X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=df76dcca7a2e1fe990c4859bd23219afcc8188f8;hp=16bda2809147f9d299d9b425ae8d00d9997ff071;hb=d58176bfead421088bb3543b3cb6d1c359a3c91b;hpb=782c3f36ccd4aeb52fd7eb92590d5e5e48741eaa diff --git a/src/thread.cpp b/src/thread.cpp index 16bda280..df76dcca 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -19,6 +19,7 @@ #include +#include "search.h" #include "thread.h" #include "ucioption.h" @@ -27,27 +28,26 @@ ThreadsManager Threads; // Global object definition namespace { extern "C" { // start_routine() is the C function which is called when a new thread - // is launched. It simply calls idle_loop() of the supplied thread. - // There are two versions of this function; one for POSIX threads and - // one for Windows threads. + // 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) - DWORD WINAPI start_routine(LPVOID thread) { - - ((Thread*)thread)->idle_loop(NULL); - return 0; - } - #else - void* start_routine(void* thread) { +#endif - ((Thread*)thread)->idle_loop(NULL); - return NULL; - } + if (((Thread*)thread)->threadID == MAX_THREADS) + ((Thread*)thread)->listener_loop(); -#endif + else if (((Thread*)thread)->threadID == MAX_THREADS + 1) + ((Thread*)thread)->timer_loop(); + else + ((Thread*)thread)->idle_loop(NULL); + + return 0; + } } } @@ -147,11 +147,14 @@ void ThreadsManager::set_size(int cnt) { 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; i++) + for (int i = 0; i < MAX_THREADS + 2; i++) { lock_init(&threads[i].sleepLock); cond_init(&threads[i].sleepCond); @@ -167,7 +170,7 @@ void ThreadsManager::init() { // 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; i++) + for (int i = 1; i < MAX_THREADS + 2; i++) { threads[i].is_searching = false; threads[i].threadID = i; @@ -192,18 +195,13 @@ void ThreadsManager::init() { void ThreadsManager::exit() { - // Wake up all the slave threads at once. This is faster than "wake and wait" - // for each thread and avoids a rare crash once every 10K games under Linux. - for (int i = 1; i < MAX_THREADS; i++) - { - threads[i].do_terminate = true; - threads[i].wake_up(); - } - - for (int i = 0; i < MAX_THREADS; i++) + for (int i = 0; i < MAX_THREADS + 2; i++) { if (i != 0) { + threads[i].do_terminate = true; + threads[i].wake_up(); + // Wait for slave termination #if defined(_MSC_VER) WaitForSingleObject(threads[i].handle, 0); @@ -222,6 +220,7 @@ void ThreadsManager::exit() { } lock_destroy(&threadsLock); + cond_destroy(&sleepCond); } @@ -353,3 +352,142 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b // Explicit template instantiations 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); +}