X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=b38bdd6ed51e2848fd60770c936d7a80793e427c;hp=99976b12f7e6d693068bf8656ff934f9b2142c39;hb=ca14345ba26fc40e1039029659f57028f510502f;hpb=a1076cc68aa1fe322024d15b677499f9a03b7457 diff --git a/src/thread.cpp b/src/thread.cpp index 99976b12..b38bdd6e 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -1,7 +1,8 @@ /* 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 + Copyright (C) 2015-2016 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 @@ -17,487 +18,192 @@ along with this program. If not, see . */ -#include +#include // For std::count +#include +#include "movegen.h" #include "search.h" #include "thread.h" -#include "ucioption.h" +#include "uci.h" +#include "syzygy/tbprobe.h" -using namespace Search; +ThreadPool Threads; // Global object -ThreadsManager Threads; // Global object +/// Thread constructor launches the thread and then waits until it goes to sleep +/// in idle_loop(). -namespace { extern "C" { +Thread::Thread() { - // start_routine() is the C function which is called when a new thread - // is launched. It simply calls idle_loop() of the supplied thread. The first - // and last thread are special. First one is the main search thread while the - // last one mimics a timer, they run in main_loop() and timer_loop(). + resetCalls = exit = false; + maxPly = callsCnt = 0; + history.clear(); + counterMoves.clear(); + idx = Threads.size(); // Start from 0 -#if defined(_MSC_VER) - DWORD WINAPI start_routine(LPVOID thread) { -#else - void* start_routine(void* thread) { -#endif - - Thread* th = (Thread*)thread; - - if (th->threadID == 0) - th->main_loop(); - - else if (th->threadID == MAX_THREADS) - th->timer_loop(); - - else - th->idle_loop(NULL); - - return 0; - } - -} } - - -// 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() { - - lock_grab(&sleepLock); - cond_signal(&sleepCond); - lock_release(&sleepLock); + std::unique_lock lk(mutex); + searching = true; + nativeThread = std::thread(&Thread::idle_loop, this); + sleepCondition.wait(lk, [&]{ return !searching; }); } -// cutoff_occurred() checks whether a beta cutoff has occurred in the current -// active split point, or in some ancestor of the split point. +/// Thread destructor waits for thread termination before returning -bool Thread::cutoff_occurred() const { +Thread::~Thread() { - for (SplitPoint* sp = splitPoint; sp; sp = sp->parent) - if (sp->is_betaCutoff) - return true; - - return false; + mutex.lock(); + exit = true; + sleepCondition.notify_one(); + mutex.unlock(); + nativeThread.join(); } -// is_available_to() checks whether the thread is available to help the thread with -// threadID "master" at a split point. An obvious requirement is that thread must be -// idle. With more than two threads, this is not by itself sufficient: If the thread -// is the master of some active split point, it is only available as a slave to the -// threads 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(int master) const { - - if (is_searching) - return false; +/// Thread::wait_for_search_finished() waits on sleep condition +/// until not searching - // 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 localActiveSplitPoints = activeSplitPoints; +void Thread::wait_for_search_finished() { - // 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 ( !localActiveSplitPoints - || splitPoints[localActiveSplitPoints - 1].is_slave[master]) - return true; - - return false; + std::unique_lock lk(mutex); + sleepCondition.wait(lk, [&]{ return !searching; }); } -// 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. - -void ThreadsManager::read_uci_options() { +/// Thread::wait() waits on sleep condition until condition is true - maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; - minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; - useSleepingThreads = Options["Use Sleeping Threads"]; +void Thread::wait(std::atomic_bool& condition) { - set_size(Options["Threads"]); + std::unique_lock lk(mutex); + sleepCondition.wait(lk, [&]{ return bool(condition); }); } -// set_size() changes the number of active threads and raises do_sleep flag for -// all the unused threads that will go immediately to sleep. +/// Thread::start_searching() wakes up the thread that will start the search -void ThreadsManager::set_size(int cnt) { +void Thread::start_searching(bool resume) { - assert(cnt > 0 && cnt <= MAX_THREADS); + std::unique_lock lk(mutex); - activeThreads = cnt; + if (!resume) + searching = true; - for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread - if (i < activeThreads) - { - // Dynamically allocate pawn and material hash tables according to the - // number of active threads. This