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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
Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, 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
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 <>.
#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"
/// Thread struct keeps together all the thread-related stuff. 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 {
std::thread nativeThread;
Mutex mutex;
ConditionVariable sleepCondition;
bool exit, searching;
virtual ~Thread();
virtual void search();
void idle_loop();
void start_searching(bool resume = false);
void wait_for_search_finished();
void wait(std::atomic_bool& condition);
Pawns::Table pawnsTable;
Material::Table materialTable;
Endgames endgames;
size_t idx, PVIdx;
int maxPly, callsCnt;
uint64_t tbHits;
Position rootPos;
Search::RootMoves rootMoves;
Depth rootDepth;
Depth completedDepth;
std::atomic_bool resetCalls;
MoveStats counterMoves;
HistoryStats history;
CounterMoveHistoryStats counterMoveHistory;
/// MainThread is a derived class with a specific overload for the main thread
struct MainThread : public Thread {
virtual void search();
bool easyMovePlayed, failedLow;
double bestMoveChanges;
Value previousScore;
/// ThreadPool struct handles all the threads-related stuff like init, starting,
/// parking and, most importantly, launching a thread. All the access to threads
/// data is done through this class.
struct ThreadPool : public std::vector<Thread*> {
void init(); // No constructor and destructor, threads rely on globals that should
void exit(); // be initialized and valid during the whole thread lifetime.
MainThread* main() { return static_cast<MainThread*>(at(0)); }
void start_thinking(Position&, StateListPtr&, const Search::LimitsType&);
void read_uci_options();
uint64_t nodes_searched() const;
uint64_t tb_hits() const;
StateListPtr setupStates;
extern ThreadPool Threads;
#endif // #ifndef THREAD_H_INCLUDED