} }
+// Thread c'tor creates and launches the OS thread, that will go immediately to
+// sleep.
+
Thread::Thread(int id) {
- threadID = id;
- do_sleep = (id != 0); // Avoid a race with start_thinking()
is_searching = do_exit = false;
maxPly = splitPointsCnt = 0;
curSplitPoint = NULL;
+ threadID = id;
+ do_sleep = (id != 0); // Avoid a race with start_thinking()
lock_init(sleepLock);
cond_init(sleepCond);
}
+// Thread d'tor will wait for thread termination before to return.
+
Thread::~Thread() {
assert(do_sleep);
// read_uci_options() updates internal threads parameters from the corresponding
-// UCI options. It is called before to start a new search.
+// UCI options and creates/destroys threads to match the requested number. Thread
+// objects are dynamically allocated to avoid creating in advance all possible
+// threads, with included pawns and material tables, if only few are used.
void ThreadsManager::read_uci_options() {
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
useSleepingThreads = Options["Use Sleeping Threads"];
- activeThreads = Options["Threads"];
-
- // Dynamically allocate Thread object according to the number of
- // active threads. This avoids preallocating memory for all possible
- // threads if only few are used.
- for (int i = 0; i < MAX_THREADS; i++)
- if (i < activeThreads && !threads[i])
- threads[i] = new Thread(i);
- else if (i >= activeThreads && threads[i])
- {
- delete threads[i];
- threads[i] = NULL;
- }
+ int requested = Options["Threads"];
+
+ while (size() < requested)
+ threads.push_back(new Thread(size()));
+
+ while (size() > requested)
+ {
+ delete threads.back();
+ threads.pop_back();
+ }
}
+// wake_up() is called before a new search to start the threads that are waiting
+// on the sleep condition. If useSleepingThreads is set threads will be woken up
+// at split time.
+
void ThreadsManager::wake_up() {
- for (int i = 0; i < activeThreads; i++)
+ for (int i = 0; i < size(); i++)
{
threads[i]->do_sleep = false;
- threads[i]->wake_up();
+
+ if (!useSleepingThreads)
+ threads[i]->wake_up();
}
}
+// sleep() is called after the search to ask threads to wait on sleep condition
+
void ThreadsManager::sleep() {
- for (int i = 0; i < activeThreads; i++)
+ for (int i = 0; i < size(); i++)
threads[i]->do_sleep = true;
}
cond_init(sleepCond);
lock_init(splitLock);
timer = new Thread(MAX_THREADS);
- read_uci_options(); // Creates at least main thread
+ read_uci_options(); // Creates at least the main thread
}
-// exit() is called to cleanly terminate the threads when the program finishes
+// exit() is called to cleanly terminate the threads before the program finishes
void ThreadsManager::exit() {
- for (int i = 0; i < MAX_THREADS; i++)
- if (threads[i])
- delete threads[i];
+ for (int i = 0; i < size(); i++)
+ delete threads[i];
delete timer;
lock_destroy(splitLock);
bool ThreadsManager::available_slave_exists(int master) const {
- assert(master >= 0 && master < activeThreads);
+ assert(master >= 0 && master < size());
- for (int i = 0; i < activeThreads; i++)
+ for (int i = 0; i < size(); i++)
if (threads[i]->is_available_to(master))
return true;
assert(alpha < beta);
assert(beta <= VALUE_INFINITE);
assert(depth > DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < activeThreads);
- assert(activeThreads > 1);
int master = pos.thread();
Thread& masterThread = *threads[master];
lock_grab(sp->lock);
lock_grab(splitLock);
- for (int i = 0; i < activeThreads && !Fake; i++)
+ for (int i = 0; i < size() && !Fake; ++i)
if (threads[i]->is_available_to(master))
{
sp->slavesMask |= 1ULL << i;
void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
const std::set<Move>& searchMoves, bool async) {
- Thread& main = *threads[0];
+ Thread& main = *threads.front();
lock_grab(main.sleepLock);
void ThreadsManager::stop_thinking() {
- Thread& main = *threads[0];
+ Thread& main = *threads.front();
Search::Signals.stop = true;
#define THREAD_H_INCLUDED
#include <set>
+#include <vector>
#include "material.h"
#include "movepick.h"
/// 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 {
+ Thread(const Thread&); // Only declared to disable the default ones
+ Thread& operator=(const Thread&); // that are not suitable in this case.
+
+public:
Thread(int id);
~Thread();
static storage duration are automatically set to zero before enter main()
*/
public:
- Thread& operator[](int threadID) { return *threads[threadID]; }
void init();
void exit();
+ 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; }
+ int size() const { return (int)threads.size(); }
void wake_up();
void sleep();
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;
};