X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=0a8bacf7d09acebf34d40145697338b8fb970a10;hp=a8e26b9f85c43a69a3f0260db1313285ca3ccee2;hb=0b36ba74fc0a80388cac43a35962ffc73c01b071;hpb=86b95f210508de4c30fb5ee9f86efee6641d45f8 diff --git a/src/thread.cpp b/src/thread.cpp index a8e26b9f..ba5d13d5 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -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) 2008-2010 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 @@ -17,342 +17,361 @@ along with this program. If not, see . */ -#include +#include // For std::count +#include +#include "movegen.h" +#include "search.h" #include "thread.h" -#include "ucioption.h" +#include "uci.h" -ThreadsManager Threads; // Global object definition +using namespace Search; -namespace { extern "C" { +ThreadPool Threads; // Global object - // start_routine() is the C function which is called when a new thread - // is launched. It simply calls idle_loop() with the supplied threadID. - // There are two versions of this function; one for POSIX threads and - // one for Windows threads. +extern void check_time(); -#if defined(_MSC_VER) +namespace { - DWORD WINAPI start_routine(LPVOID threadID) { + // Helpers to launch a thread after creation and joining before delete. Must be + // outside Thread c'tor and d'tor because the object must be fully initialized + // when start_routine (and hence virtual idle_loop) is called and when joining. - Threads[*(int*)threadID].idle_loop(NULL); - return 0; - } + template T* new_thread() { + T* th = new T(); + th->nativeThread = std::thread(&ThreadBase::idle_loop, th); // Will go to sleep + return th; + } -#else + void delete_thread(ThreadBase* th) { - void* start_routine(void* threadID) { + th->mutex.lock(); + th->exit = true; // Search must be already finished + th->mutex.unlock(); - Threads[*(int*)threadID].idle_loop(NULL); - return NULL; - } + th->notify_one(); + th->nativeThread.join(); // Wait for thread termination + delete th; + } + +} -#endif -} } +// ThreadBase::notify_one() wakes up the thread when there is some work to do +void ThreadBase::notify_one() { + + std::unique_lock(this->mutex); + sleepCondition.notify_one(); +} -// wake_up() wakes up the thread, normally at the beginning of the search or, -// if "sleeping threads" is used, when there is some work to do. -void Thread::wake_up() { +// ThreadBase::wait_for() set the thread to sleep until 'condition' turns true - lock_grab(&sleepLock); - cond_signal(&sleepCond); - lock_release(&sleepLock); +void ThreadBase::wait_for(volatile const bool& condition) { + + std::unique_lock lk(mutex); + sleepCondition.wait(lk, [&]{ return condition; }); } -// cutoff_occurred() checks whether a beta cutoff has occurred in -// the thread's currently active split point, or in some ancestor of -// the current split point. +// Thread c'tor makes some init but does not launch any execution thread that +// will be started only when c'tor returns. + +Thread::Thread() /* : splitPoints() */ { // Initialization of non POD broken in MSVC + + searching = false; + maxPly = 0; + splitPointsSize = 0; + activeSplitPoint = nullptr; + activePosition = nullptr; + idx = Threads.size(); // Starts from 0 +} + + +// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the +// current active split point, or in some ancestor of the split point. bool Thread::cutoff_occurred() const { - for (SplitPoint* sp = splitPoint; sp; sp = sp->parent) - if (sp->is_betaCutoff) + for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint) + if (sp->cutoff) return true; + return false; } -// is_available_to() checks whether the thread is available to help the thread with -// threadID "master" at a split point. An obvious requirement is that thread must be -// idle. With more than two threads, this is not by itself sufficient: If the thread -// is the master of some active split point, it is only available as a slave to the -// threads which are busy searching the split point at the top of "slave"'s split -// point stack (the "helpful master concept" in YBWC terminology). +// Thread::available_to() checks whether the thread is available to help the +// thread 'master' at a split point. An obvious requirement is that thread must +// be idle. With more than two threads, this is not sufficient: If the thread is +// the master of some split point, it is only available as a slave to the slaves +// which are busy searching the split point at the top of slave's split point +// stack (the "helpful master concept" in YBWC terminology). -bool Thread::is_available_to(int master) const { +bool Thread::available_to(const Thread* master) const { - if (state != AVAILABLE) + if (searching) return false; - // Make a local copy to be sure doesn't become zero under our feet while - // testing next condition and so leading to an out of bound access. - int localActiveSplitPoints = activeSplitPoints; + // Make a local copy to be sure it doesn't become zero under our feet while + // testing next condition and so leading to an out of bounds access. + const size_t size = splitPointsSize; - // No active split points means that the thread is available as a slave for any + // No split points means that the thread is available as a slave for any // other thread otherwise apply the "helpful master" concept if possible. - if ( !localActiveSplitPoints - || splitPoints[localActiveSplitPoints - 1].is_slave[master]) - return true; - - return false; + return !size || splitPoints[size - 1].slavesMask.test(master->idx); } -// read_uci_options() updates number of active threads and other internal -// parameters according to the UCI options values. It is called before -// to start a new search. +// Thread::split() does the actual work of distributing the work at a node between +// several available threads. If it does not succeed in splitting the node +// (because no idle threads are available), the function immediately returns. +// If splitting is possible, a SplitPoint object is initialized with all the +// data that must be copied to the helper threads and then helper threads are +// informed that they have been assigned work. This will cause them to instantly +// leave their idle loops and call search(). When all threads have returned from +// search() then split() returns. + +void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue, + Move* bestMove, Depth depth, int moveCount, + MovePicker* movePicker, int nodeType, bool cutNode) { + + assert(searching); + assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE); + assert(depth >= Threads.minimumSplitDepth); + assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD); + + // Pick and init the next available split point + SplitPoint& sp = splitPoints[splitPointsSize]; + + sp.master = this; + sp.parentSplitPoint = activeSplitPoint; + sp.slavesMask = 0, sp.slavesMask.set(idx); + sp.depth = depth; + sp.bestValue = *bestValue; + sp.bestMove = *bestMove; + sp.alpha = alpha; + sp.beta = beta; + sp.nodeType = nodeType; + sp.cutNode = cutNode; + sp.movePicker = movePicker; + sp.moveCount = moveCount; + sp.pos = &pos; + sp.nodes = 0; + sp.cutoff = false; + sp.ss = ss; -void ThreadsManager::read_uci_options() { - - maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value(); - minimumSplitDepth = Options["Minimum Split Depth"].value() * ONE_PLY; - useSleepingThreads = Options["Use Sleeping Threads"].value(); + // Try to allocate available threads and ask them to start searching setting + // 'searching' flag. This must be done under lock protection to avoid concurrent + // allocation of the same slave by another master. + Threads.spinlock.acquire(); + sp.spinlock.acquire(); - set_size(Options["Threads"].value()); -} + sp.allSlavesSearching = true; // Must be set under lock protection + ++splitPointsSize; + activeSplitPoint = &sp; + activePosition = nullptr; + Thread* slave; -// set_size() changes the number of active threads and raises do_sleep flag for -// all the unused threads that will go immediately to sleep. + while ( sp.slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT + && (slave = Threads.available_slave(this)) != nullptr) + { + sp.slavesMask.set(slave->idx); + slave->activeSplitPoint = &sp; + slave->searching = true; // Slave leaves idle_loop() + slave->notify_one(); // Could be sleeping + } -void ThreadsManager::set_size(int cnt) { + // Everything is set up. The master thread enters the idle loop, from which + // it will instantly launch a search, because its 'searching' flag is set. + // The thread will return from the idle loop when all slaves have finished + // their work at this split point. + sp.spinlock.release(); + Threads.spinlock.release(); - assert(cnt > 0 && cnt <= MAX_THREADS); + Thread::idle_loop(); // Force a call to base class idle_loop() - activeThreads = cnt; + // In the helpful master concept, a master can help only a sub-tree of its + // split point and because everything is finished here, it's not possible + // for the master to be booked. + assert(!searching); + assert(!activePosition); - for (int i = 0; i < MAX_THREADS; i++) - threads[i].do_sleep = !(i < activeThreads); + // We have returned from the idle loop, which means that all threads are + // finished. Note that setting 'searching' and decreasing splitPointsSize must + // be done under lock protection to avoid a race with Thread::available_to(). + Threads.spinlock.acquire(); + sp.spinlock.acquire(); + + searching = true; + --splitPointsSize; + activeSplitPoint = sp.parentSplitPoint; + activePosition = &pos; + pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); + *bestMove = sp.bestMove; + *bestValue = sp.bestValue; + + sp.spinlock.release(); + Threads.spinlock.release(); } -// init() is called during startup. Initializes locks and condition variables -// and launches all threads sending them immediately to sleep. - -void ThreadsManager::init() { +// TimerThread::idle_loop() is where the timer thread waits Resolution milliseconds +// and then calls check_time(). When not searching, thread sleeps until it's woken up. - // Threads will go to sleep as soon as created, only main thread is kept alive - set_size(1); - threads[0].state = Thread::SEARCHING; - threads[0].threadID = 0; +void TimerThread::idle_loop() { - // Allocate pawn and material hash tables for main thread - init_hash_tables(); + while (!exit) + { + std::unique_lock lk(mutex); - // Initialize threads lock, used when allocating slaves during splitting - lock_init(&threadsLock); + if (!exit) + sleepCondition.wait_for(lk, std::chrono::milliseconds(run ? Resolution : INT_MAX)); - // Initialize sleep and split point locks - for (int i = 0; i < MAX_THREADS; i++) - { - lock_init(&threads[i].sleepLock); - cond_init(&threads[i].sleepCond); + lk.unlock(); - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_init(&(threads[i].splitPoints[j].lock)); + if (run) + check_time(); } +} + - // Create and startup all the threads but the main that is already running - for (int i = 1; i < MAX_THREADS; i++) +// MainThread::idle_loop() is where the main thread is parked waiting to be started +// when there is a new search. The main thread will launch all the slave threads. + +void MainThread::idle_loop() { + + while (!exit) { - threads[i].state = Thread::AVAILABLE; - threads[i].threadID = i; + std::unique_lock lk(mutex); -#if defined(_MSC_VER) - threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i].threadID, 0, NULL); - bool ok = (threads[i].handle != NULL); -#else - bool ok = (pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i].threadID) == 0); -#endif + thinking = false; - if (!ok) + while (!thinking && !exit) { - std::cout << "Failed to create thread number " << i << std::endl; - ::exit(EXIT_FAILURE); + Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed + sleepCondition.wait(lk); } - } -} + lk.unlock(); -// exit() is called to cleanly terminate the threads when the program finishes + if (!exit) + { + searching = true; -void ThreadsManager::exit() { + Search::think(); - for (int i = 0; i < MAX_THREADS; i++) - { - // Wake up all the slave threads and wait for termination - if (i != 0) - { - threads[i].do_terminate = true; - threads[i].wake_up(); - -#if defined(_MSC_VER) - WaitForSingleObject(threads[i].handle, 0); - CloseHandle(threads[i].handle); -#else - pthread_join(threads[i].handle, NULL); - pthread_detach(threads[i].handle); -#endif + assert(searching); + + searching = false; } + } +} - // Now we can safely destroy locks and wait conditions - lock_destroy(&threads[i].sleepLock); - cond_destroy(&threads[i].sleepCond); - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_destroy(&(threads[i].splitPoints[j].lock)); - } +// ThreadPool::init() is called at startup to create and launch requested threads, +// that will go immediately to sleep. We cannot use a c'tor because Threads is a +// static object and we need a fully initialized engine at this point due to +// allocation of Endgames in Thread c'tor. + +void ThreadPool::init() { - lock_destroy(&threadsLock); + timer = new_thread(); + push_back(new_thread()); + read_uci_options(); } -// init_hash_tables() dynamically allocates pawn and material hash tables -// according to the number of active threads. This avoids preallocating -// memory for all possible threads if only few are used as, for instance, -// on mobile devices where memory is scarce and allocating for MAX_THREADS -// threads could even result in a crash. +// ThreadPool::exit() terminates the threads before the program exits. Cannot be +// done in d'tor because threads must be terminated before freeing us. -void ThreadsManager::init_hash_tables() { +void ThreadPool::exit() { - for (int i = 0; i < activeThreads; i++) - { - threads[i].pawnTable.init(); - threads[i].materialTable.init(); - } + delete_thread(timer); // As first because check_time() accesses threads data + + for (Thread* th : *this) + delete_thread(th); } -// available_slave_exists() tries to find an idle thread which is available as -// a slave for the thread with threadID "master". +// ThreadPool::read_uci_options() updates internal threads parameters from the +// corresponding UCI options and creates/destroys threads to match the requested +// number. Thread objects are dynamically allocated to avoid creating all possible +// threads in advance (which include pawns and material tables), even if only a +// few are to be used. -bool ThreadsManager::available_slave_exists(int master) const { +void ThreadPool::read_uci_options() { - assert(master >= 0 && master < activeThreads); + minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; + size_t requested = Options["Threads"]; - for (int i = 0; i < activeThreads; i++) - if (i != master && threads[i].is_available_to(master)) - return true; + assert(requested > 0); - return false; + // If zero (default) then set best minimum split depth automatically + if (!minimumSplitDepth) + minimumSplitDepth = requested < 8 ? 4 * ONE_PLY : 7 * ONE_PLY; + + while (size() < requested) + push_back(new_thread()); + + while (size() > requested) + { + delete_thread(back()); + pop_back(); + } } -// split() does the actual work of distributing the work at a node between -// several available threads. If it does not succeed in splitting the -// node (because no idle threads are available, or because we have no unused -// split point objects), the function immediately returns. If splitting is -// possible, a SplitPoint object is initialized with all the data that must be -// copied to the helper threads and we tell our helper threads that they have -// been assigned work. This will cause them to instantly leave their idle loops and -// call search().When all threads have returned from search() then split() returns. - -template -Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta, - Value bestValue, Depth depth, Move threatMove, - int moveCount, MovePicker* mp, int nodeType) { - assert(pos.is_ok()); - assert(bestValue >= -VALUE_INFINITE); - assert(bestValue <= alpha); - assert(alpha < beta); - assert(beta <= VALUE_INFINITE); - assert(depth > DEPTH_ZERO); - assert(pos.thread() >= 0 && pos.thread() < activeThreads); - assert(activeThreads > 1); - - int i, master = pos.thread(); - Thread& masterThread = threads[master]; - - // If we already have too many active split points, don't split - if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) - return bestValue; - - // Pick the next available split point object from the split point stack - SplitPoint* sp = masterThread.splitPoints + masterThread.activeSplitPoints; - - // Initialize the split point object - sp->parent = masterThread.splitPoint; - sp->master = master; - sp->is_betaCutoff = false; - sp->depth = depth; - sp->threatMove = threatMove; - sp->alpha = alpha; - sp->beta = beta; - sp->nodeType = nodeType; - sp->bestValue = bestValue; - sp->mp = mp; - sp->moveCount = moveCount; - sp->pos = &pos; - sp->nodes = 0; - sp->ss = ss; - for (i = 0; i < activeThreads; i++) - sp->is_slave[i] = false; - - // If we are here it means we are not available - assert(masterThread.state == Thread::SEARCHING); - - int workersCnt = 1; // At least the master is included +// ThreadPool::available_slave() tries to find an idle thread which is available +// as a slave for the thread 'master'. - // Try to allocate available threads and ask them to start searching setting - // the state to Thread::WORKISWAITING, this must be done under lock protection - // to avoid concurrent allocation of the same slave by another master. - lock_grab(&threadsLock); +Thread* ThreadPool::available_slave(const Thread* master) const { - for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++) - if (i != master && threads[i].is_available_to(master)) - { - workersCnt++; - sp->is_slave[i] = true; - threads[i].splitPoint = sp; + for (Thread* th : *this) + if (th->available_to(master)) + return th; + + return nullptr; +} - // This makes the slave to exit from idle_loop() - threads[i].state = Thread::WORKISWAITING; - if (useSleepingThreads) - threads[i].wake_up(); - } +// ThreadPool::wait_for_think_finished() waits for main thread to finish the search - lock_release(&threadsLock); +void ThreadPool::wait_for_think_finished() { - // We failed to allocate even one slave, return - if (!Fake && workersCnt == 1) - return bestValue; + std::unique_lock lk(main()->mutex); + sleepCondition.wait(lk, [&]{ return !main()->thinking; }); +} - masterThread.splitPoint = sp; - masterThread.activeSplitPoints++; - masterThread.state = Thread::WORKISWAITING; - // Everything is set up. The master thread enters the idle loop, from - // which it will instantly launch a search, because its state is - // Thread::WORKISWAITING. We send the split point as a second parameter to - // the idle loop, which means that the main thread will return from the idle - // loop when all threads have finished their work at this split point. - masterThread.idle_loop(sp); +// ThreadPool::start_thinking() wakes up the main thread sleeping in +// MainThread::idle_loop() and starts a new search, then returns immediately. - // In helpful master concept a master can help only a sub-tree, and - // because here is all finished is not possible master is booked. - assert(masterThread.state == Thread::AVAILABLE); +void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, + StateStackPtr& states) { + wait_for_think_finished(); - // We have returned from the idle loop, which means that all threads are - // finished. Note that changing state and decreasing activeSplitPoints is done - // under lock protection to avoid a race with Thread::is_available_to(). - lock_grab(&threadsLock); + SearchTime = now(); // As early as possible - masterThread.state = Thread::SEARCHING; - masterThread.activeSplitPoints--; + Signals.stopOnPonderhit = Signals.firstRootMove = false; + Signals.stop = Signals.failedLowAtRoot = false; - lock_release(&threadsLock); + RootMoves.clear(); + RootPos = pos; + Limits = limits; + if (states.get()) // If we don't set a new position, preserve current state + { + SetupStates = std::move(states); // Ownership transfer here + assert(!states.get()); + } - masterThread.splitPoint = sp->parent; - pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); + for (const auto& m : MoveList(pos)) + if ( limits.searchmoves.empty() + || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) + RootMoves.push_back(RootMove(m)); - return sp->bestValue; + main()->thinking = true; + main()->notify_one(); // Starts main thread } - -// Explicit template instantiations -template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); -template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);