X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=58d693cf2a52547c4fc5f1140436293bd9fcda2d;hp=e3194a23eadbb6b210f696ce12853a850836de1c;hb=b53239d6410cfc87bf454370671390b04879ef05;hpb=80d7556af785f57a4f90d121c57c9c2f85a2963e diff --git a/src/thread.cpp b/src/thread.cpp index e3194a23..58d693cf 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -2,6 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -23,238 +24,174 @@ #include "movegen.h" #include "search.h" #include "thread.h" -#include "uci.h" - -using namespace Search; +#include "syzygy/tbprobe.h" ThreadPool Threads; // Global object -extern void check_time(); - -namespace { - - // Helpers to launch a thread after creation and joining before delete. Outside the - // Thread constructor and destructor because the object must be fully initialized - // when start_routine (and hence virtual idle_loop) is called and when joining. - - template T* new_thread() { - std::thread* th = new T; - *th = std::thread(&T::idle_loop, (T*)th); // Will go to sleep - return (T*)th; - } - void delete_thread(ThreadBase* th) { +/// Thread constructor launches the thread and waits until it goes to sleep +/// in idle_loop(). Note that 'searching' and 'exit' should be alredy set. - th->mutex.lock(); - th->exit = true; // Search must be already finished - th->mutex.unlock(); - - th->notify_one(); - th->join(); // Wait for thread termination - delete th; - } +Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) { + wait_for_search_finished(); + clear(); // Zero-init histories (based on std::array) } -// ThreadBase::notify_one() wakes up the thread when there is some work to do - -void ThreadBase::notify_one() { - - std::unique_lock lk(mutex); - sleepCondition.notify_one(); -} +/// Thread destructor wakes up the thread in idle_loop() and waits +/// for its termination. Thread should be already waiting. +Thread::~Thread() { -// ThreadBase::wait() set the thread to sleep until 'condition' turns true + assert(!searching); -void ThreadBase::wait(std::atomic& condition) { - - std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return bool(condition); }); + exit = true; + start_searching(); + stdThread.join(); } -// ThreadBase::wait_while() set the thread to sleep until 'condition' turns false -void ThreadBase::wait_while(std::atomic& condition) { - - std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return !condition; }); -} +/// Thread::clear() reset histories, usually before a new game +void Thread::clear() { -// Thread constructor makes some init but does not launch any execution thread, -// which will be started only when the constructor returns. + counterMoves.fill(MOVE_NONE); + mainHistory.fill(0); + captureHistory.fill(0); -Thread::Thread() { + for (auto& to : contHistory) + for (auto& h : to) + h.fill(0); - searching = false; - maxPly = 0; - history.clear(); - counterMoves.clear(); - idx = Threads.size(); // Starts from 0 + contHistory[NO_PIECE][0].fill(Search::CounterMovePruneThreshold - 1); } +/// Thread::start_searching() wakes up the thread that will start the search -// 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. +void Thread::start_searching() { -void TimerThread::idle_loop() { + std::lock_guard lk(mutex); + searching = true; + cv.notify_one(); // Wake up the thread in idle_loop() +} - while (!exit) - { - std::unique_lock lk(mutex); - if (!exit) - sleepCondition.wait_for(lk, std::chrono::milliseconds(run ? Resolution : INT_MAX)); +/// Thread::wait_for_search_finished() blocks on the condition variable +/// until the thread has finished searching. - lk.unlock(); +void Thread::wait_for_search_finished() { - if (!exit && run) - check_time(); - } + std::unique_lock lk(mutex); + cv.wait(lk, [&]{ return !searching; }); } -// Thread::idle_loop() is where the thread is parked when it has no work to do +/// Thread::idle_loop() is where the thread is parked, blocked on the +/// condition variable, when it has no work to do. void Thread::idle_loop() { - while (!exit) - { - std::unique_lock lk(mutex); - - while (!searching && !exit) - sleepCondition.wait(lk); - - lk.unlock(); + WinProcGroup::bindThisThread(idx); - if (!exit && searching) - search(); - } -} - - -// 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) + while (true) { std::unique_lock lk(mutex); + searching = false; + cv.notify_one(); // Wake up anyone waiting for search finished + cv.wait(lk, [&]{ return searching; }); - thinking = false; - - while (!thinking && !exit) - { - sleepCondition.notify_one(); // Wake up the UI thread if needed - sleepCondition.wait(lk); - } + if (exit) + return; lk.unlock(); - if (!exit) - think(); + search(); } } -// MainThread::join() waits for main thread to finish thinking +/// ThreadPool::init() creates and launches