X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=df76dcca7a2e1fe990c4859bd23219afcc8188f8;hp=002819de566ce71a2c91e2566ca481bf1376445c;hb=d58176bfead421088bb3543b3cb6d1c359a3c91b;hpb=339e1b49f619ceffa75019e196adf4de74b32cce diff --git a/src/thread.cpp b/src/thread.cpp index 002819de..df76dcca 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -19,36 +19,85 @@ #include +#include "search.h" #include "thread.h" #include "ucioption.h" -ThreadsManager ThreadsMgr; // Global object definition +ThreadsManager Threads; // Global object definition -namespace { +namespace { extern "C" { - // init_thread() is the function which is called when a new thread is - // launched. It simply calls the idle_loop() function with the supplied - // threadID. There are two versions of this function; one for POSIX - // threads and one for Windows threads. + // 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 + // last two threads are dedicated to read input from GUI and to mimic a + // timer, so they run in listener_loop() and timer_loop() respectively. -#if !defined(_MSC_VER) +#if defined(_MSC_VER) + DWORD WINAPI start_routine(LPVOID thread) { +#else + void* start_routine(void* thread) { +#endif + + if (((Thread*)thread)->threadID == MAX_THREADS) + ((Thread*)thread)->listener_loop(); - void* init_thread(void* threadID) { + else if (((Thread*)thread)->threadID == MAX_THREADS + 1) + ((Thread*)thread)->timer_loop(); + else + ((Thread*)thread)->idle_loop(NULL); - ThreadsMgr.idle_loop(*(int*)threadID, NULL); - return NULL; + return 0; } -#else +} } - DWORD WINAPI init_thread(LPVOID threadID) { - ThreadsMgr.idle_loop(*(int*)threadID, 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. -#endif +void Thread::wake_up() { + + lock_grab(&sleepLock); + cond_signal(&sleepCond); + 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) + return true; + return false; +} + + +// 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; + + // 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; + + // 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; } @@ -61,31 +110,51 @@ void ThreadsManager::read_uci_options() { maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value(); minimumSplitDepth = Options["Minimum Split Depth"].value() * ONE_PLY; useSleepingThreads = Options["Use Sleeping Threads"].value(); - activeThreads = Options["Threads"].value(); + + set_size(Options["Threads"].value()); } -// init_threads() is called during startup. Initializes locks and condition -// variables and launches all threads sending them immediately to sleep. +// set_size() changes the number of active threads and raises do_sleep flag for +// all the unused threads that will go immediately to sleep. -void ThreadsManager::init_threads() { +void ThreadsManager::set_size(int cnt) { - int arg[MAX_THREADS]; + assert(cnt > 0 && cnt <= MAX_THREADS); - // This flag is needed to properly end the threads when program exits - allThreadsShouldExit = false; + activeThreads = cnt; - // Threads will sent to sleep as soon as created, only main thread is kept alive - activeThreads = 1; - threads[0].state = THREAD_SEARCHING; + for (int i = 0; i < MAX_THREADS; i++) + 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 as, for instance, on mobile + // devices where memory is scarce and allocating for MAX_THREADS could + // even result in a crash. + threads[i].pawnTable.init(); + threads[i].materialTable.init(); + + threads[i].do_sleep = false; + } + else + threads[i].do_sleep = true; +} - // Allocate pawn and material hash tables for main thread - init_hash_tables(); - lock_init(&mpLock); +// init() is called during startup. Initializes locks and condition variables +// and launches all threads sending them immediately to sleep. - // Initialize thread and split point locks - for (int i = 0; i < MAX_THREADS; i++) +void ThreadsManager::init() { + + // Initialize sleep condition used to block waiting for GUI input + cond_init(&sleepCond); + + // Initialize threads lock, used when allocating slaves during splitting + lock_init(&threadsLock); + + // Initialize sleep and split point locks + for (int i = 0; i < MAX_THREADS + 2; i++) { lock_init(&threads[i].sleepLock); cond_init(&threads[i].sleepCond); @@ -94,49 +163,55 @@ void ThreadsManager::init_threads() { lock_init(&(threads[i].splitPoints[j].lock)); } - // Create and startup all the threads but the main that is already running - for (int i = 1; i < MAX_THREADS; i++) + // Initialize main thread's associated data + threads[0].is_searching = true; + threads[0].threadID = 0; + set_size(1); // This makes all the threads but the main to go to sleep + + // Create and launch all the threads but the main that is already running, + // threads will go immediately to sleep. + for (int i = 1; i < MAX_THREADS + 2; i++) { - threads[i].state = THREAD_INITIALIZING; - arg[i] = i; + threads[i].is_searching = false; + threads[i].threadID = i; -#if !defined(_MSC_VER) - pthread_t pthread[1]; - bool ok = (pthread_create(pthread, NULL, init_thread, (void*)(&arg[i])) == 0); - pthread_detach(pthread[0]); +#if defined(_MSC_VER) + threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL); + bool ok = (threads[i].handle != NULL); #else - bool ok = (CreateThread(NULL, 0, init_thread, (LPVOID)(&arg[i]), 0, NULL) != NULL); + bool ok = (pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]) == 0); #endif + if (!ok) { - std::cout << "Failed to create thread number " << i << std::endl; - exit(EXIT_FAILURE); + std::cerr << "Failed to create thread number " << i << std::endl; + ::exit(EXIT_FAILURE); } - - // Wait until the thread has finished launching and is gone to sleep - while (threads[i].state == THREAD_INITIALIZING) {} } } -// exit_threads() is called when the program exits. It makes all the -// helper threads exit cleanly. +// exit() is called to cleanly terminate the threads when the program finishes -void ThreadsManager::exit_threads() { +void ThreadsManager::exit() { - // Force the woken up threads to exit idle_loop() and hence terminate - allThreadsShouldExit = true; - - for (int i = 0; i < MAX_THREADS; i++) + for (int i = 0; i < MAX_THREADS + 2; i++) { - // Wake up all the threads and waits for termination if (i != 0) { + threads[i].do_terminate = true; threads[i].wake_up(); - while (threads[i].state != THREAD_TERMINATED) {} + + // Wait for slave termination +#if defined(_MSC_VER) + WaitForSingleObject(threads[i].handle, 0); + CloseHandle(threads[i].handle); +#else + pthread_join(threads[i].handle, NULL); +#endif } - // Now we can safely destroy the locks and wait conditions + // Now we can safely destroy locks and wait conditions lock_destroy(&threads[i].sleepLock); cond_destroy(&threads[i].sleepCond); @@ -144,86 +219,20 @@ void ThreadsManager::exit_threads() { lock_destroy(&(threads[i].splitPoints[j].lock)); } - lock_destroy(&mpLock); + lock_destroy(&threadsLock); + cond_destroy(&sleepCond); } -// init_hash_tables() dynamically allocates 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 as, for instance, -// on mobile devices where memory is scarce and allocating for MAX_THREADS -// threads could even result in a crash. - -void ThreadsManager::init_hash_tables() { - - for (int i = 0; i < activeThreads; i++) - { - threads[i].pawnTable.init(); - threads[i].materialTable.init(); - } -} - - -// cutoff_at_splitpoint() checks whether a beta cutoff has occurred in -// the thread's currently active split point, or in some ancestor of -// the current split point. - -bool ThreadsManager::cutoff_at_splitpoint(int threadID) const { - - assert(threadID >= 0 && threadID < activeThreads); - - SplitPoint* sp = threads[threadID].splitPoint; - - for ( ; sp && !sp->betaCutoff; sp = sp->parent) {} - return sp != NULL; -} - - -// thread_is_available() checks whether the thread with threadID "slave" is -// available to help the thread with threadID "master" at a split point. An -// obvious requirement is that "slave" must be idle. With more than two -// threads, this is not by itself sufficient: If "slave" is the master of -// some active split point, it is only available as a slave to the other -// 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 ThreadsManager::thread_is_available(int slave, int master) const { - - assert(slave >= 0 && slave < activeThreads); - assert(master >= 0 && master < activeThreads); - assert(activeThreads > 1); - - if (threads[slave].state != THREAD_AVAILABLE || slave == master) - return false; - - // Make a local copy to be sure doesn't change under our feet - int localActiveSplitPoints = threads[slave].activeSplitPoints; - - // No active split points means that the thread is available as - // a slave for any other thread. - if (localActiveSplitPoints == 0 || activeThreads == 2) - return true; - - // Apply the "helpful master" concept if possible. Use localActiveSplitPoints - // that is known to be > 0, instead of threads[slave].activeSplitPoints that - // could have been set to 0 by another thread leading to an out of bound access. - if (threads[slave].splitPoints[localActiveSplitPoints - 1].slaves[master]) - return true; - - return false; -} - - -// available_thread_exists() tries to find