/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Copyright (C) 2015-2017 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 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 . */ #ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED #include #include #include #include #include #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" #include "search.h" #include "thread_win32.h" /// Thread class keeps together all the thread-related stuff. We 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 { Mutex mutex; ConditionVariable cv; size_t idx; bool exit = false, searching = true; // Set before starting std::thread std::thread stdThread; public: explicit Thread(size_t); virtual ~Thread(); virtual void search(); void clear(); void idle_loop(); void start_searching(); void wait_for_search_finished(); Pawns::Table pawnsTable; Material::Table materialTable; Endgames endgames; size_t PVIdx; int selDepth; std::atomic nodes, tbHits; Position rootPos; Search::RootMoves rootMoves; Depth rootDepth, completedDepth; CounterMoveHistory counterMoves; ButterflyHistory mainHistory; ContinuationHistory contHistory; }; /// MainThread is a derived class specific for main thread struct MainThread : public Thread { using Thread::Thread; void search() override; void check_time(); bool easyMovePlayed, failedLow; double bestMoveChanges; Value previousScore; int callsCnt; }; /// ThreadPool struct handles all the threads-related stuff like init, starting, /// parking and, most importantly, launching a thread. All the access to threads /// is done through this class. struct ThreadPool : public std::vector { void init(size_t); // No constructor and destructor, threads rely on globals that should void exit(); // be initialized and valid during the whole thread lifetime. void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false); void set(size_t); MainThread* main() const { return static_cast(front()); } uint64_t nodes_searched() const { return accumulate(&Thread::nodes); } uint64_t tb_hits() const { return accumulate(&Thread::tbHits); } std::atomic_bool stop, ponder, stopOnPonderhit; private: StateListPtr setupStates; uint64_t accumulate(std::atomic Thread::* member) const { uint64_t sum = 0; for (Thread* th : *this) sum += (th->*member).load(std::memory_order_relaxed); return sum; } }; extern ThreadPool Threads; #endif // #ifndef THREAD_H_INCLUDED