/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2010 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 "lock.h" #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.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; bool pvNode; Value beta; int ply; int master; Move threatMove; // Const pointers to shared data MovePicker* mp; SearchStack* 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 is used to keep 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 { enum ThreadState { INITIALIZING, // Thread is initializing itself SEARCHING, // Thread is performing work AVAILABLE, // Thread is waiting for work BOOKED, // Other thread (master) has booked us as a slave WORKISWAITING, // Master has ordered us to start TERMINATED // We are quitting and thread is terminated }; void wake_up(); bool cutoff_occurred() const; bool is_available_to(int master) const; MaterialInfoTable materialTable; PawnInfoTable pawnTable; int maxPly; Lock sleepLock; WaitCondition sleepCond; volatile ThreadState state; SplitPoint* volatile splitPoint; volatile int activeSplitPoints; SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; }; /// ThreadsManager class is used to handle 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(); void init_hash_tables(); int min_split_depth() const { return minimumSplitDepth; } int size() const { return activeThreads; } void set_size(int cnt) { activeThreads = cnt; } void read_uci_options(); bool available_slave_exists(int master) const; void idle_loop(int threadID, SplitPoint* sp); template void split(Position& pos, SearchStack* ss, Value* alpha, const Value beta, Value* bestValue, Depth depth, Move threatMove, int moveCount, MovePicker* mp, bool pvNode); private: Lock mpLock; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; bool useSleepingThreads; int activeThreads; volatile bool allThreadsShouldExit; Thread threads[MAX_THREADS]; }; extern ThreadsManager Threads; #endif // !defined(THREAD_H_INCLUDED)