an idle thread which is available as +// available_slave_exists() tries to find an idle thread which is available as // a slave for the thread with threadID "master". -bool ThreadsManager::available_thread_exists(int master) const { +bool ThreadsManager::available_slave_exists(int master) const { assert(master >= 0 && master < activeThreads); - assert(activeThreads > 1); for (int i = 0; i < activeThreads; i++) - if (thread_is_available(i, master)) + if (i != master && threads[i].is_available_to(master)) return true; return false; @@ -240,13 +249,13 @@ bool ThreadsManager::available_thread_exists(int master) const { // call search().When all threads have returned from search() then split() returns. template -void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const Value beta, - Value* bestValue, Depth depth, Move threatMove, - int moveCount, MovePicker* mp, bool pvNode) { - assert(pos.is_ok()); - assert(*bestValue >= -VALUE_INFINITE); - assert(*bestValue <= *alpha); - assert(*alpha < beta); +Value ThreadsManager::split(Position& pos, SearchStack* 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); @@ -255,93 +264,230 @@ void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const V int i, master = pos.thread(); Thread& masterThread = threads[master]; - lock_grab(&mpLock); - - // If no other thread is available to help us, or if we have too many - // active split points, don't split. - if ( !available_thread_exists(master) - || masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) - { - lock_release(&mpLock); - return; - } + // 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 object from the split point stack - SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints++]; + SplitPoint* sp = masterThread.splitPoints + masterThread.activeSplitPoints; // Initialize the split point object - splitPoint.parent = masterThread.splitPoint; - splitPoint.master = master; - splitPoint.betaCutoff = false; - splitPoint.depth = depth; - splitPoint.threatMove = threatMove; - splitPoint.alpha = *alpha; - splitPoint.beta = beta; - splitPoint.pvNode = pvNode; - splitPoint.bestValue = *bestValue; - splitPoint.mp = mp; - splitPoint.moveCount = moveCount; - splitPoint.pos = &pos; - splitPoint.nodes = 0; - splitPoint.ss = ss; + 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++) - splitPoint.slaves[i] = 0; - - masterThread.splitPoint = &splitPoint; + sp->is_slave[i] = false; // If we are here it means we are not available - assert(masterThread.state != THREAD_AVAILABLE); + assert(masterThread.is_searching); int workersCnt = 1; // At least the master is included - // Allocate available threads setting state to THREAD_BOOKED + // Try to allocate available threads and ask them to start searching setting + // the state to Thread::WORKISWAITING, 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 (thread_is_available(i, master)) + if (i != master && threads[i].is_available_to(master)) { - threads[i].state = THREAD_BOOKED; - threads[i].splitPoint = &splitPoint; - splitPoint.slaves[i] = 1; workersCnt++; - } + sp->is_slave[i] = true; + threads[i].splitPoint = sp; - assert(Fake || workersCnt > 1); + // This makes the slave to exit from idle_loop() + threads[i].is_searching = true; - // We can release the lock because slave threads are already booked and master is not available - lock_release(&mpLock); + if (useSleepingThreads) + threads[i].wake_up(); + } - // Tell the threads that they have work to do. This will make them leave - // their idle loop. - for (i = 0; i < activeThreads; i++) - if (i == master || splitPoint.slaves[i]) - { - assert(i == master || threads[i].state == THREAD_BOOKED); + lock_release(&threadsLock); - threads[i].state = THREAD_WORKISWAITING; // This makes the slave to exit from idle_loop() + // We failed to allocate even one slave, return + if (!Fake && workersCnt == 1) + return bestValue; - if (useSleepingThreads && i != master) - threads[i].wake_up(); - } + 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); - // Everything is set up. The master thread enters the idle loop, from - // which it will instantly launch a search, because its state is - // THREAD_WORKISWAITING. We send the split point as a second parameter to the - // idle loop, which means that the main thread will return from the idle - // loop when all threads have finished their work at this split point. - idle_loop(master, &splitPoint); + // In helpful master concept a master can help only a sub-tree, and + // because here is all finished is not possible master is booked. + assert(!masterThread.is_searching); // We