X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=39753f40cfdfe4e2f3397bff2bca5c6c26f922e7;hb=80d7556af785f57a4f90d121c57c9c2f85a2963e;hp=12fc4f23a70e1c21d596f092b9b0a35932c0e9b8;hpb=673bc5526fa3d352f823ad144fb521b5dc98f45c;p=stockfish diff --git a/src/thread.h b/src/thread.h index 12fc4f23..39753f40 100644 --- a/src/thread.h +++ b/src/thread.h @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + 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 @@ -17,9 +17,14 @@ along with this program. If not, see . */ -#if !defined(THREAD_H_INCLUDED) +#ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED +#include +#include +#include +#include +#include #include #include "material.h" @@ -27,124 +32,95 @@ #include "pawns.h" #include "position.h" #include "search.h" +#include "thread_win32.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; +struct Thread; + +const size_t MAX_THREADS = 128; + + +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. + +struct ThreadBase : public std::thread { + + ThreadBase() { exit = false; } + virtual ~ThreadBase() = default; + virtual void idle_loop() = 0; + void notify_one(); + void wait(std::atomic& b); + void wait_while(std::atomic& b); + + Mutex mutex; + ConditionVariable sleepCondition; + std::atomic 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 +/// Thread struct keeps together all the thread related stuff like locks, state, +/// history and countermoves tables. 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 { +struct Thread : public ThreadBase { + + Thread(); + virtual void idle_loop(); + void search(bool isMainThread = false); + + Pawns::Table pawnsTable; + Material::Table materialTable; + Endgames endgames; + size_t idx, PVIdx; + int maxPly; + std::atomic searching; + + Position rootPos; + Search::RootMoveVector rootMoves; + Depth rootDepth; + Search::Stack stack[MAX_PLY+4]; + HistoryStats history; + MovesStats counterMoves; +}; - 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) (); +/// MainThread and TimerThread are derived classes used to characterize the two +/// special threads: the main one and the recurring timer. -public: - Thread(Fn fn); - ~Thread(); +struct MainThread : public Thread { + MainThread() { thinking = true; } // Avoid a race with start_thinking() + virtual void idle_loop(); + void join(); + void think(); + std::atomic thinking; +}; - void wake_up(); - bool cutoff_occurred() const; - bool is_available_to(const Thread& master) const; - void idle_loop(SplitPoint* sp_master); - void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn - void main_loop(); - void timer_loop(); - void wait_for_stop_or_ponderhit(); +struct TimerThread : public ThreadBase { - SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; - MaterialTable materialTable; - PawnTable pawnTable; - int idx; - int maxPly; - Lock sleepLock; - WaitCondition sleepCond; - NativeHandle handle; - Fn start_fn; - SplitPoint* volatile curSplitPoint; - volatile int splitPointsCnt; - volatile bool is_searching; - volatile bool do_sleep; - volatile bool do_exit; + static const int Resolution = 5; // Millisec between two check_time() calls + + virtual void idle_loop(); + + bool run = false; }; -/// ThreadsManager class handles all the threads related stuff like init, starting, -/// parking and, the most important, launching a slave thread at a split point. +/// ThreadPool struct handles all the threads related stuff like init, starting, +/// parking and, most importantly, launching a thread. /// 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(); - - Thread& operator[](int id) { return *threads[id]; } - bool use_sleeping_threads() const { return useSleepingThreads; } - int min_split_depth() const { return minimumSplitDepth; } - int size() const { return (int)threads.size(); } - Thread* main_thread() { return threads[0]; } - - void wake_up() const; - void sleep() const; +struct ThreadPool : public std::vector { + + 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(at(0)); } void read_uci_options(); - bool available_slave_exists(const Thread& master) const; - void set_timer(int msec); - void wait_for_search_finished(); - void start_searching(const Position& pos, const Search::LimitsType& limits, - const std::vector& searchMoves); - - template - Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove, - Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); -private: - friend class Thread; - - std::vector threads; - Thread* timer; - Lock splitLock; - WaitCondition sleepCond; - Depth minimumSplitDepth; - int maxThreadsPerSplitPoint; - bool useSleepingThreads; + void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); + int64_t nodes_searched(); + TimerThread* timer; }; -extern ThreadsManager Threads; +extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED