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125 lines
3.5 KiB
C++
125 lines
3.5 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef THREAD_H_INCLUDED
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#define THREAD_H_INCLUDED
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#include <atomic>
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#include <bitset>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include <vector>
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#include "material.h"
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#include "movepick.h"
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#include "pawns.h"
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#include "position.h"
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#include "search.h"
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#include "thread_win32.h"
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struct Thread;
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const size_t MAX_THREADS = 128;
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/// ThreadBase struct is the base of the hierarchy from where we derive all the
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/// specialized thread classes.
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struct ThreadBase : public std::thread {
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virtual ~ThreadBase() = default;
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virtual void idle_loop() = 0;
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void notify_one();
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void wait(volatile const bool& b);
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void wait_while(volatile const bool& b);
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Mutex mutex;
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ConditionVariable sleepCondition;
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volatile bool exit = false;
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};
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/// Thread struct keeps together all the thread related stuff like locks, state
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/// and especially split points. We also use per-thread pawn and material hash
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/// tables so that once we get a pointer to an entry its life time is unlimited
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/// and we don't have to care about someone changing the entry under our feet.
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struct Thread : public ThreadBase {
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Thread();
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virtual void idle_loop();
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void search(bool isMainThread = false);
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Pawns::Table pawnsTable;
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Material::Table materialTable;
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Endgames endgames;
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size_t idx, PVIdx;
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int maxPly;
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volatile bool searching;
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Position rootPos;
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Search::RootMoveVector rootMoves;
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Search::Stack stack[MAX_PLY+4];
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HistoryStats History;
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MovesStats Countermoves;
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Depth depth;
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};
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/// MainThread and TimerThread are derived classes used to characterize the two
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/// special threads: the main one and the recurring timer.
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struct MainThread : public Thread {
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virtual void idle_loop();
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void join();
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void think();
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volatile bool thinking = true; // Avoid a race with start_thinking()
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};
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struct TimerThread : public ThreadBase {
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static const int Resolution = 5; // Millisec between two check_time() calls
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virtual void idle_loop();
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bool run = false;
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};
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/// ThreadPool struct handles all the threads related stuff like init, starting,
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/// parking and, most importantly, launching a slave thread at a split point.
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/// All the access to shared thread data is done through this class.
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struct ThreadPool : public std::vector<Thread*> {
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void init(); // No c'tor and d'tor, threads rely on globals that should be
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void exit(); // initialized and are valid during the whole thread lifetime.
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MainThread* main() { return static_cast<MainThread*>(at(0)); }
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void read_uci_options();
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void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
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int64_t nodes_searched();
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TimerThread* timer;
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};
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extern ThreadPool Threads;
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#endif // #ifndef THREAD_H_INCLUDED
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