Rename ThreadsManager to ThreadPool
It is a more standard naming convention. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>sf_2.3.1_base
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5f5d056c8f
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960a689769
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@ -27,7 +27,7 @@
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using namespace Search;
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ThreadsManager Threads; // Global object
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ThreadPool Threads; // Global object
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namespace { extern "C" {
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@ -199,7 +199,7 @@ bool Thread::is_available_to(Thread* master) const {
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// a c'tor becuase Threads is a static object and we need a fully initialized
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// engine at this point due to allocation of endgames in Thread c'tor.
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void ThreadsManager::init() {
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void ThreadPool::init() {
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cond_init(sleepCond);
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lock_init(splitLock);
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@ -211,7 +211,7 @@ void ThreadsManager::init() {
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// d'tor cleanly terminates the threads when the program exits.
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ThreadsManager::~ThreadsManager() {
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ThreadPool::~ThreadPool() {
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for (int i = 0; i < size(); i++)
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delete threads[i];
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@ -227,7 +227,7 @@ ThreadsManager::~ThreadsManager() {
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// objects are dynamically allocated to avoid creating in advance all possible
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// threads, with included pawns and material tables, if only few are used.
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void ThreadsManager::read_uci_options() {
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void ThreadPool::read_uci_options() {
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maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
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minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
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@ -251,7 +251,7 @@ void ThreadsManager::read_uci_options() {
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// on the sleep condition and to reset maxPly. When useSleepingThreads is set
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// threads will be woken up at split time.
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void ThreadsManager::wake_up() const {
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void ThreadPool::wake_up() const {
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for (int i = 0; i < size(); i++)
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{
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@ -267,7 +267,7 @@ void ThreadsManager::wake_up() const {
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// sleep() is called after the search finishes to ask all the threads but the
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// main one to go waiting on a sleep condition.
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void ThreadsManager::sleep() const {
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void ThreadPool::sleep() const {
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for (int i = 1; i < size(); i++) // Main thread will go to sleep by itself
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threads[i]->do_sleep = true; // to avoid a race with start_searching()
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@ -277,7 +277,7 @@ void ThreadsManager::sleep() const {
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// available_slave_exists() tries to find an idle thread which is available as
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// a slave for the thread 'master'.
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bool ThreadsManager::available_slave_exists(Thread* master) const {
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bool ThreadPool::available_slave_exists(Thread* master) const {
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for (int i = 0; i < size(); i++)
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if (threads[i]->is_available_to(master))
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@ -297,9 +297,10 @@ bool ThreadsManager::available_slave_exists(Thread* master) const {
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// search(). When all threads have returned from search() then split() returns.
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template <bool Fake>
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Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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Value bestValue, Move* bestMove, Depth depth,
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Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
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Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
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Value bestValue, Move* bestMove, Depth depth,
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Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
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assert(pos.pos_is_ok());
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assert(bestValue > -VALUE_INFINITE);
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assert(bestValue <= alpha);
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@ -395,14 +396,14 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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}
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// Explicit template instantiations
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template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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// ThreadsManager::set_timer() is used to set the timer to trigger after msec
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// milliseconds. If msec is 0 then timer is stopped.
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// set_timer() is used to set the timer to trigger after msec milliseconds.
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// If msec is 0 then timer is stopped.
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void ThreadsManager::set_timer(int msec) {
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void ThreadPool::set_timer(int msec) {
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lock_grab(timer->sleepLock);
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timer->maxPly = msec;
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@ -411,10 +412,10 @@ void ThreadsManager::set_timer(int msec) {
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}
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// ThreadsManager::wait_for_search_finished() waits for main thread to go to
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// sleep, this means search is finished. Then returns.
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// wait_for_search_finished() waits for main thread to go to sleep, this means
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// search is finished. Then returns.
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void ThreadsManager::wait_for_search_finished() {
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void ThreadPool::wait_for_search_finished() {
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Thread* t = main_thread();
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lock_grab(t->sleepLock);
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@ -424,10 +425,10 @@ void ThreadsManager::wait_for_search_finished() {
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}
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// ThreadsManager::start_searching() wakes up the main thread sleeping in
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// main_loop() so to start a new search, then returns immediately.
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// start_searching() wakes up the main thread sleeping in main_loop() so to start
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// a new search, then returns immediately.
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void ThreadsManager::start_searching(const Position& pos, const LimitsType& limits,
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void ThreadPool::start_searching(const Position& pos, const LimitsType& limits,
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const std::vector<Move>& searchMoves) {
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wait_for_search_finished();
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12
src/thread.h
12
src/thread.h
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@ -102,18 +102,18 @@ public:
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};
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/// ThreadsManager class handles all the threads related stuff like init, starting,
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/// ThreadPool class handles all the threads related stuff like init, starting,
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/// parking and, the most important, 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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class ThreadsManager {
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/* As long as the single ThreadsManager object is defined as a global we don't
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class ThreadPool {
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/* As long as the single ThreadPool object is defined as a global we don't
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need to explicitly initialize to zero its data members because variables with
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static storage duration are automatically set to zero before enter main()
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*/
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public:
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void init(); // No c'tor becuase Threads is static and we need engine initialized
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~ThreadsManager();
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void init(); // No c'tor becuase Threads is global and we need engine initialized
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~ThreadPool();
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Thread& operator[](int id) { return *threads[id]; }
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bool use_sleeping_threads() const { return useSleepingThreads; }
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@ -145,6 +145,6 @@ private:
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bool useSleepingThreads;
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};
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extern ThreadsManager Threads;
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extern ThreadPool Threads;
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#endif // !defined(THREAD_H_INCLUDED)
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