X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fthread.h;h=0b112de9b0f14540d414c506f61998053ad0c72e;hb=4048bae47bf29f431b1c6c9629675ff6cffde28f;hp=e71db835734d7bd2bc146b0cf71332e0d9b6ca61;hpb=b356e0fae3b78e39af2ae8aca6ca6197e8669819;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index e71db835..0b112de9 100644
--- a/src/thread.h
+++ b/src/thread.h
@@ -1,7 +1,8 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,120 +18,90 @@
along with this program. If not, see .
*/
-#if !defined(THREAD_H_INCLUDED)
+#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
-#include
+#include
+#include
+#include
+#include
+#include
+#include
#include "material.h"
#include "movepick.h"
#include "pawns.h"
#include "position.h"
#include "search.h"
+#include "thread_win32.h"
-const int MAX_THREADS = 32;
-const int MAX_SPLITPOINTS_PER_THREAD = 8;
-
-struct SplitPoint {
-
- // Const data after split point has been setup
- const Position* pos;
- const Search::Stack* ss;
- Depth depth;
- Value beta;
- int nodeType;
- int master;
- Move threatMove;
-
- // Const pointers to shared data
- MovePicker* mp;
- SplitPoint* parent;
-
-
- // Shared data
- Lock lock;
- volatile uint64_t slavesMask;
- volatile int64_t nodes;
- volatile Value alpha;
- volatile Value bestValue;
- volatile Move bestMove;
- volatile int moveCount;
- volatile bool cutoff;
+
+/// Thread struct keeps together all the thread-related stuff. We also use
+/// per-thread pawn and material hash 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 {
+
+ std::thread nativeThread;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ bool exit, searching;
+
+public:
+ Thread();
+ virtual ~Thread();
+ virtual void search();
+ void idle_loop();
+ void start_searching(bool resume = false);
+ void wait_for_search_finished();
+ void wait(std::atomic_bool& b);
+
+ Pawns::Table pawnsTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ size_t idx, PVIdx;
+ int maxPly, callsCnt;
+
+ Position rootPos;
+ Search::RootMoves rootMoves;
+ Depth rootDepth;
+ HistoryStats history;
+ MoveStats counterMoves;
+ Depth completedDepth;
+ std::atomic_bool resetCalls;
};
-/// Thread struct keeps together all the thread related stuff like locks, state
-/// and especially split points. We also use per-thread pawn and material hash
-/// 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 {
-
- void wake_up();
- bool cutoff_occurred() const;
- bool is_available_to(int master) const;
- void idle_loop(SplitPoint* sp_master);
- void main_loop();
- void timer_loop();
- void wait_for_stop_or_ponderhit();
-
- SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialInfoTable materialTable;
- PawnInfoTable pawnTable;
- int threadID;
- int maxPly;
- Lock sleepLock;
- WaitCondition sleepCond;
- ThreadHandle handle;
- SplitPoint* volatile curSplitPoint;
- volatile int splitPointsCnt;
- volatile bool is_searching;
- volatile bool do_sleep;
- volatile bool do_exit;
+/// MainThread is a derived class with a specific overload for the main thread
+
+struct MainThread : public Thread {
+ virtual void search();
+
+ bool easyMovePlayed, failedLow;
+ double bestMoveChanges;
+ Value previousScore;
};
-/// ThreadsManager 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.
+/// ThreadPool struct handles all the threads-related stuff like init, starting,
+/// parking and, most importantly, launching a thread. All the access to threads
+/// 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()
- */
-public:
- Thread& operator[](int threadID) { return threads[threadID]; }
- void init();
- void exit();
+struct ThreadPool : public std::vector {
- bool use_sleeping_threads() const { return useSleepingThreads; }
- int min_split_depth() const { return minimumSplitDepth; }
- int size() const { return activeThreads; }
+ void init(); // No constructor and destructor, threads rely on globals that should
+ void exit(); // be initialized and valid during the whole thread lifetime.
- void set_size(int cnt);
+ MainThread* main() { return static_cast(at(0)); }
+ void start_thinking(const Position&, StateListPtr&, const Search::LimitsType&);
void read_uci_options();
- bool available_slave_exists(int master) const;
- void set_timer(int msec);
- void stop_thinking();
- void start_thinking(const Position& pos, const Search::LimitsType& limits,
- const std::set& = std::set(), bool async = false);
-
- template
- 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);
+ int64_t nodes_searched();
+
private:
- friend struct Thread;
-
- Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
- Lock splitLock;
- WaitCondition sleepCond;
- Depth minimumSplitDepth;
- int maxThreadsPerSplitPoint;
- int activeThreads;
- bool useSleepingThreads;
+ StateListPtr setupStates;
};
-extern ThreadsManager Threads;
+extern ThreadPool Threads;
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED