X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=2c40ef6f8c14ecc7ccc218a01d06dada354d8874;hp=30c921d1808ebd4716dee58bab6deeefe0e54279;hb=c65d67feb53895a34423cc2043edc69741f2ba92;hpb=fecefbb99cb0147f37d6895765a315f34c935786 diff --git a/src/thread.cpp b/src/thread.cpp index 30c921d1..7d85db86 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) 2008-2013 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 @@ -17,317 +17,378 @@ 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" -ThreadsManager ThreadsMgr; // Global object definition +using namespace Search; + +ThreadPool Threads; // Global object namespace { - // init_thread() is the function which is called when a new thread is - // launched. It simply calls the idle_loop() function with the supplied - // threadID. There are two versions of this function; one for POSIX - // threads and one for Windows threads. + // start_routine() is the C function which is called when a new thread + // is launched. It is a wrapper to the virtual function idle_loop(). -#if !defined(_MSC_VER) + extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } } - void* init_thread(void* threadID) { - ThreadsMgr.idle_loop(*(int*)threadID, NULL); - return NULL; - } + // Helpers to launch a thread after creation and joining before delete. Must be + // outside Thread c'tor and d'tor because object shall be fully initialized + // when start_routine (and hence virtual idle_loop) is called and when joining. -#else + template T* new_thread() { + T* th = new T(); + thread_create(th->handle, start_routine, th); // Will go to sleep + return th; + } - DWORD WINAPI init_thread(LPVOID threadID) { + void delete_thread(ThreadBase* th) { + th->exit = true; // Search must be already finished + th->notify_one(); + thread_join(th->handle); // Wait for thread termination + delete th; + } - ThreadsMgr.idle_loop(*(int*)threadID, NULL); - return 0; - } +} -#endif +// ThreadBase::notify_one() wakes up the thread when there is some work to do + +void ThreadBase::notify_one() { + + mutex.lock(); + sleepCondition.notify_one(); + mutex.unlock(); } -// 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. +// ThreadBase::wait_for() set the thread to sleep until condition 'b' turns true -void ThreadsManager::read_uci_options() { +void ThreadBase::wait_for(volatile const bool& b) { - maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value(); - minimumSplitDepth = Options["Minimum Split Depth"].value() * ONE_PLY; - useSleepingThreads = Options["Use Sleeping Threads"].value(); - activeThreads = Options["Threads"].value(); + mutex.lock(); + while (!b) sleepCondition.wait(mutex); + mutex.unlock(); } -// init_threads() is called during startup. Initializes locks and condition -// variables and launches all threads sending them immediately to sleep. -void ThreadsManager::init_threads() { +// Thread c'tor just inits data but does not launch any thread of execution that +// instead will be started only upon c'tor returns. - int i, arg[MAX_THREADS]; - bool ok; +Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC + + searching = false; + maxPly = splitPointsSize = 0; + activeSplitPoint = NULL; + activePosition = NULL; + idx = Threads.size(); +} - // This flag is needed to properly end the threads when program exits - allThreadsShouldExit = false; - // Threads will sent to sleep as soon as created, only main thread is kept alive - activeThreads = 1; +// TimerThread::idle_loop() is where the timer thread waits msec milliseconds +// and then calls check_time(). If msec is 0 thread sleeps until is woken up. +extern void check_time(); - lock_init(&mpLock); +void TimerThread::idle_loop() { - for (i = 0; i < MAX_THREADS; i++) + while (!exit) { - // Initialize thread and split point locks - lock_init(&threads[i].sleepLock); - cond_init(&threads[i].sleepCond); + mutex.lock(); - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_init(&(threads[i].splitPoints[j].lock)); + if (!exit) + sleepCondition.wait_for(mutex, msec ? msec : INT_MAX); - // All threads but first should be set to THREAD_INITIALIZING - threads[i].state = (i == 0 ? THREAD_SEARCHING : THREAD_INITIALIZING); + mutex.unlock(); - // Not in Threads c'tor to avoid global initialization order issues - threads[i].pawnTable.init(); - threads[i].materialTable.init(); + if (msec) + check_time(); } +} + + +// MainThread::idle_loop() is where the main thread is parked waiting to be started +// when there is a new search. Main thread will launch all the slave threads. + +void MainThread::idle_loop() { - // Create and startup the threads - for (i = 1; i < MAX_THREADS; i++) + while (true) { - arg[i] = i; - -#if !defined(_MSC_VER) - pthread_t pthread[1]; - ok = (pthread_create(pthread, NULL, init_thread, (void*)(&arg[i])) == 0); - pthread_detach(pthread[0]); -#else - ok = (CreateThread(NULL, 0, init_thread, (LPVOID)(&arg[i]), 0, NULL) != NULL); -#endif - if (!ok) + mutex.lock(); + + thinking = false; + + while (!thinking && !exit) { - std::cout << "Failed to create thread number " << i << std::endl; - exit(EXIT_FAILURE); + Threads.sleepCondition.notify_one(); // Wake up UI thread if needed + sleepCondition.wait(mutex); } - // Wait until the thread has finished launching and is gone to sleep - while (threads[i].state == THREAD_INITIALIZING) {} - } -} + mutex.unlock(); + if (exit) + return; -// exit_threads() is called when the program exits. It makes all the -// helper threads exit cleanly. + searching = true; -void ThreadsManager::exit_threads() { + Search::think(); - // Force the woken up threads to exit idle_loop() and hence terminate - allThreadsShouldExit = true; + assert(searching); - for (int i = 0; i < MAX_THREADS; i++) - { - // Wake up all the threads and waits for termination - if (i != 0) - { - threads[i].wake_up(); - while (threads[i].state != THREAD_TERMINATED) {} - } + searching = false; + } +} - // Now we can safely destroy the 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)); - } +// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the +// current active split point, or in some ancestor of the split point. - lock_destroy(&mpLock); +bool Thread::cutoff_occurred() const { + + for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint) + if (sp->cutoff) + return true; + + return false; } -// cutoff_at_splitpoint() 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::is_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 slaves split point +// stack (the "helpful master concept" in YBWC terminology). -bool ThreadsManager::cutoff_at_splitpoint(int threadID) const { +bool Thread::is_available_to(const Thread* master) const { - assert(threadID >= 0 && threadID < activeThreads); + if (searching) + return false; - SplitPoint* sp = threads[threadID].splitPoint; + // 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 size = splitPointsSize; - for ( ; sp && !sp->betaCutoff; sp = sp->parent) {} - return sp != NULL; + // No split points means that the thread is available as a slave for any + // other thread otherwise apply the "helpful master" concept if possible. + return !size || (splitPoints[size - 1].slavesMask & (1ULL << master->idx)); } -// thread_is_available() checks whether the thread with threadID "slave" is -// available to help the thread with threadID "master" at a split point. An -// obvious requirement is that "slave" must be idle. With more than two -// threads, this is not by itself sufficient: If "slave" is the master of -// some active split point, it is only available as a slave to the other -// threads which are busy searching the split point at the top of "slave"'s -// split point stack (the "helpful master concept" in YBWC terminology). +// init() is called at startup to create and launch requested threads, that will +// go immediately to sleep due to 'sleepWhileIdle' set to true. We cannot use +// a c'tor becuase Threads is a static object and we need a fully initialized +// engine at this point due to allocation of Endgames in Thread c'tor. -bool ThreadsManager::thread_is_available(int slave, int master) const { +void ThreadPool::init() { - assert(slave >= 0 && slave < activeThreads); - assert(master >= 0 && master < activeThreads); - assert(activeThreads > 1); + sleepWhileIdle = true; + timer = new_thread(); + push_back(new_thread()); + read_uci_options(); +} - if (threads[slave].state != THREAD_AVAILABLE || slave == master) - return false; - // Make a local copy to be sure doesn't change under our feet - int localActiveSplitPoints = threads[slave].activeSplitPoints; +// exit() cleanly terminates the threads before the program exits - // No active split points means that the thread is available as - // a slave for any other thread. - if (localActiveSplitPoints == 0 || activeThreads == 2) - return true; +void ThreadPool::exit() { - // Apply the "helpful