/* 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 Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #if !defined(THREAD_H_INCLUDED) #define THREAD_H_INCLUDED #include #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" #include "search.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 const Position* pos; const Search::Stack* ss; Depth depth; Value beta; int nodeType; Thread* 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 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. class Thread { typedef void (Thread::* Fn) (); // Pointer to member function public: Thread(Fn fn); ~Thread(); void wake_up(); 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(); SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; MaterialTable materialTable; PawnTable pawnTable; size_t idx; int maxPly; Lock sleepLock; WaitCondition sleepCond; NativeHandle handle; Fn start_fn; SplitPoint* volatile curSplitPoint; volatile int splitPointsCnt; volatile bool is_searching; volatile bool do_sleep; volatile bool do_exit; }; /// 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 ThreadPool { public: void init(); // No c'tor, Threads object is global and engine shall be fully initialized ~ThreadPool(); 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]; } 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& pos, const Search::LimitsType& limits, const std::vector& searchMoves); 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); private: friend class Thread; std::vector threads; Thread* timer; Lock splitLock; WaitCondition sleepCond; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; bool useSleepingThreads; }; extern ThreadPool Threads; #endif // !defined(THREAD_H_INCLUDED)