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Instead of creating a running std::thread and returning, wait in Thread c'tor that the native thread of execution goes to sleep in idle_loop(). In this way we can simplify how search is started, because when main thread is idle we are sure also all other threads will be idle, in any case, even at thread creation and startup. After lazy smp went in, we can simpify and rewrite a lot of logic that is now no more needed. This is hopefully the final big cleanup. Tested for no regression at 5+0.1 with 3 threads: LLR: 2.95 (-2.94,2.94) [-5.00,0.00] Total: 17411 W: 3248 L: 3198 D: 10965 No functional change.
100 lines
2.8 KiB
C++
100 lines
2.8 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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/// Thread struct keeps together all the thread related stuff. We also use
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/// per-thread pawn and material hash tables so that once we get a pointer to an
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/// entry its life time is unlimited and we don't have to care about someone
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/// changing the entry under our feet.
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class Thread {
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std::thread nativeThread;
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Mutex mutex;
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ConditionVariable sleepCondition;
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bool exit, searching;
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public:
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Thread();
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virtual ~Thread();
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virtual void search();
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void idle_loop();
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void start_searching(bool resume = false);
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void wait_for_search_finished();
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void wait(std::atomic_bool& b);
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Pawns::Table pawnsTable;
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Material::Table materialTable;
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Endgames endgames;
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size_t idx, PVIdx;
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int maxPly, callsCnt;
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Position rootPos;
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Search::RootMoveVector rootMoves;
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Depth rootDepth;
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HistoryStats history;
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MovesStats counterMoves;
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Depth completedDepth;
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std::atomic_bool resetCalls;
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};
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/// MainThread is a derived class with a specific overload for the main thread
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struct MainThread : public Thread {
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virtual void search();
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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 thread. All the access to threads
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/// data is done through this class.
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struct ThreadPool : public std::vector<Thread*> {
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void init(); // No constructor and destructor, threads rely on globals that should
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void exit(); // be initialized and valid during the whole thread lifetime.
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MainThread* main() { return static_cast<MainThread*>(at(0)); }
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void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
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void read_uci_options();
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int64_t nodes_searched();
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};
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extern ThreadPool Threads;
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#endif // #ifndef THREAD_H_INCLUDED
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