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/*
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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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  Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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 <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 class keeps together all the thread-related stuff. We use
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/// per-thread pawn and material hash tables so that once we get a
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/// pointer to an entry its life time is unlimited and we don't have
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/// to care about someone changing the entry under our feet.
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class Thread {
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  Mutex mutex;
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  ConditionVariable cv;
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  size_t idx;
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  bool exit = false, searching = true; // Set before starting std::thread
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  std::thread stdThread;
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public:
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  explicit Thread(size_t);
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  virtual ~Thread();
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  virtual void search();
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  void clear();
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  void idle_loop();
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  void start_searching();
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  void wait_for_search_finished();
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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 pvIdx, pvLast;
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  int selDepth, nmpMinPly;
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  Color nmpColor;
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  std::atomic<uint64_t> nodes, tbHits;
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  Position rootPos;
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  Search::RootMoves rootMoves;
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  Depth rootDepth, completedDepth;
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  CounterMoveHistory counterMoves;
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  ButterflyHistory mainHistory;
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  CapturePieceToHistory captureHistory;
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  ContinuationHistory continuationHistory;
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  Score contempt;
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};
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/// MainThread is a derived class specific for main thread
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struct MainThread : public Thread {
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  using Thread::Thread;
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  void search() override;
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  void check_time();
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  double bestMoveChanges, previousTimeReduction;
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  Value previousScore;
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  int callsCnt;
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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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/// is done through this class.
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struct ThreadPool : public std::vector<Thread*> {
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  void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false);
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  void clear();
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  void set(size_t);
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  MainThread* main()        const { return static_cast<MainThread*>(front()); }
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  uint64_t nodes_searched() const { return accumulate(&Thread::nodes); }
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  uint64_t tb_hits()        const { return accumulate(&Thread::tbHits); }
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  std::atomic_bool stop, ponder, stopOnPonderhit;
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private:
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  StateListPtr setupStates;
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  uint64_t accumulate(std::atomic<uint64_t> Thread::* member) const {
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    uint64_t sum = 0;
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    for (Thread* th : *this)
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        sum += (th->*member).load(std::memory_order_relaxed);
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    return sum;
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  }
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};
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extern ThreadPool Threads;
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#endif // #ifndef THREAD_H_INCLUDED