X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=e5043b6ea355ba4dce1c2e52f038a76d9275257f;hp=c602e0b46a873a60ae6a02d117d8d70347206829;hb=3984b8f8f0e1f53c737020c936f2a8372029545d;hpb=2783203428300cf0a6305b64691ad38fa340f253 diff --git a/src/thread.cpp b/src/thread.cpp index c602e0b4..e5043b6e 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -2,7 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad - Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + Copyright (C) 2015-2019 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 @@ -18,175 +18,162 @@ along with this program. If not, see . */ -#include // For std::count #include +#include // For std::count #include "movegen.h" #include "search.h" #include "thread.h" #include "uci.h" #include "syzygy/tbprobe.h" +#include "tt.h" ThreadPool Threads; // Global object -/// Thread constructor launches the thread and then waits until it goes to sleep -/// in idle_loop(). -Thread::Thread() { +/// Thread constructor launches the thread and waits until it goes to sleep +/// in idle_loop(). Note that 'searching' and 'exit' should be already set. - exit = false; - selDepth = 0; - nodes = tbHits = 0; - idx = Threads.size(); // Start from 0 +Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) { - std::unique_lock lk(mutex); - searching = true; - nativeThread = std::thread(&Thread::idle_loop, this); - sleepCondition.wait(lk, [&]{ return !searching; }); + wait_for_search_finished(); } -/// Thread destructor waits for thread termination before returning +/// Thread destructor wakes up the thread in idle_loop() and waits +/// for its termination. Thread should be already waiting. Thread::~Thread() { - mutex.lock(); + assert(!searching); + exit = true; - sleepCondition.notify_one(); - mutex.unlock(); - nativeThread.join(); + start_searching(); + stdThread.join(); } -/// Thread::wait_for_search_finished() waits on sleep condition -/// until not searching +/// Thread::clear() reset histories, usually before a new game -void Thread::wait_for_search_finished() { +void Thread::clear() { - std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return !searching; }); -} + counterMoves.fill(MOVE_NONE); + mainHistory.fill(0); + captureHistory.fill(0); + for (auto& to : continuationHistory) + for (auto& h : to) + h->fill(0); + + continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1); +} /// Thread::start_searching() wakes up the thread that will start the search void Thread::start_searching() { - std::unique_lock lk(mutex); + std::lock_guard lk(mutex); searching = true; - sleepCondition.notify_one(); + cv.notify_one(); // Wake up the thread in idle_loop() +} + + +/// Thread::wait_for_search_finished() blocks on the condition variable +/// until the thread has finished searching. + +void Thread::wait_for_search_finished() { + + std::unique_lock lk(mutex); + cv.wait(lk, [&]{ return !searching; }); } -/// Thread::idle_loop() is where the thread is parked when it has no work to do +/// Thread::idle_loop() is where the thread is parked, blocked on the +/// condition variable, when it has no work to do. void Thread::idle_loop() { - WinProcGroup::bindThisThread(idx); + // If OS already scheduled us on a different group than 0 then don't overwrite + // the choice, eventually we are one of many one-threaded processes running on + // some Windows NUMA hardware, for instance in fishtest. To make it simple, + // just check if running threads are below a threshold, in this case all this + // NUMA machinery is not needed. + if (Options["Threads"] > 8) + WinProcGroup::bindThisThread(idx); - while (!exit) + while (true) { std::unique_lock lk(mutex); - searching = false; + cv.notify_one(); // Wake up anyone waiting for search finished + cv.wait(lk, [&]{ return searching; }); - while (!searching && !exit) - { - sleepCondition.notify_one(); // Wake up any waiting thread - sleepCondition.wait(lk); - } + if (exit) + return; lk.unlock(); - if (!exit) - search(); + search(); } } +/// ThreadPool::set() creates/destroys threads to match the requested number. +/// Created and launched threads will immediately go to sleep in idle_loop. +/// Upon resizing, threads are recreated to allow for binding if necessary. -/// 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. +void ThreadPool::set(size_t requested) { -void ThreadPool::init() { + if (size() > 0) { // destroy any existing thread(s) + main()->wait_for_search_finished(); - push_back(new MainThread()); - read_uci_options(); -} - - -/// 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(). - -void ThreadPool::exit() { - - while (size()) - delete back(), pop_back(); -} - - -/// 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. - -void ThreadPool::read_uci_options() { - - size_t requested = Options["Threads"]; + while (size() > 0) + delete back(), pop_back(); + } - assert(requested > 0); + if (requested > 0) { // create new thread(s) + push_back(new MainThread(0)); - while (size() < requested) - push_back(new Thread()); + while (size() < requested) + push_back(new Thread(size())); + clear(); - while (size() > requested) - delete back(), pop_back(); + // Reallocate the hash with the new threadpool size + TT.resize(Options["Hash"]); + } } +/// ThreadPool::clear() sets threadPool data to initial values. -/// ThreadPool::nodes_searched() returns the number of nodes searched - -uint64_t ThreadPool::nodes_searched() const { +void ThreadPool::clear() { - uint64_t nodes = 0; for (Thread* th : *this) - nodes += th->nodes.load(std::memory_order_relaxed); - return nodes; -} - - -/// ThreadPool::tb_hits() returns the number of TB hits + th->clear(); -uint64_t ThreadPool::tb_hits() const { - - uint64_t hits = 0; - for (Thread* th : *this) - hits += th->tbHits.load(std::memory_order_relaxed); - return hits; + main()->callsCnt = 0; + main()->previousScore = VALUE_INFINITE; + main()->previousTimeReduction = 1.0; } - -/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop() -/// and starts a new search, then returns immediately. +/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and +/// returns immediately. Main thread will wake up other threads and start the search. void ThreadPool::start_thinking(Position& pos, StateListPtr& states, const Search::LimitsType& limits, bool ponderMode) { main()->wait_for_search_finished(); - stopOnPonderhit = stop = false; - ponder = ponderMode; + main()->stopOnPonderhit = stop = false; + main()->ponder = ponderMode; Search::Limits = limits; Search::RootMoves rootMoves; 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)); + rootMoves.emplace_back(m); if (!rootMoves.empty()) - Tablebases::filter_root_moves(pos, rootMoves); + Tablebases::rank_root_moves(pos, rootMoves); // After ownership transfer 'states' becomes empty, so if we stop the search // and call 'go' again without setting a new position states.get() == NULL. @@ -195,18 +182,22 @@ void ThreadPool::start_thinking(Position& pos, StateListPtr& states, if (states.get()) setupStates = std::move(states); // Ownership transfer, states is now empty + // We use Position::set() to set root position across threads. But there are + // some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot + // be deduced from a fen string, so set() clears them and to not lose the info + // we need to backup and later restore setupStates->back(). Note that setupStates + // is shared by threads but is accessed in read-only mode. StateInfo tmp = setupStates->back(); - for (Thread* th : Threads) + for (Thread* th : *this) { - th->nodes = 0; - th->tbHits = 0; - th->rootDepth = DEPTH_ZERO; + th->shuffleExts = th->nodes = th->tbHits = th->nmpMinPly = 0; + th->rootDepth = th->completedDepth = DEPTH_ZERO; th->rootMoves = rootMoves; th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th); } - setupStates->back() = tmp; // Restore st->previous, cleared by Position::set() + setupStates->back() = tmp; main()->start_searching(); }