X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=f55bcb222a6b6045117fad57fe743f0b71f294ae;hp=d056d2a9fd5883aa3d021a2a667bc99b6dc45789;hb=114ddb789bed2d74d6a786f5da6c9ce63d44de27;hpb=d4af15f682c1967450233ab62cba1a6c5d601df6 diff --git a/src/thread.cpp b/src/thread.cpp index d056d2a9..f55bcb22 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) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + Copyright (C) 2015-2020 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 @@ -18,178 +18,202 @@ 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" - -using namespace Search; +#include "syzygy/tbprobe.h" +#include "tt.h" ThreadPool Threads; // Global object -/// Thread constructor launch the thread and then wait 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. - resetCalls = exit = false; - maxPly = callsCnt = 0; - history.clear(); - counterMoves.clear(); - 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 wait 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::bestMoveCount(Move move) return best move counter for the given root move -/// Thread::wait_for_search_finished() wait on sleep condition until not searching +int Thread::best_move_count(Move move) { -void Thread::wait_for_search_finished() { + auto rm = std::find(rootMoves.begin() + pvIdx, + rootMoves.begin() + pvLast, move); - std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return !searching; }); + return rm != rootMoves.begin() + pvLast ? rm->bestMoveCount : 0; } +/// Thread::clear() reset histories, usually before a new game -/// Thread::wait() wait on sleep condition until condition is true +void Thread::clear() { -void Thread::wait(std::atomic_bool& condition) { + counterMoves.fill(MOVE_NONE); + mainHistory.fill(0); + captureHistory.fill(0); - std::unique_lock lk(mutex); - sleepCondition.wait(lk, [&]{ return bool(condition); }); + for (bool inCheck : { false, true }) + for (StatsType c : { NoCaptures, Captures }) + for (auto& to : continuationHistory[inCheck][c]) + for (auto& h : to) + h->fill(0); + + for (bool inCheck : { false, true }) + for (StatsType c : { NoCaptures, Captures }) + continuationHistory[inCheck][c][NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1); } +/// Thread::start_searching() wakes up the thread that will start the search + +void Thread::start_searching() { -/// Thread::start_searching() wake up the thread that will start the search + std::lock_guard lk(mutex); + searching = true; + cv.notify_one(); // Wake up the thread in idle_loop() +} -void Thread::start_searching(bool resume) { - std::unique_lock lk(mutex); +/// Thread::wait_for_search_finished() blocks on the condition variable +/// until the thread has finished searching. - if (!resume) - searching = true; +void Thread::wait_for_search_finished() { - sleepCondition.notify_one(); + 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() { - while (!exit) - { - std::unique_lock lk(mutex); + // 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 (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() create and launch 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(); -} + while (size() > 0) + delete back(), pop_back(); + } + if (requested > 0) { // create new thread(s) + push_back(new MainThread(0)); -/// ThreadPool::exit() terminate threads before the program exits. Cannot be -/// done in destructor because threads must be terminated before deleting any -/// static objects, so while still in main(). + while (size() < requested) + push_back(new Thread(size())); + clear(); -void ThreadPool::exit() { + // Reallocate the hash with the new threadpool size + TT.resize(Options["Hash"]); - while (size()) - delete back(), pop_back(); + // Init thread number dependent search params. + Search::init(); + } } +/// ThreadPool::clear() sets threadPool data to initial values. -/// 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::clear() { -void ThreadPool::read_uci_options() { - - size_t requested = Options["Threads"]; - - assert(requested > 0); - - while (size() < requested) - push_back(new Thread); + for (Thread* th : *this) + th->clear(); - while (size() > requested) - delete back(), pop_back(); + main()->callsCnt = 0; + main()->previousScore = VALUE_INFINITE; + main()->previousTimeReduction = 1.0; } +/// 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. -/// ThreadPool::nodes_searched() return the number of nodes searched +void ThreadPool::start_thinking(Position& pos, StateListPtr& states, + const Search::LimitsType& limits, bool ponderMode) { -int64_t ThreadPool::nodes_searched() { + main()->wait_for_search_finished(); - int64_t nodes = 0; - for (Thread* th : *this) - nodes += th->rootPos.nodes_searched(); - return nodes; -} + 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.emplace_back(m); -/// ThreadPool::start_thinking() wake up the main thread sleeping in idle_loop() -/// and start a new search, then return immediately. + if (!rootMoves.empty()) + Tablebases::rank_root_moves(pos, rootMoves); -void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, - StateStackPtr& states) { + // 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()); - main()->wait_for_search_finished(); + if (states.get()) + setupStates = std::move(states); // Ownership transfer, states is now empty - Signals.stopOnPonderhit = Signals.stop = false; + // 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(); - main()->rootMoves.clear(); - main()->rootPos = pos; - Limits = limits; - if (states.get()) // If we don't set a new position, preserve current state + for (Thread* th : *this) { - SetupStates = std::move(states); // Ownership transfer here - assert(!states.get()); + th->nodes = th->tbHits = th->nmpMinPly = 0; + th->rootDepth = th->completedDepth = 0; + th->rootMoves = rootMoves; + th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th); } - for (const auto& m : MoveList(pos)) - if ( limits.searchmoves.empty() - || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) - main()->rootMoves.push_back(RootMove(m)); + setupStates->back() = tmp; main()->start_searching(); }