/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2013 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 "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" #include "search.h" const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t const int MAX_SPLITPOINTS_PER_THREAD = 8; struct Mutex { Mutex() { lock_init(l); } ~Mutex() { lock_destroy(l); } void lock() { lock_grab(l); } void unlock() { lock_release(l); } private: friend struct ConditionVariable; Lock l; }; struct ConditionVariable { ConditionVariable() { cond_init(c); } ~ConditionVariable() { cond_destroy(c); } void wait(Mutex& m) { cond_wait(c, m.l); } void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); } void notify_one() { cond_signal(c); } private: WaitCondition c; }; struct Thread; struct SplitPoint { // Const data after split point has been setup const Position* pos; const Search::Stack* ss; Thread* masterThread; Depth depth; Value beta; int nodeType; Move threatMove; // Const pointers to shared data MovePicker* movePicker; SplitPoint* parentSplitPoint; // Shared data Mutex mutex; volatile uint64_t slavesMask; volatile int64_t nodes; volatile Value alpha; volatile Value bestValue; volatile Move bestMove; volatile int moveCount; volatile bool cutoff; }; /// Thread struct keeps 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 { Thread(); virtual ~Thread(); virtual void idle_loop(); void notify_one(); bool cutoff_occurred() const; bool is_available_to(Thread* master) const; void wait_for(volatile const bool& b); template void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType); SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; Material::Table materialTable; Endgames endgames; Pawns::Table pawnsTable; Position* activePosition; size_t idx; int maxPly; Mutex mutex; ConditionVariable sleepCondition; NativeHandle handle; SplitPoint* volatile activeSplitPoint; volatile int splitPointsSize; volatile bool searching; volatile bool exit; }; /// MainThread and TimerThread are sublassed from Thread to characterize the two /// special threads: the main one and the recurring timer. struct MainThread : public Thread { MainThread() : thinking(true) {} // Avoid a race with start_thinking() virtual void idle_loop(); volatile bool thinking; }; struct TimerThread : public Thread { TimerThread() : msec(0) {} virtual void idle_loop(); int msec; }; /// ThreadPool struct handles 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. struct ThreadPool : public std::vector { void init(); // No c'tor and d'tor, threads rely on globals that should void exit(); // be initialized and valid during the whole thread lifetime. MainThread* main_thread() { return static_cast((*this)[0]); } void read_uci_options(); Thread* available_slave(Thread* master) const; void wait_for_think_finished(); void start_thinking(const Position&, const Search::LimitsType&, const std::vector&, Search::StateStackPtr&); bool sleepWhileIdle; Depth minimumSplitDepth; size_t maxThreadsPerSplitPoint; Mutex mutex; ConditionVariable sleepCondition; TimerThread* timer; }; extern ThreadPool Threads; #endif // !defined(THREAD_H_INCLUDED)