X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=4c582e08d54645933dd2b8bd627938259faa2f5f;hp=dee37d0dd740b7f6bb784c8cdf8eb0115282ff91;hb=8ceef922662c75c33d105d99732475c125b01081;hpb=05cfb00f26ca075ac972e320aaeabefe20599aea diff --git a/src/thread.cpp b/src/thread.cpp index dee37d0d..71b9ce0c 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 @@ -17,330 +17,365 @@ along with this program. If not, see . */ +#include // For std::count +#include #include +#include "movegen.h" +#include "search.h" #include "thread.h" #include "ucioption.h" -ThreadsManager Threads; // Global object definition +using namespace Search; -namespace { +ThreadPool Threads; // Global object - // 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. +namespace { extern "C" { -#if !defined(_MSC_VER) + // 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(). - void* init_thread(void* threadID) { + long start_routine(Thread* th) { th->idle_loop(); return 0; } - Threads.idle_loop(*(int*)threadID, NULL); - return NULL; - } +} } -#else - DWORD WINAPI init_thread(LPVOID threadID) { +// Thread c'tor starts a newly-created thread of execution that will call +// the the virtual function idle_loop(), going immediately to sleep. - Threads.idle_loop(*(int*)threadID, NULL); - return 0; - } +Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC -#endif + searching = exit = false; + maxPly = splitPointsSize = 0; + activeSplitPoint = NULL; + activePosition = NULL; + idx = Threads.size(); + if (!thread_create(handle, start_routine, this)) + { + std::cerr << "Failed to create thread number " << idx << std::endl; + ::exit(EXIT_FAILURE); + } } -// 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. +// Thread d'tor waits for thread termination before to return -void Thread::wake_up() { +Thread::~Thread() { - lock_grab(&sleepLock); - cond_signal(&sleepCond); - lock_release(&sleepLock); + exit = true; // Search must be already finished + notify_one(); + thread_join(handle); // Wait for thread termination } -// 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. +// 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(); -bool Thread::cutoff_occurred() const { +void TimerThread::idle_loop() { - for (SplitPoint* sp = splitPoint; sp; sp = sp->parent) - if (sp->is_betaCutoff) - return true; - return false; + while (!exit) + { + mutex.lock(); + + if (!exit) + sleepCondition.wait_for(mutex, msec ? msec : INT_MAX); + + mutex.unlock(); + + if (msec) + check_time(); + } } -// 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). +// 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. -bool Thread::is_available_to(int master) const { +void MainThread::idle_loop() { - if (state != AVAILABLE) - return false; + while (true) + { + mutex.lock(); - // 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; + thinking = false; - // No active 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; + while (!thinking && !exit) + { + Threads.sleepCondition.notify_one(); // Wake up UI thread if needed + sleepCondition.wait(mutex); + } - return false; + mutex.unlock(); + + if (exit) + return; + + searching = true; + + Search::think(); + + assert(searching); + + searching = false; + } } -// 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::notify_one() wakes up the thread when there is some search to do -void ThreadsManager::read_uci_options() { +void Thread::notify_one() { - 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(); + sleepCondition.notify_one(); + mutex.unlock(); } -// init_threads() is called during startup. Initializes locks and condition -// variables and launches all threads sending them immediately to sleep. +// Thread::wait_for() set the thread to sleep until condition 'b' turns true -void ThreadsManager::init() { +void Thread::wait_for(volatile const bool& b) { - int arg[MAX_THREADS]; + mutex.lock(); + while (!b) sleepCondition.wait(mutex); + mutex.unlock(); +} - // 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; - threads[0].state = Thread::SEARCHING; +// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the +// current active split point, or in some ancestor of the split point. - // Allocate pawn and material hash tables for main thread - init_hash_tables(); +bool Thread::cutoff_occurred() const { - lock_init(&mpLock); + for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint) + if (sp->cutoff) + return true; - // Initialize thread and split point locks - for (int i = 0; i < MAX_THREADS; i++) - { - lock_init(&threads[i].sleepLock); - cond_init(&threads[i].sleepCond); + return false; +} - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_init(&(threads[i].splitPoints[j].lock)); - } - // Create and startup all the threads but the main that is already running - for (int i = 1; i < MAX_THREADS; i++) - { - threads[i].state = Thread::INITIALIZING; - arg[i] = i; - -#if !defined(_MSC_VER) - pthread_t pthread[1]; - bool ok = (pthread_create(pthread, NULL, init_thread, (void*)(&arg[i])) == 0); - pthread_detach(pthread[0]); -#else - bool ok = (CreateThread(NULL, 0, init_thread, (LPVOID)(&arg[i]), 0, NULL) != NULL); -#endif - if (!ok) - { - std::cout << "Failed to create thread number " << i << std::endl; - ::exit(EXIT_FAILURE); - } +// 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). - // Wait until the thread has finished launching and is gone to sleep - while (threads[i].state == Thread::INITIALIZING) {} - } +bool Thread::is_available_to(Thread* master) const { + + 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 size = splitPointsSize; + + // 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)); } -// exit_threads() is called when the program exits. It makes all the -// helper threads exit cleanly. +// 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. -void ThreadsManager::exit() { +void ThreadPool::init() { - // Force the woken up threads to exit idle_loop() and hence terminate - allThreadsShouldExit = true; + sleepWhileIdle = true; + timer = new TimerThread(); + push_back(new MainThread()); + read_uci_options(); +} - 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) {} - } - // Now we can safely destroy the locks and wait conditions - lock_destroy(&threads[i].sleepLock); - cond_destroy(&threads[i].sleepCond); +// exit() cleanly terminates the threads before the program exits - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_destroy(&(threads[i].splitPoints[j].lock)); - } +void ThreadPool::exit() { + + delete timer; // As first because check_time() accesses threads data - lock_destroy(&mpLock); + for (iterator it = begin(); it != end(); ++it) + delete *it; } -// 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. +// 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. + +void ThreadPool::read_uci_options() { + + maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; + minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; + size_t requested = Options["Threads"]; -void ThreadsManager::init_hash_tables() { + assert(requested > 0); - for (int i = 0; i < activeThreads; i++) + while (size() < requested) + push_back(new Thread()); + + while (size() > requested) { - threads[i].pawnTable.init(); - threads[i].materialTable.init(); + delete back(); + pop_back(); } } -// available_slave_exists() tries to find an idle thread which is available as -// a slave for the thread with threadID "master". - -bool ThreadsManager::available_slave_exists(int master) const { +// slave_available() tries to find an idle thread which is available as a slave +// for the thread 'master'. - assert(master >= 0 && master < activeThreads); +Thread* ThreadPool::available_slave(Thread* master) const { - for (int i = 0; i < activeThreads; i++) - if (i != master && threads[i].is_available_to(master)) - return true; + for (const_iterator it = begin(); it != end(); ++it) + if ((*it)->is_available_to(master)) + return *it; - return false; + 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_slave_exists(master) - || masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) +void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue, + Move* bestMove, Depth depth, Move threatMove, int moveCount, + MovePicker* movePicker, int nodeType) { + + 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.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.is_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.is_slave[i] = false; - - 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 (i != master && threads[i].is_available_to(master)) - { - threads[i].state = Thread::BOOKED; - threads[i].splitPoint = &splitPoint; - splitPoint.is_slave[i] = true; - 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.is_slave[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&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int); +template void Thread::split< true>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int); - // 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_thread(); + t->mutex.lock(); + while (t->thinking) sleepCondition.wait(t->mutex); + t->mutex.unlock(); } -// Explicit template instantiations -template void ThreadsManager::split(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, bool); -template void ThreadsManager::split(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; + + RootPos = pos; + Limits = limits; + SetupStates = states; // Ownership transfer here + RootMoves.clear(); + + for (MoveList it(pos); !it.end(); ++it) + if ( searchMoves.empty() + || std::count(searchMoves.begin(), searchMoves.end(), *it)) + RootMoves.push_back(RootMove(*it)); + + main_thread()->thinking = true; + main_thread()->notify_one(); // Starts main thread +}