X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=536f22c1194cf6912eb578f550cf1d298d21d959;hp=d845fdf2e4183f2fdaa10bb656b66d1ab6439749;hb=6809b57cfc47321826f01253241afef8b4380612;hpb=83d8fe2d59bad718de70b00ac2c8fddfadda76b5 diff --git a/src/thread.cpp b/src/thread.cpp index d845fdf2..536f22c1 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -19,6 +19,7 @@ #include +#include "search.h" #include "thread.h" #include "ucioption.h" @@ -27,27 +28,26 @@ ThreadsManager Threads; // Global object definition namespace { extern "C" { // start_routine() is the C function which is called when a new thread - // is launched. It simply calls idle_loop() of the supplied thread. - // There are two versions of this function; one for POSIX threads and - // one for Windows threads. + // is launched. It simply calls idle_loop() of the supplied thread. The + // last two threads are dedicated to read input from GUI and to mimic a + // timer, so they run in listener_loop() and timer_loop() respectively. #if defined(_MSC_VER) - DWORD WINAPI start_routine(LPVOID thread) { - - ((Thread*)thread)->idle_loop(NULL); - return 0; - } - #else - void* start_routine(void* thread) { +#endif - ((Thread*)thread)->idle_loop(NULL); - return NULL; - } + if (((Thread*)thread)->threadID == 0) + ((Thread*)thread)->main_loop(); -#endif + else if (((Thread*)thread)->threadID == MAX_THREADS) + ((Thread*)thread)->timer_loop(); + else + ((Thread*)thread)->idle_loop(NULL); + + return 0; + } } } @@ -124,7 +124,7 @@ void ThreadsManager::set_size(int cnt) { activeThreads = cnt; - for (int i = 0; i < MAX_THREADS; i++) + for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread if (i < activeThreads) { // Dynamically allocate pawn and material hash tables according to the @@ -147,11 +147,14 @@ void ThreadsManager::set_size(int cnt) { void ThreadsManager::init() { + // Initialize sleep condition used to block waiting for end of searching + cond_init(&sleepCond); + // Initialize threads lock, used when allocating slaves during splitting lock_init(&threadsLock); // Initialize sleep and split point locks - for (int i = 0; i < MAX_THREADS; i++) + for (int i = 0; i <= MAX_THREADS; i++) { lock_init(&threads[i].sleepLock); cond_init(&threads[i].sleepCond); @@ -161,15 +164,14 @@ void ThreadsManager::init() { } // Initialize main thread's associated data - threads[0].is_searching = true; - threads[0].threadID = 0; - set_size(1); // This makes all the threads but the main to go to sleep + threads[0].pawnTable.init(); + threads[0].materialTable.init(); - // Create and launch all the threads but the main that is already running, - // threads will go immediately to sleep. - for (int i = 1; i < MAX_THREADS; i++) + // Create and launch all the threads, threads will go immediately to sleep + for (int i = 0; i <= MAX_THREADS; i++) { threads[i].is_searching = false; + threads[i].do_sleep = true; threads[i].threadID = i; #if defined(_MSC_VER) @@ -192,26 +194,18 @@ void ThreadsManager::init() { void ThreadsManager::exit() { - // Wake up all the slave threads at once. This is faster than "wake and wait" - // for each thread and avoids a rare crash once every 10K games under Linux. - for (int i = 1; i < MAX_THREADS; i++) + for (int i = 0; i <= MAX_THREADS; i++) { threads[i].do_terminate = true; threads[i].wake_up(); - } - for (int i = 0; i < MAX_THREADS; i++) - { - if (i != 0) - { - // Wait for slave termination + // Wait for slave termination #if defined(_MSC_VER) - WaitForSingleObject(threads[i].handle, 0); - CloseHandle(threads[i].handle); + WaitForSingleObject(threads[i].handle, 0); + CloseHandle(threads[i].handle); #else - pthread_join(threads[i].handle, NULL); + pthread_join(threads[i].handle, NULL); #endif - } // Now we can safely destroy locks and wait conditions lock_destroy(&threads[i].sleepLock); @@ -222,6 +216,7 @@ void ThreadsManager::exit() { } lock_destroy(&threadsLock); + cond_destroy(&sleepCond); } @@ -240,6 +235,19 @@ bool ThreadsManager::available_slave_exists(int master) const { } +// split_point_finished() checks if all the slave threads of a given split +// point have finished searching. + +bool ThreadsManager::split_point_finished(SplitPoint* sp) const { + + for (int i = 0; i < activeThreads; i++) + if (sp->is_slave[i]) + return false; + + return true; +} + + // 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 @@ -253,7 +261,7 @@ 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(pos.pos_is_ok()); assert(bestValue >= -VALUE_INFINITE); assert(bestValue <= alpha); assert(alpha < beta); @@ -353,3 +361,129 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b // 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); + + +// Thread::timer_loop() is where the timer thread waits maxPly milliseconds +// and then calls do_timer_event(). + +void Thread::timer_loop() { + + while (!do_terminate) + { + lock_grab(&sleepLock); + timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX); + lock_release(&sleepLock); + do_timer_event(); + } +} + + +// ThreadsManager::set_timer() is used to set the timer to trigger after msec +// milliseconds. If msec is 0 then timer is stopped. + +void ThreadsManager::set_timer(int msec) { + + Thread& timer = threads[MAX_THREADS]; + + lock_grab(&timer.sleepLock); + timer.maxPly = msec; + cond_signal(&timer.sleepCond); // Wake up and restart the timer + lock_release(&timer.sleepLock); +} + + +// Thread::main_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 Thread::main_loop() { + + while (true) + { + lock_grab(&sleepLock); + + do_sleep = true; // Always return to sleep after a search + + is_searching = false; + + while (do_sleep && !do_terminate) + { + cond_signal(&Threads.sleepCond); // Wake up UI thread if needed + cond_wait(&sleepCond, &sleepLock); + } + + is_searching = true; + + lock_release(&sleepLock); + + if (do_terminate) + return; + + Search::think(); + } +} + + +// ThreadsManager::wait_end_of_search() blocks UI thread until main thread has +// returned to sleep in main_loop(). It is needed becuase xboard sends immediately +// new position to search after a "stop" due to ponder miss. + +void ThreadsManager::wait_end_of_search() { + + Thread& main = threads[0]; + + lock_grab(&main.sleepLock); + + while (!main.do_sleep) + cond_wait(&sleepCond, &main.sleepLock); + + lock_release(&main.sleepLock); +} + + +// ThreadsManager::start_thinking() is used by UI thread to wake up the main +// thread parked in main_loop() and starting a new search. If asyncMode is true +// then function returns immediately, otherwise caller is blocked waiting for +// the search to finish. + +void ThreadsManager::start_thinking(bool asyncMode) { + + Thread& main = threads[0]; + + // Wait main thread has finished before to launch a new search + wait_end_of_search(); + + lock_grab(&main.sleepLock); + + // Reset signals before to start the search + memset((void*)&Search::Signals, 0, sizeof(Search::Signals)); + + main.do_sleep = false; + cond_signal(&main.sleepCond); // Wake up main thread + + if (!asyncMode) + cond_wait(&sleepCond, &main.sleepLock); + + lock_release(&main.sleepLock); +} + + +// ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth +// is reached while the program is pondering. The point is to work around a wrinkle +// in the UCI protocol: When pondering, the engine is not allowed to give a +// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. +// We simply wait here until one of these commands (that raise StopRequest) is +// sent, and return, after which the bestmove and pondermove will be printed. + +void ThreadsManager::wait_for_stop_or_ponderhit() { + + Search::Signals.stopOnPonderhit = true; + + Thread& main = threads[0]; + + lock_grab(&main.sleepLock); + + while (!Search::Signals.stop) + cond_wait(&main.sleepCond, &main.sleepLock); + + lock_release(&main.sleepLock); +}