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BadFish/src/thread.h
Marco Costalba 356147d99a Rewrite time formula
Time management is really too complex, our aim is
to simplify it, but for time being at least rewrite
in an understandable way.

No functional change.
2016-01-18 17:12:18 +01:00

104 lines
3 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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 <http://www.gnu.org/licenses/>.
*/
#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
#include <atomic>
#include <bitset>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <vector>
#include "material.h"
#include "movepick.h"
#include "pawns.h"
#include "position.h"
#include "search.h"
#include "thread_win32.h"
/// Thread struct keeps together all the thread-related stuff. 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.
class Thread {
std::thread nativeThread;
Mutex mutex;
ConditionVariable sleepCondition;
bool exit, searching;
public:
Thread();
virtual ~Thread();
virtual void search();
void idle_loop();
void start_searching(bool resume = false);
void wait_for_search_finished();
void wait(std::atomic_bool& b);
Pawns::Table pawnsTable;
Material::Table materialTable;
Endgames endgames;
size_t idx, PVIdx;
int maxPly, callsCnt;
Position rootPos;
Search::RootMoveVector rootMoves;
Depth rootDepth;
HistoryStats history;
MoveStats counterMoves;
Depth completedDepth;
std::atomic_bool resetCalls;
};
/// MainThread is a derived class with a specific overload for the main thread
struct MainThread : public Thread {
virtual void search();
bool easyMovePlayed, failedLow;
double bestMoveChanges;
Value previousScore;
};
/// ThreadPool struct handles all the threads-related stuff like init, starting,
/// parking and, most importantly, launching a thread. All the access to threads
/// data is done through this class.
struct ThreadPool : public std::vector<Thread*> {
void init(); // No constructor and destructor, threads rely on globals that should
void exit(); // be initialized and valid during the whole thread lifetime.
MainThread* main() { return static_cast<MainThread*>(at(0)); }
void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
void read_uci_options();
int64_t nodes_searched();
};
extern ThreadPool Threads;
#endif // #ifndef THREAD_H_INCLUDED