// Used for debugging SMP code.
const bool FakeSplit = false;
+ // Fast lookup table of sliding pieces indexed by Piece
+ const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
+ inline bool piece_is_slider(Piece p) { return Slidings[p]; }
+
// ThreadsManager class is used to handle all the threads related stuff in search,
// init, starting, parking and, the most important, launching a slave thread at a
// split point are what this class does. All the access to shared thread data is
int ActiveThreads;
volatile bool AllThreadsShouldExit;
Thread threads[MAX_THREADS];
- Lock MPLock;
+ Lock MPLock, WaitLock;
WaitCondition WaitCond[MAX_THREADS];
};
const Value EasyMoveMargin = Value(0x200);
- /// Global variables
+ /// Namespace variables
+
+ // Book object
+ Book OpeningBook;
// Iteration counter
int Iteration;
init_eval(ThreadsMgr.active_threads());
}
+ // Wake up needed threads
+ for (int i = 1; i < newActiveThreads; i++)
+ ThreadsMgr.wake_sleeping_thread(i);
+
// Set thinking time
int myTime = time[pos.side_to_move()];
int myIncrement = increment[pos.side_to_move()];
if (UseLogFile)
LogFile.close();
+ // This makes all the threads to go to sleep
+ ThreadsMgr.set_active_threads(1);
+
return !Quit;
}
<< " time " << current_search_time() << endl;
// Print the best move and the ponder move to the standard output
- if (pv[0] == MOVE_NONE)
+ if (pv[0] == MOVE_NONE || MultiPV > 1)
{
pv[0] = rml.move(0);
pv[1] = MOVE_NONE;
continue;
}
+
+ // Prune neg. see moves at low depths
+ if ( predictedDepth < 2 * ONE_PLY
+ && bestValue > value_mated_in(PLY_MAX)
+ && pos.see_sign(move) < 0)
+ {
+ if (SpNode)
+ lock_grab(&(sp->lock));
+
+ continue;
+ }
}
// Step 13. Make the move
int t = current_search_time();
// Poll for input
- if (Bioskey())
+ if (data_available())
{
// We are line oriented, don't read single chars
std::string command;
// If we are not thinking, wait for a condition to be signaled
// instead of wasting CPU time polling for work.
- while ( threadID >= ActiveThreads
- || threads[threadID].state == THREAD_INITIALIZING
- || (!sp && threads[threadID].state == THREAD_AVAILABLE))
+ while (threadID >= ActiveThreads || threads[threadID].state == THREAD_INITIALIZING)
{
assert(!sp);
assert(threadID != 0);
if (AllThreadsShouldExit)
break;
- lock_grab(&MPLock);
+ threads[threadID].state = THREAD_AVAILABLE;
+
+ lock_grab(&WaitLock);
- // Retest condition under lock protection
- if (!( threadID >= ActiveThreads
- || threads[threadID].state == THREAD_INITIALIZING
- || (!sp && threads[threadID].state == THREAD_AVAILABLE)))
- {
- lock_release(&MPLock);
- continue;
- }
+ if (threadID >= ActiveThreads || threads[threadID].state == THREAD_INITIALIZING)
+ cond_wait(&WaitCond[threadID], &WaitLock);
- // Put thread to sleep
- threads[threadID].state = THREAD_AVAILABLE;
- cond_wait(&WaitCond[threadID], &MPLock);
- lock_release(&MPLock);
+ lock_release(&WaitLock);
}
// If this thread has been assigned work, launch a search
// Initialize global locks
lock_init(&MPLock);
+ lock_init(&WaitLock);
for (i = 0; i < MAX_THREADS; i++)
cond_init(&WaitCond[i]);
if (!ok)
{
cout << "Failed to create thread number " << i << endl;
- Application::exit_with_failure();
+ exit(EXIT_FAILURE);
}
// Wait until the thread has finished launching and is gone to sleep
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
lock_destroy(&(threads[i].splitPoints[j].lock));
+ lock_destroy(&WaitLock);
lock_destroy(&MPLock);
// Now we can safely destroy the wait conditions
assert(i == master || threads[i].state == THREAD_BOOKED);
threads[i].state = THREAD_WORKISWAITING; // This makes the slave to exit from idle_loop()
- if (i != master)
- wake_sleeping_thread(i);
}
// Everything is set up. The master thread enters the idle loop, from
void ThreadsManager::wake_sleeping_thread(int threadID) {
- lock_grab(&MPLock);
+ lock_grab(&WaitLock);
cond_signal(&WaitCond[threadID]);
- lock_release(&MPLock);
+ lock_release(&WaitLock);
}