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180 lines
5.0 KiB
C++
180 lines
5.0 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) 2008-2013 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 <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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const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
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const int MAX_SPLITPOINTS_PER_THREAD = 8;
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struct Mutex {
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Mutex() { lock_init(l); }
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~Mutex() { lock_destroy(l); }
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void lock() { lock_grab(l); }
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void unlock() { lock_release(l); }
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private:
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friend struct ConditionVariable;
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Lock l;
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};
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struct ConditionVariable {
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ConditionVariable() { cond_init(c); }
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~ConditionVariable() { cond_destroy(c); }
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void wait(Mutex& m) { cond_wait(c, m.l); }
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void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); }
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void notify_one() { cond_signal(c); }
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private:
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WaitCondition c;
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};
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struct Thread;
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struct SplitPoint {
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// Const data after split point has been setup
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const Position* pos;
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const Search::Stack* ss;
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Thread* masterThread;
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Depth depth;
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Value beta;
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int nodeType;
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Move threatMove;
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bool cutNode;
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// Const pointers to shared data
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MovePicker* movePicker;
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SplitPoint* parentSplitPoint;
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// Shared data
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Mutex mutex;
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volatile uint64_t slavesMask;
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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 Move bestMove;
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volatile int moveCount;
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volatile bool cutoff;
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};
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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 {
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ThreadBase() : exit(false) {}
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virtual ~ThreadBase() {}
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virtual void idle_loop() = 0;
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void notify_one();
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void wait_for(volatile const bool& b);
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Mutex mutex;
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ConditionVariable sleepCondition;
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NativeHandle handle;
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volatile bool exit;
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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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bool cutoff_occurred() const;
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bool available_to(const Thread* master) const;
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template <bool Fake>
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void split(Position& pos, const Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
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Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
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SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
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Material::Table materialTable;
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Endgames endgames;
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Pawns::Table pawnsTable;
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Position* activePosition;
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size_t idx;
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int maxPly;
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SplitPoint* volatile activeSplitPoint;
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volatile int splitPointsSize;
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volatile bool searching;
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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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MainThread() : thinking(true) {} // Avoid a race with start_thinking()
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virtual void idle_loop();
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volatile bool thinking;
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};
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struct TimerThread : public ThreadBase {
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TimerThread() : run(false) {}
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virtual void idle_loop();
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bool run;
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static const int Resolution = 5; // msec between two check_time() calls
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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, 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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struct ThreadPool : public std::vector<Thread*> {
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void init(); // No c'tor and d'tor, threads rely on globals that should
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void exit(); // be initialized and valid during the whole thread lifetime.
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MainThread* main() { return static_cast<MainThread*>((*this)[0]); }
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void read_uci_options();
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Thread* available_slave(const Thread* master) const;
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void wait_for_think_finished();
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void start_thinking(const Position&, const Search::LimitsType&,
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const std::vector<Move>&, Search::StateStackPtr&);
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bool sleepWhileIdle;
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Depth minimumSplitDepth;
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size_t maxThreadsPerSplitPoint;
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Mutex mutex;
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ConditionVariable sleepCondition;
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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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