/* 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 . */ #ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED #include #include #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" #include "search.h" struct Thread; const int MAX_THREADS = 128; const int MAX_SPLITPOINTS_PER_THREAD = 8; const int MAX_SLAVES_PER_SPLITPOINT = 4; /// Mutex and ConditionVariable struct are wrappers of the low level locking /// machinery and are modeled after the corresponding C++11 classes. struct Mutex { Mutex() { lock_init(l); } ~Mutex() { lock_destroy(l); } void lock() { lock_grab(l); } void unlock() { lock_release(l); } private: friend struct ConditionVariable; Lock l; }; struct ConditionVariable { ConditionVariable() { cond_init(c); } ~ConditionVariable() { cond_destroy(c); } void wait(Mutex& m) { cond_wait(c, m.l); } void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); } void notify_one() { cond_signal(c); } private: WaitCondition c; }; /// SplitPoint struct stores information shared by the threads searching in /// parallel below the same split point. It is populated at splitting time. struct SplitPoint { // Const data after split point has been setup const Position* pos; Search::Stack* ss; Thread* masterThread; int spLevel; Depth depth; Value beta; int nodeType; bool cutNode; // Const pointers to shared data MovePicker* movePicker; SplitPoint* parentSplitPoint; // Shared variable data Mutex mutex; std::bitset slavesMask; int slavesCount; volatile bool allSlavesSearching; volatile uint64_t nodes; volatile Value alpha; volatile Value bestValue; volatile Move bestMove; volatile int moveCount; volatile bool cutoff; }; /// ThreadBase struct is the base of the hierarchy from where we derive all the /// specialized thread classes. struct ThreadBase { ThreadBase() : handle(NativeHandle()), exit(false) {} virtual ~ThreadBase() {} virtual void idle_loop() = 0; void notify_one(); void wait_for(volatile const bool& b); Mutex mutex; ConditionVariable sleepCondition; NativeHandle handle; volatile bool exit; }; /// 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(); bool cutoff_occurred() const; bool available_to(const Thread* master) const; void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode); SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; Pawns::Table pawnsTable; Material::Table materialTable; Endgames endgames; Position* activePosition; size_t idx; int maxPly; SplitPoint* volatile activeSplitPoint; volatile int splitPointsSize; volatile bool searching; }; /// MainThread and TimerThread are derived classes used to characterize the two /// special threads: the main one and the recurring timer. struct MainThread : public Thread { MainThread() : thinking(true) {} // Avoid a race with start_thinking() virtual void idle_loop(); volatile bool thinking; }; struct TimerThread : public ThreadBase { static const int Resolution = 5; // Millisec between two check_time() calls TimerThread() : run(false) {} virtual void idle_loop(); bool run; }; /// 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 { 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(at(0)); } void read_uci_options(); Thread* available_slave(const Thread* master) const; void wait_for_think_finished(); void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); Depth minimumSplitDepth; Mutex mutex; ConditionVariable sleepCondition; TimerThread* timer; }; extern ThreadPool Threads; #endif // #ifndef THREAD_H_INCLUDED