/* 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 #include "lock.h" #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" #include "search.h" const int MAX_THREADS = 32; const int MAX_ACTIVE_SPLIT_POINTS = 8; struct SplitPoint { // Const data after splitPoint has been setup SplitPoint* parent; const Position* pos; Depth depth; Value beta; int nodeType; int ply; int master; Move threatMove; // Const pointers to shared data MovePicker* mp; Search::Stack* ss; // Shared data Lock lock; volatile int64_t nodes; volatile Value alpha; volatile Value bestValue; volatile int moveCount; volatile bool is_betaCutoff; volatile bool is_slave[MAX_THREADS]; }; /// 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); void main_loop(); void timer_loop(); SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; MaterialInfoTable materialTable; PawnInfoTable pawnTable; int threadID; int maxPly; Lock sleepLock; WaitCondition sleepCond; SplitPoint* volatile splitPoint; volatile int activeSplitPoints; volatile bool is_searching; volatile bool do_sleep; volatile bool do_terminate; #if defined(_MSC_VER) HANDLE handle; #else pthread_t handle; #endif }; /// 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. 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(); bool use_sleeping_threads() const { return useSleepingThreads; } int min_split_depth() const { return minimumSplitDepth; } int size() const { return activeThreads; } void set_size(int cnt); void read_uci_options(); bool available_slave_exists(int master) const; bool split_point_finished(SplitPoint* sp) const; void set_timer(int msec); void wait_for_stop_or_ponderhit(); 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, Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); private: friend struct Thread; Thread threads[MAX_THREADS + 1]; // Last one is used as a timer Lock threadsLock; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; int activeThreads; bool useSleepingThreads; WaitCondition sleepCond; }; extern ThreadsManager Threads; #endif // !defined(THREAD_H_INCLUDED)