// Mainly from Stockfish
#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
#include <vector>
#include <queue>
#include "engine.h" // <-- to allow access to main Engine object
#include "platform.h"
#include "position.h"
const int MAX_THREADS = 32;
const int MAX_SPLITPOINTS_PER_THREAD = 8;
class Thread;
/*
struct SplitPoint {
// Const data after split point has been setup
const Position* pos;
//const Search::Stack* ss;
Depth depth;
Value beta;
int nodeType;
Thread* master;
Move threatMove;
// Const pointers to shared data
//MovePicker* mp;
//SplitPoint* parent;
// Shared data
Lock lock;
volatile uint64_t slavesMask;
volatile int64_t nodes;
volatile Value alpha;
volatile Value bestValue;
volatile Move bestMove;
volatile int moveCount;
volatile bool cutoff;
};
*/
/// 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.
class Thread
{
Thread(const Thread&); // Only declared to disable the default ones
Thread& operator=(const Thread&); // that are not suitable in this case.
typedef void (Thread::* Fn) ();
public:
Thread(Fn fn);
~Thread();
void wake_up();
bool cutoff_occurred() const;
bool is_available_to(Thread* master) const;
void idle_loop();// void idle_loop(){ idle_loop(NULL); } // Hack to allow storing in start_fn
void BrainMainThreadLoop();
void ClockThreadLoop();
void wait_for_stop_or_ponderhit();
int idx;
int maxPly;
Lock sleepLock;
WaitCondition sleepCond;
NativeHandle handle;
Fn start_fn;
volatile bool is_searching;
volatile bool do_sleep;
volatile bool do_exit;
};
/// ThreadsManager class handles all the threads related stuff like init, starting,
/// parking and, the most important, launching a slave thread at a split point.
/// All the access to shared thread data is done through this class.
class ThreadsManager
{
//As long as the single ThreadsManager object is defined as a global we don't
// need to explicitly initialize to zero its data members because variables with
// static storage duration are automatically set to zero before enter main()
public:
void init(); // No c'tor becuase Threads is static and we need engine initialized
~ThreadsManager();
void DisplayStatus();
Thread& operator[](int id)
{
return *threads[id];
}
int size() const
{
return (int)threads.size();
}
Thread* main_thread()
{
return threads[0];
}
void wake_up() const;
void sleep() const;
void read_uci_options();
void set_timer(int msec);
void wait_for_search_finished();
private:
friend class Thread;
std::vector<Thread*> threads;
Thread* timer;
Lock splitLock;
WaitCondition sleepCond;
//Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
bool useSleepingThreads;
};
extern ThreadsManager Threads;
#endif // !defined(THREAD_H_INCLUDED)