master" concept if possible. Use localActiveSplitPoints - // that is known to be > 0, instead of threads[slave].activeSplitPoints that - // could have been set to 0 by another thread leading to an out of bound access. - if (threads[slave].splitPoints[localActiveSplitPoints - 1].slaves[master]) - return true; + delete_thread(timer); // As first because check_time() accesses threads data - return false; + for (iterator it = begin(); it != end(); ++it) + delete_thread(*it); } -// available_thread_exists() tries to find an idle thread which is available as -// a slave for the thread with threadID "master". +// 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 in advance all possible +// threads, with included pawns and material tables, if only few are used. -bool ThreadsManager::available_thread_exists(int master) const { +void ThreadPool::read_uci_options() { - assert(master >= 0 && master < activeThreads); - assert(activeThreads > 1); + maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; + minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; + size_t requested = Options["Threads"]; - for (int i = 0; i < activeThreads; i++) - if (thread_is_available(i, master)) - return true; + assert(requested > 0); - return false; + // Value 0 has a special meaning: We determine the optimal minimum split depth + // automatically. Anyhow the minimumSplitDepth should never be under 4 plies. + if (!minimumSplitDepth) + minimumSplitDepth = (requested < 8 ? 4 : 7) * ONE_PLY; + else + minimumSplitDepth = std::max(4 * ONE_PLY, minimumSplitDepth); + + while (size() < requested) + push_back(new_thread()); + + while (size() > requested) + { + delete_thread(back()); + pop_back(); + } +} + + +// slave_available() tries to find an idle thread which is available as a slave +// for the thread 'master'. + +Thread* ThreadPool::available_slave(const Thread* master) const { + + for (const_iterator it = begin(); it != end(); ++it) + if ((*it)->is_available_to(master)) + return *it; + + return NULL; } // 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. +// 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 +// told 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 -void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const Value beta, - Value* bestValue, Depth depth, Move threatMove, - int moveCount, MovePicker* mp, bool pvNode) { - 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]; - - lock_grab(&mpLock); - - // If no other thread is available to help us, or if we have too many - // active split points, don't split. - if ( !available_thread_exists(master) - || masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) +void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue, + Move* bestMove, Depth depth, Move threatMove, int moveCount, + MovePicker* movePicker, int nodeType, bool cutNode) { + + assert(pos.pos_is_ok()); + assert(*bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE); + assert(*bestValue > -VALUE_INFINITE); + assert(depth >= Threads.minimumSplitDepth); + assert(searching); + assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD); + + // Pick the next available split point from the split point stack + SplitPoint& sp = splitPoints[splitPointsSize]; + + sp.masterThread = this; + sp.parentSplitPoint = activeSplitPoint; + sp.slavesMask = 1ULL << idx; + sp.depth = depth; + sp.bestValue = *bestValue; + sp.bestMove = *bestMove; + sp.threatMove = threatMove; + 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; + + // 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.mutex.lock(); + sp.mutex.lock(); + + splitPointsSize++; + activeSplitPoint = &sp; + activePosition = NULL; + + size_t slavesCnt = 1; // This thread is always included + Thread* slave; + + while ( (slave = Threads.available_slave(this)) != NULL + && ++slavesCnt <= Threads.maxThreadsPerSplitPoint && !Fake) { - lock_release(&mpLock); - return; + sp.slavesMask |= 1ULL << slave->idx; + slave->activeSplitPoint = &sp; + slave->searching = true; // Slave leaves idle_loop() + slave->notify_one(); // Could be sleeping } - // Pick the next available split point object from the split point stack - SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints++]; - - // Initialize the split point object - splitPoint.parent = masterThread.splitPoint; - splitPoint.master = master; - splitPoint.betaCutoff = false; - splitPoint.depth = depth; - splitPoint.threatMove = threatMove; - splitPoint.alpha = *alpha; - splitPoint.beta = beta; - splitPoint.pvNode = pvNode; - splitPoint.bestValue = *bestValue; - splitPoint.mp = mp; - splitPoint.moveCount = moveCount; - splitPoint.pos = &pos; - splitPoint.nodes = 0; - splitPoint.ss = ss; - for (i = 0; i < activeThreads; i++) - splitPoint.slaves[i] = 0; - - masterThread.splitPoint = &splitPoint; - - // If we are here it means we are not available - assert(masterThread.state != THREAD_AVAILABLE); - - int workersCnt = 1; // At least the master is included - - // Allocate available threads setting state to THREAD_BOOKED - for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++) - if (thread_is_available(i, master)) - { - threads[i].state = THREAD_BOOKED; - threads[i].splitPoint = &splitPoint; - splitPoint.slaves[i] = 1; - workersCnt++; - } + // 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. + if (slavesCnt > 1 || Fake) + { + sp.mutex.unlock(); + Threads.mutex.unlock(); - assert(Fake || workersCnt > 1); + Thread::idle_loop(); // Force a call to base class idle_loop() - // We can release the lock because slave threads are already booked and master is not available - lock_release(&mpLock); + // In helpful master concept a master can help only a sub-tree of its split + // point, and because here is all finished is not possible master is booked. + assert(!searching); + assert(!activePosition); - // Tell the threads that they have work to do. This will make them leave - // their idle loop. - for (i = 0; i < activeThreads; i++) - if (i == master || splitPoint.slaves[i]) - { - assert(i == master || threads[i].state == THREAD_BOOKED); + // We have returned from the idle loop, which means that all threads are + // finished. Note that setting 'searching' and decreasing splitPointsSize is + // done under lock protection to avoid a race with Thread::is_available_to(). + Threads.mutex.lock(); + sp.mutex.lock(); + } - threads[i].state = THREAD_WORKISWAITING; // This makes the slave to exit from idle_loop() + searching = true; + splitPointsSize--; + activeSplitPoint = sp.parentSplitPoint; + activePosition = &pos; + pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); + *bestMove = sp.bestMove; + *bestValue = sp.bestValue; - if (useSleepingThreads && i != master) - threads[i].wake_up(); - } + sp.mutex.unlock(); + Threads.mutex.unlock(); +} + +// Explicit template instantiations +template void Thread::split(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool); +template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool); - // 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. - idle_loop(master, &splitPoint); - // We have returned from the idle loop, which means that all threads are - // finished. Update alpha and bestValue, and return. - lock_grab(&mpLock); +// wait_for_think_finished() waits for main thread to go to sleep then returns - *alpha = splitPoint.alpha; - *bestValue = splitPoint.bestValue; - masterThread.activeSplitPoints--; - masterThread.splitPoint = splitPoint.parent; - pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes); +void ThreadPool::wait_for_think_finished() { - lock_release(&mpLock); + MainThread* t = main(); + t->mutex.lock(); + while (t->thinking) sleepCondition.wait(t->mutex); + t->mutex.unlock(); } -// Explicit template instantiations -template void ThreadsManager::split<0>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, bool); -template void ThreadsManager::split<1>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, bool); + +// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop() +// so to start a new search, then returns immediately. + +void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, + const std::vector& searchMoves, StateStackPtr& states) { + wait_for_think_finished(); + + SearchTime = Time::now(); // As early as possible + + Signals.stopOnPonderhit = Signals.firstRootMove = false; + Signals.stop = Signals.failedLowAtRoot = false; + + RootMoves.clear(); + RootPos = pos; + Limits = limits; + if (states.get()) // If we don't set a new position, preserve current state + { + SetupStates = states; // Ownership transfer here + assert(!states.get()); + } + + for (MoveList it(pos); *it; ++it) + if ( searchMoves.empty() + || std::count(searchMoves.begin(), searchMoves.end(), *it)) + RootMoves.push_back(RootMove(*it)); + + main()->thinking = true; + main()->notify_one(); // Starts main thread +}