#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
-#include <set>
+#include <vector>
#include "material.h"
#include "movepick.h"
const int MAX_THREADS = 32;
const int MAX_SPLITPOINTS_PER_THREAD = 8;
+class Thread;
+
struct SplitPoint {
// Const data after split point has been setup
Depth depth;
Value beta;
int nodeType;
- int master;
+ Thread* master;
Move threatMove;
// Const pointers to shared data
MovePicker* mp;
SplitPoint* parent;
-
// Shared data
Lock lock;
volatile uint64_t slavesMask;
/// 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 {
+class Thread {
+
+ typedef void (Thread::* Fn) (); // Pointer to member function
- Thread(int id);
- ~Thread();
+public:
+ Thread(Fn fn);
+ ~Thread();
void wake_up();
bool cutoff_occurred() const;
- bool is_available_to(int master) const;
+ bool is_available_to(Thread* master) const;
void idle_loop(SplitPoint* sp_master);
+ void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn
void main_loop();
void timer_loop();
void wait_for_stop_or_ponderhit();
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialInfoTable materialTable;
- PawnInfoTable pawnTable;
- int threadID;
+ MaterialTable materialTable;
+ PawnTable pawnTable;
+ size_t idx;
int maxPly;
Lock sleepLock;
WaitCondition sleepCond;
- ThreadHandle handle;
+ NativeHandle handle;
+ Fn start_fn;
SplitPoint* volatile curSplitPoint;
volatile int splitPointsCnt;
volatile bool is_searching;
};
-/// ThreadsManager class handles all the threads related stuff like init, starting,
+/// ThreadPool 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
- need to explicitly initialize to zero its data members because variables with
- static storage duration are automatically set to zero before enter main()
- */
+class ThreadPool {
+
public:
- Thread& operator[](int threadID) { return *threads[threadID]; }
- void init();
- void exit();
+ void init(); // No c'tor, Threads object is global and engine shall be fully initialized
+ ~ThreadPool();
+ Thread& operator[](int id) { return *threads[id]; }
bool use_sleeping_threads() const { return useSleepingThreads; }
int min_split_depth() const { return minimumSplitDepth; }
- int size() const { return activeThreads; }
+ size_t size() const { return threads.size(); }
+ Thread* main_thread() { return threads[0]; }
- void wake_up();
- void sleep();
+ void wake_up() const;
+ void sleep() const;
void read_uci_options();
- bool available_slave_exists(int master) const;
+ bool available_slave_exists(Thread* master) const;
void set_timer(int msec);
- void stop_thinking();
- void start_thinking(const Position& pos, const Search::LimitsType& limits,
- const std::set<Move>& = std::set<Move>(), bool async = false);
+ void wait_for_search_finished();
+ void start_searching(const Position& pos, const Search::LimitsType& limits,
+ const std::vector<Move>& searchMoves);
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 struct Thread;
+ friend class Thread;
+ std::vector<Thread*> threads;
Thread* timer;
- Thread* threads[MAX_THREADS];
Lock splitLock;
WaitCondition sleepCond;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
- int activeThreads;
bool useSleepingThreads;
};
-extern ThreadsManager Threads;
+extern ThreadPool Threads;
#endif // !defined(THREAD_H_INCLUDED)