avoids preallocating memory for all - // possible threads if only few are used. - threads[i].pawnTable.init(); - threads[i].materialTable.init(); - - threads[i].do_sleep = false; - } - else - threads[i].do_sleep = true; + sleepCondition.notify_one(); } -// init() is called during startup. Initializes locks and condition variables -// and launches all threads sending them immediately to sleep. +/// Thread::idle_loop() is where the thread is parked when it has no work to do -void ThreadsManager::init() { +void Thread::idle_loop() { - // Initialize sleep condition and lock used by thread manager - cond_init(&sleepCond); - lock_init(&threadsLock); - - // Initialize thread's sleep conditions and split point locks - for (int i = 0; i <= MAX_THREADS; i++) + while (!exit) { - lock_init(&threads[i].sleepLock); - cond_init(&threads[i].sleepCond); + std::unique_lock lk(mutex); - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_init(&(threads[i].splitPoints[j].lock)); - } + searching = false; - // Allocate main thread tables to call evaluate() also when not searching - threads[0].pawnTable.init(); - threads[0].materialTable.init(); - - // 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 = (i != 0); // Avoid a race with start_thinking() - threads[i].threadID = i; - -#if defined(_MSC_VER) - threads[i].handle = CreateThread(NULL, 0, start_routine, &threads[i], 0, NULL); - bool ok = (threads[i].handle != NULL); -#else - bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, &threads[i]); -#endif - - if (!ok) + while (!searching && !exit) { - std::cerr << "Failed to create thread number " << i << std::endl; - ::exit(EXIT_FAILURE); + sleepCondition.notify_one(); // Wake up any waiting thread + sleepCondition.wait(lk); } - } -} - -// exit() is called to cleanly terminate the threads when the program finishes + lk.unlock(); -void ThreadsManager::exit() { - - for (int i = 0; i <= MAX_THREADS; i++) - { - threads[i].do_terminate = true; // Search must be already finished - threads[i].wake_up(); - - // Wait for thread termination -#if defined(_MSC_VER) - WaitForSingleObject(threads[i].handle, INFINITE); - CloseHandle(threads[i].handle); -#else - pthread_join(threads[i].handle, NULL); -#endif - - // 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++) - lock_destroy(&(threads[i].splitPoints[j].lock)); + if (!exit) + search(); } - - lock_destroy(&threadsLock); - cond_destroy(&sleepCond); } -// available_slave_exists() tries to find an idle thread which is available as -// a slave for the thread with threadID 'master'. - -bool ThreadsManager::available_slave_exists(int master) const { - - assert(master >= 0 && master < activeThreads); +/// ThreadPool::init() creates and launches 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. - for (int i = 0; i < activeThreads; i++) - if (threads[i].is_available_to(master)) - return true; +void ThreadPool::init() { - return false; + push_back(new MainThread); + read_uci_options(); } -// split_point_finished() checks if all the slave threads of a given split -// point have finished searching. +/// ThreadPool::exit() terminates threads before the program exits. Cannot be +/// done in destructor because threads must be terminated before deleting any +/// static objects while still in main(). -bool ThreadsManager::split_point_finished(SplitPoint* sp) const { +void ThreadPool::exit() { - for (int i = 0; i < activeThreads; i++) - if (sp->is_slave[i]) - return false; - - return true; + while (size()) + delete back(), pop_back(); } -// 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, 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); - assert(pos.thread() >= 0 && pos.thread() < activeThreads); - assert(activeThreads > 1); - - int i, 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) - return bestValue; - - // Pick the next available split point from the split point stack - SplitPoint* sp = &masterThread.splitPoints[masterThread.activeSplitPoints]; - - // Initialize the split point - sp->parent = masterThread.splitPoint; - sp->master = master; - sp->is_betaCutoff = false; - sp->depth = depth; - 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; - - for (i = 0; i < activeThreads; i++) - sp->is_slave[i] = false; - - // If we are here it means we are not available - assert(masterThread.is_searching); - - int workersCnt = 1; // At least the master is included - - // 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); - - for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++) - if (threads[i].is_available_to(master)) - { - workersCnt++; - sp->is_slave[i] = true; - threads[i].splitPoint = sp; - - // This makes the slave to exit from idle_loop() - threads[i].is_searching = true; - - if (useSleepingThreads) - threads[i].wake_up(); - } - - lock_release(&threadsLock); - - // We failed to allocate even one slave, return - if (!Fake && workersCnt == 1) - return bestValue; - - masterThread.splitPoint = sp; - masterThread.activeSplitPoints++; - - // 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); +/// ThreadPool::read_uci_options() updates internal threads parameters from the +/// corresponding UCI options and creates/destroys threads to match requested +/// number. Thread objects are dynamically allocated. - // 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); +void ThreadPool::read_uci_options() { - masterThread.is_searching = true; - masterThread.activeSplitPoints--; + size_t requested = Options["Threads"]; - lock_release(&threadsLock); + assert(requested > 0); - masterThread.splitPoint = sp->parent; - pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); + while (size() < requested) + push_back(new Thread); - return sp->bestValue; + while (size() > requested) + delete back(), pop_back(); } -// Explicit template instantiations -template Value ThreadsManager::split(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); -template Value ThreadsManager::split(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); +/// ThreadPool::nodes_searched() returns the number of nodes searched -// 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(); +int64_t ThreadPool::nodes_searched() { -void Thread::timer_loop() { - - while (!do_terminate) - { - lock_grab(&sleepLock); - timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX); - lock_release(&sleepLock); - check_time(); - } + int64_t nodes = 0; + for (Thread* th : *this) + nodes += th->rootPos.nodes_searched(); + return nodes; } -// 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); -} +/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop() +/// and starts a new search, then returns immediately. +void ThreadPool::start_thinking(Position& pos, StateListPtr& states, + const Search::LimitsType& limits) { -// 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. + main()->wait_for_search_finished(); -void Thread::main_loop() { + Search::Signals.stopOnPonderhit = Search::Signals.stop = false; + Search::Limits = limits; + Search::RootMoves rootMoves; - while (true) - { - lock_grab(&sleepLock); + for (const auto& m : MoveList(pos)) + if ( limits.searchmoves.empty() + || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) + rootMoves.push_back(Search::RootMove(m)); - 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); - } + Tablebases::filter_root_moves(pos, rootMoves); - is_searching = true; + // 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()); - lock_release(&sleepLock); + if (states.get()) + setupStates = std::move(states); // Ownership transfer, states is now empty - if (do_terminate) - return; + StateInfo tmp = setupStates->back(); - think(); // This is the search entry point + for (Thread* th : Threads) + { + th->maxPly = 0; + th->rootDepth = DEPTH_ZERO; + th->rootMoves = rootMoves; + th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th); } -} - - -// 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(const Position& pos, const LimitsType& limits, - const std::vector& searchMoves, bool asyncMode) { - Thread& main = threads[0]; - - lock_grab(&main.sleepLock); - - // Wait main thread has finished before to launch a new search - while (!main.do_sleep) - cond_wait(&sleepCond, &main.sleepLock); - - // Copy input arguments to initialize the search - RootPosition.copy(pos, 0); - Limits = limits; - SearchMoves = searchMoves; - - // Reset signals before to start the new search - Signals.stopOnPonderhit = Signals.firstRootMove = false; - Signals.stop = Signals.failedLowAtRoot = false; - - main.do_sleep = false; - cond_signal(&main.sleepCond); // Wake up main thread and start searching - - if (!asyncMode) - while (!main.do_sleep) - cond_wait(&sleepCond, &main.sleepLock); - - lock_release(&main.sleepLock); -} - - -// ThreadsManager::stop_thinking() is used by UI thread to raise a stop request -// and to wait for the main thread finishing the search. Needed to wait exiting -// and terminate the threads after a 'quit' command. - -void ThreadsManager::stop_thinking() { - - Thread& main = threads[0]; - - Search::Signals.stop = true; - - lock_grab(&main.sleepLock); - - cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit - - while (!main.do_sleep) - 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 -// 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); + setupStates->back() = tmp; // Restore st->previous, cleared by Position::set() - lock_release(&main.sleepLock); + main()->start_searching(); }