X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=786258a2ed564961fdb75f67024944aaf8c25d49;hp=5136a233db14b819fa7d73d397384f18ba2e176e;hb=5fd5453e594ee6cadf4a3c502bc53d28cfe5aa8b;hpb=e1919384a23fe728422f995369161efa192380db diff --git a/src/thread.cpp b/src/thread.cpp index 5136a233..786258a2 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) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 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 @@ -17,149 +17,83 @@ 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" +#include "uci.h" using namespace Search; -ThreadsManager Threads; // Global object - -namespace { extern "C" { - - // start_routine() is the C function which is called when a new thread - // is launched. It is a wrapper to member function pointed by start_fn. - - long start_routine(Thread* th) { - - Threads.set_this_thread(th); // Save pointer into thread local storage - (th->*(th->start_fn))(); - return 0; - } - -} } - -// Thread c'tor starts a newly-created thread of execution that will call -// the idle loop function pointed by start_fn going immediately to sleep. - -Thread::Thread(Fn fn) { - - is_searching = do_exit = false; - maxPly = splitPointsCnt = 0; - curSplitPoint = NULL; - start_fn = fn; - idx = Threads.size(); - - do_sleep = (fn != &Thread::main_loop); // Avoid a race with start_searching() - - lock_init(sleepLock); - cond_init(sleepCond); - - for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++) - lock_init(splitPoints[j].lock); - - if (!thread_create(handle, start_routine, this)) - { - std::cerr << "Failed to create thread number " << idx << std::endl; - ::exit(EXIT_FAILURE); - } -} +ThreadPool Threads; // Global object +extern void check_time(); -// Thread d'tor waits for thread termination before to return. +namespace { -Thread::~Thread() { + // 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(). - assert(do_sleep); + extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } } - do_exit = true; // Search must be already finished - wake_up(); - thread_join(handle); // Wait for thread termination + // Helpers to launch a thread after creation and joining before delete. Must be + // outside Thread c'tor and d'tor because the object must be fully initialized + // when start_routine (and hence virtual idle_loop) is called and when joining. - lock_destroy(sleepLock); - cond_destroy(sleepCond); + template T* new_thread() { + T* th = new T(); + thread_create(th->handle, start_routine, th); // Will go to sleep + return th; + } - for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++) - lock_destroy(splitPoints[j].lock); -} + void delete_thread(ThreadBase* th) { + th->mutex.lock(); + th->exit = true; // Search must be already finished + th->mutex.unlock(); -// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and -// then calls check_time(). If maxPly is 0 thread sleeps until is woken up. -extern void check_time(); - -void Thread::timer_loop() { + th->notify_one(); + thread_join(th->handle); // Wait for thread termination + delete th; + } - 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); - } +// ThreadBase::notify_one() wakes up the thread when there is some work to do - lock_release(sleepLock); +void ThreadBase::notify_one() { - if (do_exit) - return; - - is_searching = true; - - Search::think(); - } + mutex.lock(); + sleepCondition.notify_one(); + mutex.unlock(); } -// Thread::wake_up() wakes up the thread, normally at the beginning of the search -// or, if "sleeping threads" is used at split time. +// ThreadBase::wait_for() set the thread to sleep until 'condition' turns true -void Thread::wake_up() { +void ThreadBase::wait_for(volatile const bool& condition) { - lock_grab(sleepLock); - cond_signal(sleepCond); - lock_release(sleepLock); + mutex.lock(); + while (!condition) sleepCondition.wait(mutex); + mutex.unlock(); } -// 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. +// Thread c'tor makes some init but does not launch any execution thread that +// will be started only when c'tor returns. -void Thread::wait_for_stop_or_ponderhit() { +Thread::Thread() /* : splitPoints() */ { // Initialization of non POD broken in MSVC - Signals.stopOnPonderhit = true; - - lock_grab(sleepLock); - while (!Signals.stop) cond_wait(sleepCond, sleepLock); - lock_release(sleepLock); + searching = false; + maxPly = 0; + splitPointsSize = 0; + activeSplitPoint = NULL; + activePosition = NULL; + idx = Threads.size(); // Starts from 0 } @@ -168,7 +102,7 @@ void Thread::wait_for_stop_or_ponderhit() { bool Thread::cutoff_occurred() const { - for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent) + for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint) if (sp->cutoff) return true; @@ -176,278 +110,278 @@ bool Thread::cutoff_occurred() const { } -// Thread::is_available_to() checks whether the thread is available to help the +// Thread::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 active 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). +// 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 slave's split point +// stack (the "helpful master concept" in YBWC terminology). -bool Thread::is_available_to(Thread* master) const { +bool Thread::available_to(const Thread* master) const { - if (is_searching) + 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 spCnt = splitPointsCnt; + // Make a local copy to be sure it doesn't become zero under our feet while + // testing next condition and so leading to an out of bounds access. + const size_t size = splitPointsSize; - // No active split points means that the thread is available as a slave for any + // 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 !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master->idx)); + return !size || splitPoints[size - 1].slavesMask.test(master->idx); } -// init() is called at startup. Initializes lock and condition variable and -// launches requested threads sending them immediately to sleep. 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. +// Thread::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), 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 +// informed 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. + +void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue, + Move* bestMove, Depth depth, int moveCount, + MovePicker* movePicker, int nodeType, bool cutNode) { + + assert(searching); + assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE); + assert(depth >= Threads.minimumSplitDepth); + assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD); + + // Pick and init the next available split point + SplitPoint& sp = splitPoints[splitPointsSize]; + + sp.master = this; + sp.parentSplitPoint = activeSplitPoint; + sp.slavesMask = 0, sp.slavesMask.set(idx); + sp.depth = depth; + sp.bestValue = *bestValue; + sp.bestMove = *bestMove; + sp.alpha = alpha; + sp.beta = beta; + sp.nodeType = nodeType; + sp.cutNode = cutNode; + 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(); -void ThreadsManager::init() { + sp.allSlavesSearching = true; // Must be set under lock protection + ++splitPointsSize; + activeSplitPoint = &sp; + activePosition = NULL; - tls_init(tlsKey); - cond_init(sleepCond); - lock_init(splitLock); - timer = new Thread(&Thread::timer_loop); - threads.push_back(new Thread(&Thread::main_loop)); - read_uci_options(); -} + Thread* slave; + while ( sp.slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT + && (slave = Threads.available_slave(this)) != NULL) + { + sp.slavesMask.set(slave->idx); + slave->activeSplitPoint = &sp; + slave->searching = true; // Slave leaves idle_loop() + slave->notify_one(); // Could be sleeping + } -// d'tor cleanly terminates the threads when the program exits. + // 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. + sp.mutex.unlock(); + Threads.mutex.unlock(); -ThreadsManager::~ThreadsManager() { + Thread::idle_loop(); // Force a call to base class idle_loop() - for (int i = 0; i < size(); i++) - delete threads[i]; + // In the helpful master concept, a master can help only a sub-tree of its + // split point and because everything is finished here, it's not possible + // for the master to be booked. + assert(!searching); + assert(!activePosition); - delete timer; - lock_destroy(splitLock); - cond_destroy(sleepCond); - tls_destroy(tlsKey); + // We have returned from the idle loop, which means that all threads are + // finished. Note that setting 'searching' and decreasing splitPointsSize must + // be done under lock protection to avoid a race with Thread::available_to(). + Threads.mutex.lock(); + sp.mutex.lock(); + + searching = true; + --splitPointsSize; + activeSplitPoint = sp.parentSplitPoint; + activePosition = &pos; + pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); + *bestMove = sp.bestMove; + *bestValue = sp.bestValue; + + sp.mutex.unlock(); + Threads.mutex.unlock(); } -// 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. +// 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 ThreadsManager::read_uci_options() { +void TimerThread::idle_loop() { - maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; - minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; - useSleepingThreads = Options["Use Sleeping Threads"]; - int requested = Options["Threads"]; + while (!exit) + { + mutex.lock(); - assert(requested > 0); + if (!exit) + sleepCondition.wait_for(mutex, run ? Resolution : INT_MAX); - while (size() < requested) - threads.push_back(new Thread(&Thread::idle_loop)); + mutex.unlock(); - while (size() > requested) - { - delete threads.back(); - threads.pop_back(); + if (run) + check_time(); } } -// wake_up() is called before a new search to start the threads that are waiting -// on the sleep condition and to reset maxPly. When useSleepingThreads is set -// threads will be woken up at split time. +// 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 ThreadsManager::wake_up() const { +void MainThread::idle_loop() { - for (int i = 0; i < size(); i++) + while (!exit) { - threads[i]->maxPly = 0; - threads[i]->do_sleep = false; + mutex.lock(); - if (!useSleepingThreads) - threads[i]->wake_up(); - } -} + thinking = false; + while (!thinking && !exit) + { + Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed + sleepCondition.wait(mutex); + } -// sleep() is called after the search finishes to ask all the threads but the -// main one to go waiting on a sleep condition. + mutex.unlock(); -void ThreadsManager::sleep() const { + if (!exit) + { + searching = true; - for (int i = 1; i < size(); i++) // Main thread will go to sleep by itself - threads[i]->do_sleep = true; // to avoid a race with start_searching() -} + Search::think(); + assert(searching); -// available_slave_exists() tries to find an idle thread which is available as -// a slave for the thread 'master'. + searching = false; + } + } +} -bool ThreadsManager::available_slave_exists(Thread* master) const { - for (int i = 0; i < size(); i++) - if (threads[i]->is_available_to(master)) - return true; +// ThreadPool::init() is called at startup to create and launch requested threads, +// that will go immediately to sleep. We cannot use a c'tor because Threads is a +// static object and we need a fully initialized engine at this point due to +// allocation of Endgames in Thread c'tor. - return false; +void ThreadPool::init() { + + timer = new_thread(); + push_back(new_thread()); + read_uci_options(); } -// 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 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 -Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta, - Value bestValue, Move* bestMove, Depth depth, - Move threatMove, int moveCount, MovePicker* mp, int nodeType) { - assert(pos.pos_is_ok()); - assert(bestValue > -VALUE_INFINITE); - assert(bestValue <= alpha); - assert(alpha < beta); - assert(beta <= VALUE_INFINITE); - assert(depth > DEPTH_ZERO); - - Thread* master = Threads.this_thread(); - - if (master->splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD) - return bestValue; - - // Pick the next available split point from the split point stack - SplitPoint* sp = &master->splitPoints[master->splitPointsCnt++]; - - sp->parent = master->curSplitPoint; - sp->master = master; - sp->cutoff = false; - sp->slavesMask = 1ULL << master->idx; - sp->depth = depth; - sp->bestMove = *bestMove; - sp->threatMove = threatMove; - sp->alpha = alpha; - sp->beta = beta; - sp->nodeType = nodeType; - sp->bestValue = bestValue; - sp->mp = mp; - sp->moveCount = moveCount; - sp->pos = &pos; - sp->nodes = 0; - sp->ss = ss; - - assert(master->is_searching); - - master->curSplitPoint = sp; - int slavesCnt = 0; +// ThreadPool::exit() terminates the threads before the program exits. Cannot be +// done in d'tor because threads must be terminated before freeing us. - // 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(sp->lock); - lock_grab(splitLock); +void ThreadPool::exit() { - for (int i = 0; i < size() && !Fake; ++i) - if (threads[i]->is_available_to(master)) - { - sp->slavesMask |= 1ULL << i; - threads[i]->curSplitPoint = sp; - threads[i]->is_searching = true; // Slave leaves idle_loop() + delete_thread(timer); // As first because check_time() accesses threads data - if (useSleepingThreads) - threads[i]->wake_up(); + for (iterator it = begin(); it != end(); ++it) + delete_thread(*it); +} - if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included - break; - } - lock_release(splitLock); - lock_release(sp->lock); +// 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. - // 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. - if (slavesCnt || Fake) - { - master->idle_loop(sp); +void ThreadPool::read_uci_options() { - // 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(!master->is_searching); - } + minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; + size_t requested = Options["Threads"]; - // We have returned from the idle loop, which means that all threads are - // finished. Note that setting is_searching and decreasing splitPointsCnt 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); + assert(requested > 0); - master->is_searching = true; - master->splitPointsCnt--; - master->curSplitPoint = sp->parent; - pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); - *bestMove = sp->bestMove; + // If zero (default) then set best minimum split depth automatically + if (!minimumSplitDepth) + minimumSplitDepth = requested < 8 ? 4 * ONE_PLY : 7 * ONE_PLY; - lock_release(splitLock); - lock_release(sp->lock); + while (size() < requested) + push_back(new_thread()); - return sp->bestValue; + while (size() > requested) + { + delete_thread(back()); + pop_back(); + } } -// Explicit template instantiations -template Value ThreadsManager::split(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int); -template Value ThreadsManager::split(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int); +// ThreadPool::available_slave() tries to find an idle thread which is available +// as a slave for the thread 'master'. -// ThreadsManager::set_timer() is used to set the timer to trigger after msec -// milliseconds. If msec is 0 then timer is stopped. +Thread* ThreadPool::available_slave(const Thread* master) const { -void ThreadsManager::set_timer(int msec) { + for (const_iterator it = begin(); it != end(); ++it) + if ((*it)->available_to(master)) + return *it; - lock_grab(timer->sleepLock); - timer->maxPly = msec; - cond_signal(timer->sleepCond); // Wake up and restart the timer - lock_release(timer->sleepLock); + return NULL; } -// ThreadsManager::wait_for_search_finished() waits for main thread to go to -// sleep, this means search is finished. Then returns. +// ThreadPool::wait_for_think_finished() waits for main thread to finish the search -void ThreadsManager::wait_for_search_finished() { +void ThreadPool::wait_for_think_finished() { - Thread* t = main_thread(); - lock_grab(t->sleepLock); - cond_signal(t->sleepCond); // In case is waiting for stop or ponderhit - while (!t->do_sleep) cond_wait(sleepCond, t->sleepLock); - lock_release(t->sleepLock); + MainThread* th = main(); + th->mutex.lock(); + while (th->thinking) sleepCondition.wait(th->mutex); + th->mutex.unlock(); } -// ThreadsManager::start_searching() wakes up the main thread sleeping in -// main_loop() so to start a new search, then returns immediately. +// ThreadPool::start_thinking() wakes up the main thread sleeping in +// MainThread::idle_loop() and starts a new search, then returns immediately. -void ThreadsManager::start_searching(const Position& pos, const LimitsType& limits, - const std::vector& searchMoves) { - wait_for_search_finished(); +void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, + StateStackPtr& states) { + wait_for_think_finished(); - SearchTime.restart(); // As early as possible + SearchTime = Time::now(); // As early as possible Signals.stopOnPonderhit = Signals.firstRootMove = false; Signals.stop = Signals.failedLowAtRoot = false; - RootPosition = pos; - Limits = limits; RootMoves.clear(); + RootPos = pos; + Limits = limits; + if (states.get()) // If we don't set a new position, preserve current state + { + SetupStates = states; // Ownership transfer here + assert(!states.get()); + } - for (MoveList ml(pos); !ml.end(); ++ml) - if (searchMoves.empty() || count(searchMoves.begin(), searchMoves.end(), ml.move())) - RootMoves.push_back(RootMove(ml.move())); + for (MoveList it(pos); *it; ++it) + if ( limits.searchmoves.empty() + || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), *it)) + RootMoves.push_back(RootMove(*it)); - main_thread()->do_sleep = false; - main_thread()->wake_up(); + main()->thinking = true; + main()->notify_one(); // Starts main thread }