mirror of
https://github.com/peterosterlund2/droidfish.git
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144 lines
4.1 KiB
C++
144 lines
4.1 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) 2008-2012 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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#if !defined(THREAD_H_INCLUDED)
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#define THREAD_H_INCLUDED
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#include <cstring>
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#include <set>
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#include "lock.h"
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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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const int MAX_THREADS = 32;
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const int MAX_ACTIVE_SPLIT_POINTS = 8;
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struct SplitPoint {
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// Const data after splitPoint has been setup
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SplitPoint* parent;
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const Position* pos;
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Depth depth;
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Value beta;
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int nodeType;
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int ply;
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int master;
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Move threatMove;
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// Const pointers to shared data
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MovePicker* mp;
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Search::Stack* ss;
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// Shared data
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Lock lock;
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volatile int64_t nodes;
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volatile Value alpha;
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volatile Value bestValue;
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volatile int moveCount;
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volatile bool is_betaCutoff;
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volatile bool is_slave[MAX_THREADS];
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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 {
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void wake_up();
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bool cutoff_occurred() const;
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bool is_available_to(int master) const;
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void idle_loop(SplitPoint* sp);
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void main_loop();
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void timer_loop();
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SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
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MaterialInfoTable materialTable;
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PawnInfoTable pawnTable;
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int threadID;
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int maxPly;
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Lock sleepLock;
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WaitCondition sleepCond;
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SplitPoint* volatile splitPoint;
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volatile int activeSplitPoints;
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volatile bool is_searching;
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volatile bool do_sleep;
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volatile bool do_terminate;
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#if defined(_MSC_VER)
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HANDLE handle;
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#else
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pthread_t handle;
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#endif
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};
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/// ThreadsManager class handles all the threads related stuff like init, starting,
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/// parking and, the most important, 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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class ThreadsManager {
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/* As long as the single ThreadsManager object is defined as a global we don't
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need to explicitly initialize to zero its data members because variables with
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static storage duration are automatically set to zero before enter main()
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*/
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public:
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Thread& operator[](int threadID) { return threads[threadID]; }
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void init();
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void exit();
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bool use_sleeping_threads() const { return useSleepingThreads; }
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int min_split_depth() const { return minimumSplitDepth; }
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int size() const { return activeThreads; }
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void set_size(int cnt);
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void read_uci_options();
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bool available_slave_exists(int master) const;
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bool split_point_finished(SplitPoint* sp) const;
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void set_timer(int msec);
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void wait_for_stop_or_ponderhit();
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void stop_thinking();
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void start_thinking(const Position& pos, const Search::LimitsType& limits,
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const std::set<Move>& = std::set<Move>(), bool async = false);
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template <bool Fake>
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Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue,
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Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
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private:
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friend struct Thread;
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Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
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Lock threadsLock;
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Depth minimumSplitDepth;
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int maxThreadsPerSplitPoint;
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int activeThreads;
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bool useSleepingThreads;
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WaitCondition sleepCond;
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};
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extern ThreadsManager Threads;
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#endif // !defined(THREAD_H_INCLUDED)
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