#include "pawns.h"
WaitCondition c;
};
-class Thread;
+struct Thread;
struct SplitPoint {
// Const data after split point has been setup
const Position* pos;
const Search::Stack* ss;
+ Thread* master;
Depth depth;
Value beta;
int nodeType;
- Thread* master;
Move threatMove;
// Const pointers to shared data
// 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 {
- typedef void (Thread::* Fn) (); // Pointer to member function
+ Thread();
+ virtual ~Thread();
-public:
- Thread(Fn fn);
- ~Thread();
-
- void wake_up();
+ virtual void idle_loop();
+ void notify_one();
bool cutoff_occurred() const;
bool is_available_to(Thread* master) const;
- void idle_loop();
- void main_loop();
- void timer_loop();
- void wait_for_stop_or_ponderhit();
+ void wait_for(volatile const bool& b);
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- Eval::Table evalTable;
Material::Table materialTable;
Endgames endgames;
Pawns::Table pawnsTable;
Mutex mutex;
ConditionVariable sleepCondition;
NativeHandle handle;
- Fn start_fn;
- SplitPoint* volatile curSplitPoint;
- volatile int splitPointsCnt;
- volatile bool is_searching;
- volatile bool do_sleep;
- volatile bool do_exit;
+ SplitPoint* volatile activeSplitPoint;
+ volatile int splitPointsSize;
+ volatile bool searching;
+ volatile bool exit;
+};
+
+
+/// 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();
+ volatile bool thinking;
+};
+
+struct TimerThread : public Thread {
+ TimerThread() : msec(0) {}
+ virtual void idle_loop();
+ int msec;
};
void exit(); // be initialized and valid during the whole thread lifetime.
Thread& operator[](size_t id) { return *threads[id]; }
- bool use_sleeping_threads() const { return useSleepingThreads; }
- int min_split_depth() const { return minimumSplitDepth; }
size_t size() const { return threads.size(); }
- Thread* main_thread() { return threads[0]; }
+ MainThread* main_thread() { return static_cast<MainThread*>(threads[0]); }
+ TimerThread* timer_thread() { return timer; }
- void wake_up() const;
- void sleep() const;
void read_uci_options();
- bool available_slave_exists(Thread* master) const;
- void set_timer(int msec);
- void wait_for_search_finished();
- void start_searching(const Position&, const Search::LimitsType&,
+ 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);
-private:
- friend class Thread;
- friend void check_time();
- std::vector<Thread*> threads;
- Thread* timer;
+ bool sleepWhileIdle;
+ Depth minimumSplitDepth;
Mutex mutex;
ConditionVariable sleepCondition;
- Depth minimumSplitDepth;
- int maxThreadsPerSplitPoint;
- bool useSleepingThreads;
+
+private:
+ std::vector<Thread*> threads;
+ TimerThread* timer;
+ size_t maxThreadsPerSplitPoint;
};
extern ThreadPool Threads;