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https://github.com/sockspls/badfish
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Use Mutex instead. This is in preparaation for merging with master branch, where we stilll don't have spinlocks. Eventually spinlocks will be readded in some future patch, once c++11 has been merged. No functional change.
161 lines
4.6 KiB
C++
161 lines
4.6 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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struct Thread;
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const size_t MAX_THREADS = 128;
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const size_t MAX_SPLITPOINTS_PER_THREAD = 8;
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const size_t MAX_SLAVES_PER_SPLITPOINT = 4;
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/// SplitPoint struct stores information shared by the threads searching in
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/// parallel below the same split point. It is populated at splitting time.
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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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Search::Stack* ss;
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Thread* master;
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Depth depth;
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Value beta;
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int nodeType;
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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 variable data
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Mutex mutex;
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std::bitset<MAX_THREADS> slavesMask;
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volatile bool allSlavesSearching;
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volatile uint64_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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virtual ~ThreadBase() = default;
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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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std::thread nativeThread;
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Mutex mutex;
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ConditionVariable sleepCondition;
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volatile bool exit = false;
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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 can_join(const SplitPoint* sp) const;
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void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
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Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
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SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
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Pawns::Table pawnsTable;
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Material::Table materialTable;
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Endgames endgames;
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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 size_t 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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virtual void idle_loop();
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volatile bool thinking = true; // Avoid a race with start_thinking()
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};
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struct TimerThread : public ThreadBase {
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static const int Resolution = 5; // Millisec between two check_time() calls
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virtual void idle_loop();
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bool run = false;
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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 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 be
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void exit(); // initialized and are valid during the whole thread lifetime.
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MainThread* main() { return static_cast<MainThread*>(at(0)); }
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void read_uci_options();
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Thread* available_slave(const SplitPoint* sp) const;
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void wait_for_think_finished();
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void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
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Depth minimumSplitDepth;
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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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