X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=7507ded119e5329f5df4cb9170ce5e79769c54d1;hp=3b7a10eeed31a2dc33415d2f5cbd6fe7037cc7c8;hb=6088ac210883c272832360f28c8922ff1514ef87;hpb=7fb6fd2f558c9e2967fb393238d1dbe063f2d277 diff --git a/src/thread.cpp b/src/thread.cpp index 3b7a10ee..7507ded1 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -59,8 +59,54 @@ namespace { extern "C" { } } -// 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::timer_loop() is where the timer thread waits maxPly milliseconds and +// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up. +extern void check_time(); + +void Thread::timer_loop() { + + while (!do_exit) + { + lock_grab(sleepLock); + timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX); + lock_release(sleepLock); + check_time(); + } +} + + +// 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_exit) + { + cond_signal(Threads.sleepCond); // Wake up UI thread if needed + cond_wait(sleepCond, sleepLock); + } + + lock_release(sleepLock); + + if (do_exit) + return; + + is_searching = true; + + Search::think(); + } +} + + +// Thread::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. void Thread::wake_up() { @@ -70,13 +116,33 @@ void Thread::wake_up() { } +// Thread::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 +// then return, after which the bestmove and pondermove will be printed. + +void Thread::wait_for_stop_or_ponderhit() { + + Signals.stopOnPonderhit = true; + + lock_grab(sleepLock); + + while (!Signals.stop) + cond_wait(sleepCond, sleepLock); + + lock_release(sleepLock); +} + + // cutoff_occurred() checks whether a beta cutoff has occurred in the current // active split point, or in some ancestor of the split point. bool Thread::cutoff_occurred() const { - for (SplitPoint* sp = splitPoint; sp; sp = sp->parent) - if (sp->is_betaCutoff) + for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent) + if (sp->cutoff) return true; return false; @@ -97,27 +163,22 @@ bool Thread::is_available_to(int master) const { // 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 sp_count = activeSplitPoints; + int spCnt = splitPointsCnt; // 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 (!sp_count || (splitPoints[sp_count - 1].slavesMask & (1ULL << master))) - return true; - - return false; + return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master)); } -// read_uci_options() updates number of active threads and other parameters -// according to the UCI options values. It is called before to start a new search. +// read_uci_options() updates internal threads parameters from the corresponding +// UCI options. It is called before to start a new search. void ThreadsManager::read_uci_options() { maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; useSleepingThreads = Options["Use Sleeping Threads"]; - - set_size(Options["Threads"]); } @@ -126,11 +187,11 @@ void ThreadsManager::read_uci_options() { void ThreadsManager::set_size(int cnt) { - assert(cnt > 0 && cnt <= MAX_THREADS); + assert(cnt > 0 && cnt < MAX_THREADS); activeThreads = cnt; - for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread + for (int i = 0; i < MAX_THREADS; i++) if (i < activeThreads) { // Dynamically allocate pawn and material hash tables according to the @@ -138,8 +199,12 @@ void ThreadsManager::set_size(int cnt) { // possible threads if only few are used. threads[i].pawnTable.init(); threads[i].materialTable.init(); + threads[i].maxPly = 0; threads[i].do_sleep = false; + + if (!useSleepingThreads) + threads[i].wake_up(); } else threads[i].do_sleep = true; @@ -151,17 +216,15 @@ void ThreadsManager::set_size(int cnt) { void ThreadsManager::init() { - // Initialize sleep condition and lock used by thread manager cond_init(sleepCond); - lock_init(threadsLock); + lock_init(splitLock); - // Initialize thread's sleep conditions and split point locks for (int i = 0; i <= MAX_THREADS; i++) { lock_init(threads[i].sleepLock); cond_init(threads[i].sleepCond); - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) + for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++) lock_init(threads[i].splitPoints[j].lock); } @@ -189,24 +252,23 @@ void ThreadsManager::init() { void ThreadsManager::exit() { - assert(threads[0].is_searching == false); - for (int i = 0; i <= MAX_THREADS; i++) { + assert(threads[i].do_sleep); + threads[i].do_exit = true; // Search must be already finished threads[i].wake_up(); thread_join(threads[i].handle); // Wait for thread termination - // Now we can safely destroy associated locks and wait conditions lock_destroy(threads[i].sleepLock); cond_destroy(threads[i].sleepCond); - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) + for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++) lock_destroy(threads[i].splitPoints[j].lock); } - lock_destroy(threadsLock); + lock_destroy(splitLock); cond_destroy(sleepCond); } @@ -248,21 +310,19 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta, assert(pos.thread() >= 0 && pos.thread() < activeThreads); assert(activeThreads > 1); - int i, master = pos.thread(); + int master = pos.thread(); Thread& masterThread = threads[master]; - // If we already have too many active split points, don't split - if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) + if (masterThread.