X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=6516192d3700cc4dea05ba26f396cc09a6e37594;hp=858a09d9c011bbe57a5b80feef21fe1c1d2eb670;hb=4c57cf0ead29536504ca452b876d350a8e2edbdc;hpb=76ed0ab5015f41715453a7efcedd57a7a5c962da diff --git a/src/thread.cpp b/src/thread.cpp index 858a09d9..6516192d 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) 2015-2018 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 @@ -24,172 +25,175 @@ #include "search.h" #include "thread.h" #include "uci.h" - -using namespace Search; +#include "syzygy/tbprobe.h" ThreadPool Threads; // Global object -// Thread constructor makes some init and launches the thread that will go to -// sleep in idle_loop(). -Thread::Thread() { +/// Thread constructor launches the thread and waits until it goes to sleep +/// in idle_loop(). Note that 'searching' and 'exit' should be alredy set. + +Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) { - searching = true; // Avoid a race with start_thinking() - exit = resetCalls = false; - maxPly = callsCnt = 0; - history.clear(); - counterMoves.clear(); - idx = Threads.size(); // Starts from 0 - std::thread::operator=(std::thread(&Thread::idle_loop, this)); + wait_for_search_finished(); } -// Thread destructor waits for thread termination before deleting +/// Thread destructor wakes up the thread in idle_loop() and waits +/// for its termination. Thread should be already waiting. Thread::~Thread() { - mutex.lock(); - exit = true; // Search must be already finished - mutex.unlock(); + assert(!searching); - notify_one(); - std::thread::join(); // Wait for thread termination + exit = true; + start_searching(); + stdThread.join(); } -// Thread::join() waits for the thread to finish searching -void Thread::join() { +/// Thread::clear() reset histories, usually before a new game - std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return !searching; }); -} +void Thread::clear() { + counterMoves.fill(MOVE_NONE); + mainHistory.fill(0); + captureHistory.fill(0); -// Thread::notify_one() wakes up the thread when there is some work to do + for (auto& to : contHistory) + for (auto& h : to) + h.fill(0); -void Thread::notify_one() { + contHistory[NO_PIECE][0].fill(Search::CounterMovePruneThreshold - 1); +} - std::unique_lock lk(mutex); - sleepCondition.notify_one(); +/// Thread::start_searching() wakes up the thread that will start the search + +void Thread::start_searching() { + + std::lock_guard lk(mutex); + searching = true; + cv.notify_one(); // Wake up the thread in idle_loop() } -// Thread::wait() set the thread to sleep until 'condition' turns true +/// Thread::wait_for_search_finished() blocks on the condition variable +/// until the thread has finished searching. -void Thread::wait(std::atomic_bool& condition) { +void Thread::wait_for_search_finished() { std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return bool(condition); }); + 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) + // If OS already scheduled us on a different group than 0 then don't overwrite + // the choice, eventually we are one of many one-threaded processes running on + // some Windows NUMA hardware, for instance in fishtest. To make it simple, + // just check if running threads are below a threshold, in this case all this + // NUMA machinery is not needed. + if (Options["Threads"] >= 8) + WinProcGroup::bindThisThread(idx); + + while (true) { std::unique_lock lk(mutex); - searching = false; + cv.notify_one(); // Wake up anyone waiting for search finished + cv.wait(lk, [&]{ return searching; }); - while (!searching && !exit) - { - sleepCondition.notify_one(); // Wake up main thread if needed - sleepCondition.wait(lk); - } + if (exit) + return; lk.unlock(); - if (!exit && searching) - search(); + search(); } } +/// ThreadPool::set() creates/destroys threads to match the requested number. +/// Created and launced threads wil go immediately to sleep in idle_loop. +/// Upon resizing, threads are recreated to allow for binding if necessary. -// 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() { - - push_back(new MainThread); - read_uci_options(); -} - +void ThreadPool::set(size_t requested) { -// ThreadPool::exit() terminates the threads before the program exits. Cannot be -// done in destructor because threads must be terminated before freeing us. + if (size() > 0) { // destroy any existing thread(s) + main()->wait_for_search_finished(); -void ThreadPool::exit() { + while (size() > 0) + delete back(), pop_back(); + } - for (Thread* th : *this) - delete th; + if (requested > 0) { // create new thread(s) + push_back(new MainThread(0)); - clear(); // Get rid of stale pointers + while (size() < requested) + push_back(new Thread(size())); + clear(); + } } +/// ThreadPool::clear() sets threadPool data to initial values. -// 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. - -void ThreadPool::read_uci_options() { - - size_t requested = Options["Threads"]; - - assert(requested > 0); +void ThreadPool::clear() { - while (size() < requested) - push_back(new Thread); + for (Thread* th : *this) + th->clear(); - while (size() > requested) - { - delete back(); - pop_back(); - } + main()->callsCnt = 0; + main()->previousScore = VALUE_INFINITE; + main()->previousTimeReduction = 1.0; } +/// 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. -// ThreadPool::nodes_searched() returns the number of nodes searched +void ThreadPool::start_thinking(Position& pos, StateListPtr& states, + const Search::LimitsType& limits, bool ponderMode) { -int64_t ThreadPool::nodes_searched() { + main()->wait_for_search_finished(); - int64_t nodes = 0; - for (Thread *th : *this) - nodes += th->rootPos.nodes_searched(); - return nodes; -} + stopOnPonderhit = stop = false; + ponder = ponderMode; + Search::Limits = limits; + Search::RootMoves rootMoves; + 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); -// ThreadPool::start_thinking() wakes up the main thread sleeping in -// MainThread::idle_loop() and starts a new search, then returns immediately. + // 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) { - for (Thread* th : Threads) - th->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 : *this) { - SetupStates = std::move(states); // Ownership transfer here - assert(!states.get()); + th->nodes = th->tbHits = th->nmp_ply = th->nmp_odd = 0; + th->rootDepth = th->completedDepth = DEPTH_ZERO; + th->rootMoves = rootMoves; + th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th); } - 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()->searching = true; - main()->notify_one(); // Wake up main thread: 'searching' must be already set + main()->start_searching(); }