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103 lines
2.9 KiB
C++
103 lines
2.9 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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/// Thread struct keeps together all the thread related stuff. We also use
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/// per-thread pawn and material hash tables so that once we get a pointer to an
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/// entry its life time is unlimited and we don't have to care about someone
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/// changing the entry under our feet.
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class Thread {
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std::thread nativeThread;
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Mutex mutex;
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ConditionVariable sleepCondition;
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bool exit, searching;
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public:
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Thread();
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virtual ~Thread();
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virtual void search();
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void idle_loop();
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void start_searching(bool resume = false);
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void wait_for_search_finished();
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void wait(std::atomic_bool& b);
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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, callsCnt;
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Position rootPos;
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Search::RootMoveVector rootMoves;
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Depth rootDepth;
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HistoryStats history;
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MovesStats counterMoves;
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Depth completedDepth;
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std::atomic_bool resetCalls;
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};
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/// MainThread is a derived class with a specific overload for the main thread
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struct MainThread : public Thread {
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virtual void search();
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bool easyMovePlayed, failedLow;
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double bestMoveChanges;
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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 thread. All the access to threads
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/// data is done through this class.
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struct ThreadPool : public std::vector<Thread*> {
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void init(); // No constructor and destructor, 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*>(at(0)); }
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void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
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void read_uci_options();
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int64_t nodes_searched();
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};
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extern ThreadPool Threads;
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#endif // #ifndef THREAD_H_INCLUDED
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