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD) return bestValue; // Pick the next available split point from the split point stack - SplitPoint* sp = &masterThread.splitPoints[masterThread.activeSplitPoints]; + SplitPoint* sp = &masterThread.splitPoints[masterThread.splitPointsCnt]; - // Initialize the split point - sp->parent = masterThread.splitPoint; + sp->parent = masterThread.curSplitPoint; sp->master = master; - sp->is_betaCutoff = false; - sp->slavesMask = (1ULL << master); + sp->cutoff = false; + sp->slavesMask = 1ULL << master; sp->depth = depth; sp->threatMove = threatMove; sp->alpha = alpha; @@ -275,68 +335,57 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta, sp->nodes = 0; sp->ss = ss; - // If we are here it means we are not available assert(masterThread.is_searching); - int workersCnt = 1; // At least the master is included + int slavesCnt = 0; // Try to allocate available threads and ask them to start searching setting // is_searching flag. This must be done under lock protection to avoid concurrent // allocation of the same slave by another master. - lock_grab(threadsLock); - lock_grab(sp->lock); // To protect sp->slaves_mask + lock_grab(sp->lock); + lock_grab(splitLock); - for (i = 0; !Fake && i < activeThreads; i++) + for (int i = 0; i < activeThreads && !Fake; i++) if (threads[i].is_available_to(master)) { - sp->slavesMask |= (1ULL << i); - threads[i].splitPoint = sp; - - // Allocate the slave and make it exit from idle_loop() - threads[i].is_searching = true; + sp->slavesMask |= 1ULL << i; + threads[i].curSplitPoint = sp; + threads[i].is_searching = true; // Slave leaves idle_loop() if (useSleepingThreads) threads[i].wake_up(); - if (++workersCnt >= maxThreadsPerSplitPoint) + if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included break; } - lock_release(sp->lock); - lock_release(threadsLock); - - // We failed to allocate even one slave, return - if (!Fake && workersCnt == 1) - return bestValue; + masterThread.curSplitPoint = sp; + masterThread.splitPointsCnt++; - masterThread.splitPoint = sp; - masterThread.activeSplitPoints++; + lock_release(splitLock); + lock_release(sp->lock); // Everything is set up. The master thread enters the idle loop, from which // it will instantly launch a search, because its is_searching flag is set. // We pass the split point as a parameter to the idle loop, which means that // the thread will return from the idle loop when all slaves have finished // their work at this split point. - masterThread.idle_loop(sp); - - // 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(!masterThread.is_searching); + if (slavesCnt || Fake) + masterThread.idle_loop(sp); // We have returned from the idle loop, which means that all threads are - // finished. Note that changing state and decreasing activeSplitPoints is done - // under lock protection to avoid a race with Thread::is_available_to(). - lock_grab(threadsLock); + // finished. Note that setting is_searching and decreasing activeSplitPoints is + // done under lock protection to avoid a race with Thread::is_available_to(). lock_grab(sp->lock); // To protect sp->nodes - + lock_grab(splitLock); masterThread.is_searching = true; - masterThread.activeSplitPoints--; - masterThread.splitPoint = sp->parent; + masterThread.splitPointsCnt--; + masterThread.curSplitPoint = sp->parent; pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); + lock_release(splitLock); lock_release(sp->lock); - lock_release(threadsLock); return sp->bestValue; } @@ -346,22 +395,6 @@ template Value ThreadsManager::split(Position&, Stack*, Value, Value, Val template Value ThreadsManager::split(Position&, Stack*, 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(). If maxPly is 0 thread sleeps until is woken up. -extern void check_time(); - -void Thread::timer_loop() { - - while (!do_exit) - { - lock_grab(sleepLock); - timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX); - lock_release(sleepLock); - check_time(); - } -} - - // ThreadsManager::set_timer() is used to set the timer to trigger after msec // milliseconds. If msec is 0 then timer is stopped. @@ -376,36 +409,6 @@ void ThreadsManager::set_timer(int msec) { } -// 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_exit) - { - cond_signal(Threads.sleepCond); // Wake up UI thread if needed - cond_wait(sleepCond, sleepLock); - } - - is_searching = true; - - lock_release(sleepLock); - - if (do_exit) - return; - - Search::think(); - } -} - - // 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 @@ -466,25 +469,3 @@ void ThreadsManager::stop_thinking() { 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 -// then return, after which the bestmove and pondermove will be printed. - -void ThreadsManager::wait_for_stop_or_ponderhit() { - - Signals.stopOnPonderhit = true; - - Thread& main = threads[0]; - - lock_grab(main.sleepLock); - - while (!Signals.stop) - cond_wait(main.sleepCond, main.sleepLock); - - lock_release(main.sleepLock); -}