the threads that will go +/// immediately to sleep in idle_loop. We cannot use the constructor because +/// Threads is a static object and we need a fully initialized engine at +/// this point due to allocation of Endgames in the Thread constructor. -void MainThread::join() { +void ThreadPool::init(size_t requested) { - std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return !thinking; }); + push_back(new MainThread(0)); + set(requested); } -// ThreadPool::init() is called at startup to create and launch requested threads, -// that will go immediately to sleep. We cannot use a constructor because Threads -// is a static object and we need a fully initialized engine at this point due to -// allocation of Endgames in the Thread constructor. - -void ThreadPool::init() { - - timer = new_thread(); - push_back(new_thread()); - read_uci_options(); -} - - -// ThreadPool::exit() terminates the threads before the program exits. Cannot be -// done in destructor because threads must be terminated before freeing us. +/// ThreadPool::exit() terminates threads before the program exits. Cannot be +/// done in the destructor because threads must be terminated before deleting +/// any static object, so before main() returns. void ThreadPool::exit() { - delete_thread(timer); // As first because check_time() accesses threads data - timer = nullptr; - - for (Thread* th : *this) - delete_thread(th); - - clear(); // Get rid of stale pointers + main()->wait_for_search_finished(); + set(0); } -// 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. +/// ThreadPool::set() creates/destroys threads to match the requested number -void ThreadPool::read_uci_options() { - - size_t requested = Options["Threads"]; - - assert(requested > 0); +void ThreadPool::set(size_t requested) { while (size() < requested) - push_back(new_thread()); + push_back(new Thread(size())); while (size() > requested) - { - delete_thread(back()); - pop_back(); - } + delete back(), pop_back(); } -// ThreadPool::nodes_searched() returns the number of nodes searched +/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and +/// returns immediately. Main thread will wake up other threads and start the search. -int64_t ThreadPool::nodes_searched() { +void ThreadPool::start_thinking(Position& pos, StateListPtr& states, + const Search::LimitsType& limits, bool ponderMode) { - int64_t nodes = 0; - for (Thread *th : *this) - nodes += th->rootPos.nodes_searched(); - return nodes; -} + main()->wait_for_search_finished(); + stopOnPonderhit = stop = false; + ponder = ponderMode; + Search::Limits = limits; + Search::RootMoves rootMoves; -// ThreadPool::start_thinking() wakes up the main thread sleeping in -// MainThread::idle_loop() and starts a new search, then returns immediately. + for (const auto& m : MoveList(pos)) + if ( limits.searchmoves.empty() + || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) + rootMoves.emplace_back(m); + + if (!rootMoves.empty()) + Tablebases::filter_root_moves(pos, rootMoves); + + // After ownership transfer 'states' becomes empty, so if we stop the search + // and call 'go' again without setting a new position states.get() == NULL. + assert(states.get() || setupStates.get()); -void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, - StateStackPtr& states) { - main()->join(); + if (states.get()) + setupStates = std::move(states); // Ownership transfer, states is now empty - Signals.stopOnPonderhit = Signals.firstRootMove = false; - Signals.stop = Signals.failedLowAtRoot = false; + // We use Position::set() to set root position across threads. But there are + // some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot + // be deduced from a fen string, so set() clears them and to not lose the info + // we need to backup and later restore setupStates->back(). Note that setupStates + // is shared by threads but is accessed in read-only mode. + StateInfo tmp = setupStates->back(); - main()->rootMoves.clear(); - main()->rootPos = pos; - Limits = limits; - if (states.get()) // If we don't set a new position, preserve current state + for (Thread* th : Threads) { - SetupStates = std::move(states); // Ownership transfer here - assert(!states.get()); + th->nodes = th->tbHits = 0; + th->rootDepth = th->completedDepth = DEPTH_ZERO; + th->rootMoves = rootMoves; + th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th); + th->nmp_ply = 0; + th->pair = -1; } - for (const auto& m : MoveList(pos)) - if ( limits.searchmoves.empty() - || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) - main()->rootMoves.push_back(RootMove(m)); + setupStates->back() = tmp; - main()->thinking = true; - main()->notify_one(); // Wake up main thread: 'thinking' must be already set + main()->start_searching(); }