have returned from the idle loop, which means that all threads are - // finished. Update alpha and bestValue, and return. - lock_grab(&mpLock); + // 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); - *alpha = splitPoint.alpha; - *bestValue = splitPoint.bestValue; + masterThread.is_searching = true; masterThread.activeSplitPoints--; - masterThread.splitPoint = splitPoint.parent; - pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes); - lock_release(&mpLock); + lock_release(&threadsLock); + + masterThread.splitPoint = sp->parent; + pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); + + return sp->bestValue; } // Explicit template instantiations -template void ThreadsManager::split<0>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, bool); -template void ThreadsManager::split<1>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, bool); +template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); +template Value ThreadsManager::split(Position&, SearchStack*, 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(). + +void Thread::timer_loop() { + + while (!do_terminate) + { + lock_grab(&sleepLock); + timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX); + lock_release(&sleepLock); + do_timer_event(); + } +} + + +// 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 + 1]; + + lock_grab(&timer.sleepLock); + timer.maxPly = msec; + cond_signal(&timer.sleepCond); // Wake up and restart the timer + lock_release(&timer.sleepLock); +} + + +// Thread::listener_loop() is where the listener thread, used for I/O, waits for +// input. When is_searching is false then input is read in sync with main thread +// (that blocks), otherwise the listener thread reads any input asynchronously +// and processes the input line calling do_uci_async_cmd(). + +void Thread::listener_loop() { + + std::string cmd; + + while (true) + { + lock_grab(&sleepLock); + + Threads.inputLine = cmd; + do_sleep = !is_searching; + + // Here the thread is parked in sync mode after a line has been read + while (do_sleep && !do_terminate) // Catches spurious wake ups + { + cond_signal(&Threads.sleepCond); // Wake up main thread + cond_wait(&sleepCond, &sleepLock); // Sleep here + } + + lock_release(&sleepLock); + + if (do_terminate) + return; + + if (!std::getline(std::cin, cmd)) // Block waiting for input + cmd = "quit"; + + lock_grab(&sleepLock); + + // If we are in async mode then process the command now + if (is_searching) + { + // Command "quit" is the last one received by the GUI, so park the + // thread waiting for exiting. + if (cmd == "quit") + is_searching = false; + + do_uci_async_cmd(cmd); + cmd = ""; // Input has been consumed + } + + lock_release(&sleepLock); + } +} + + +// ThreadsManager::getline() is used by main thread to block and wait for input, +// the behaviour mimics std::getline(). + +void ThreadsManager::getline(std::string& cmd) { + + Thread& listener = threads[MAX_THREADS]; + + lock_grab(&listener.sleepLock); + + listener.is_searching = false; // Set sync mode + + // If there is already some input to grab then skip without to wake up the + // listener. This can happen if after we send the "bestmove", the GUI sends + // a command that the listener buffers in inputLine before going to sleep. + if (inputLine.empty()) + { + listener.do_sleep = false; + cond_signal(&listener.sleepCond); // Wake up listener thread + + while (!listener.do_sleep) + cond_wait(&sleepCond, &listener.sleepLock); // Wait for input + } + + cmd = inputLine; + inputLine = ""; // Input has been consumed + + lock_release(&listener.sleepLock); +} + + +// ThreadsManager::start_listener() is called at the beginning of the search to +// swith from sync behaviour (default) to async and so be able to read from UCI +// while other threads are searching. This avoids main thread polling for input. + +void ThreadsManager::start_listener() { + + Thread& listener = threads[MAX_THREADS]; + + lock_grab(&listener.sleepLock); + listener.is_searching = true; + listener.do_sleep = false; + cond_signal(&listener.sleepCond); // Wake up listener thread + lock_release(&listener.sleepLock); +} + + +// ThreadsManager::stop_listener() is called before to send "bestmove" to GUI to +// return to in-sync behaviour. This is needed because while in async mode any +// command is discarded without being processed (except for a very few ones). + +void ThreadsManager::stop_listener() { + + Thread& listener = threads[MAX_THREADS]; + + lock_grab(&listener.sleepLock); + listener.is_searching = false; + lock_release(&listener.sleepLock); +}