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stockfish/src/thread.h

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/*
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
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"
struct Thread;
const size_t MAX_THREADS = 128;
/// ThreadBase struct is the base of the hierarchy from where we derive all the
/// specialized thread classes.
struct ThreadBase : public std::thread {
virtual ~ThreadBase() = default;
virtual void idle_loop() = 0;
void notify_one();
void wait(volatile const bool& b);
void wait_while(volatile const bool& b);
Mutex mutex;
ConditionVariable sleepCondition;
volatile bool exit = false;
};
/// 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 : public ThreadBase {
Thread();
virtual void idle_loop();
void search(bool isMainThread = false);
Pawns::Table pawnsTable;
Material::Table materialTable;
Endgames endgames;
size_t idx, PVIdx;
int maxPly;
volatile bool searching;
Position rootPos;
Search::RootMoveVector rootMoves;
Search::Stack stack[MAX_PLY+4];
HistoryStats History;
MovesStats Countermoves;
Depth depth;
};
/// MainThread and TimerThread are derived classes used to characterize the two
/// special threads: the main one and the recurring timer.
struct MainThread : public Thread {
virtual void idle_loop();
void join();
void think();
volatile bool thinking = true; // Avoid a race with start_thinking()
};
struct TimerThread : public ThreadBase {
static const int Resolution = 5; // Millisec between two check_time() calls
virtual void idle_loop();
bool run = false;
};
/// ThreadPool struct handles all the threads related stuff like init, starting,
/// parking and, most importantly, 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<Thread*> {
void init(); // No c'tor and d'tor, threads rely on globals that should be
void exit(); // initialized and are valid during the whole thread lifetime.
MainThread* main() { return static_cast<MainThread*>(at(0)); }
void read_uci_options();
void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
int64_t nodes_searched();
TimerThread* timer;
};
extern ThreadPool Threads;
#endif // #ifndef THREAD_H_INCLUDED