#include <vector>
+#include "evaluate.h"
#include "material.h"
#include "movepick.h"
#include "pawns.h"
#include "position.h"
#include "search.h"
-const int MAX_THREADS = 32;
+const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
const int MAX_SPLITPOINTS_PER_THREAD = 8;
struct Mutex {
// Shared data
Mutex mutex;
+ Position* activePositions[MAX_THREADS];
volatile uint64_t slavesMask;
volatile int64_t nodes;
volatile Value alpha;
void wait_for_stop_or_ponderhit();
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialTable materialTable;
- PawnTable pawnTable;
+ Eval::Table evalTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
size_t idx;
int maxPly;
Mutex mutex;
class ThreadPool {
public:
- void init(); // No c'tor, Threads object is global and engine shall be fully initialized
- ~ThreadPool();
+ 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]; }
bool use_sleeping_threads() const { return useSleepingThreads; }
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);
+ Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType);
private:
friend class Thread;
+ friend void check_time();
std::vector<Thread*> threads;
Thread* timer;