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https://github.com/sockspls/badfish
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And passed in do_move(), this ensures maximum efficiency and speed and at the same time unlimited move numbers. The draw back is that to handle Position init we need to reserve a StateInfo inside Position itself and use at init time and when copying from another Position. After lazy SMP we don't need anymore this gimmick and we can get rid of this special case and always pass an external StateInfo to Position object. Also rewritten and simplified Position constructors. Verified it does not regress with a 3 threads SMP test: ELO: -0.00 +-12.7 (95%) LOS: 50.0% Total: 1000 W: 173 L: 173 D: 654 No functional change.
107 lines
3 KiB
C++
107 lines
3 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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Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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::RootMoves rootMoves;
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Depth rootDepth;
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HistoryStats history;
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MoveStats 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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Value previousScore;
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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&, StateListPtr&, const Search::LimitsType&);
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void read_uci_options();
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int64_t nodes_searched();
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private:
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StateListPtr setupStates;
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};
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extern ThreadPool Threads;
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#endif // #ifndef THREAD_H_INCLUDED
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