X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=faa3a5716aa1570945c5dcaea7cb345ca0e75455;hp=4ef145781511aacbf61930844dcf5153b8942ba4;hb=5a2d525048ca5eec1d5d0effc8868cb2fdc701bb;hpb=ffa150bec3af540fbaff57fdbb657940225e69e6 diff --git a/src/thread.cpp b/src/thread.cpp index 4ef14578..faa3a571 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, 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 @@ -17,211 +17,277 @@ along with this program. If not, see . */ +#include #include +#include "movegen.h" +#include "search.h" #include "thread.h" #include "ucioption.h" -ThreadsManager Threads; // Global object definition +using namespace Search; + +ThreadsManager Threads; // Global object namespace { extern "C" { // start_routine() is the C function which is called when a new thread - // is launched. It simply calls idle_loop() with the supplied threadID. - // There are two versions of this function; one for POSIX threads and - // one for Windows threads. + // is launched. It is a wrapper to member function pointed by start_fn. + + long start_routine(Thread* th) { + + Threads.set_this_thread(th); // Save pointer into thread local storage + (th->*(th->start_fn))(); + return 0; + } + +} } + +// Thread c'tor starts a newly-created thread of execution that will call +// the idle loop function pointed by start_fn going immediately to sleep. -#if defined(_MSC_VER) +Thread::Thread(Fn fn) { - DWORD WINAPI start_routine(LPVOID threadID) { + is_searching = do_exit = false; + maxPly = splitPointsCnt = 0; + curSplitPoint = NULL; + start_fn = fn; + idx = Threads.size(); - Threads.idle_loop(*(int*)threadID, NULL); - return 0; + do_sleep = (fn != &Thread::main_loop); // Avoid a race with start_searching() + + lock_init(sleepLock); + cond_init(sleepCond); + + for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++) + lock_init(splitPoints[j].lock); + + if (!thread_create(handle, start_routine, this)) + { + std::cerr << "Failed to create thread number " << idx << std::endl; + ::exit(EXIT_FAILURE); } +} + -#else +// Thread d'tor waits for thread termination before to return. - void* start_routine(void* threadID) { +Thread::~Thread() { - Threads.idle_loop(*(int*)threadID, NULL); - return NULL; + assert(do_sleep); + + do_exit = true; // Search must be already finished + wake_up(); + + thread_join(handle); // Wait for thread termination + + lock_destroy(sleepLock); + cond_destroy(sleepCond); + + for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++) + lock_destroy(splitPoints[j].lock); +} + + +// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and +// then calls check_time(). If maxPly is 0 thread sleeps until is woken up. +extern void check_time(); + +void Thread::timer_loop() { + + while (!do_exit) + { + lock_grab(sleepLock); + timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX); + lock_release(sleepLock); + check_time(); } +} -#endif -} } +// 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. + +void Thread::main_loop() { + + while (true) + { + lock_grab(sleepLock); + + do_sleep = true; // Always return to sleep after a search + is_searching = false; + + while (do_sleep && !do_exit) + { + cond_signal(Threads.sleepCond); // Wake up UI thread if needed + cond_wait(sleepCond, sleepLock); + } + + lock_release(sleepLock); + if (do_exit) + return; -// 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. + is_searching = true; + + Search::think(); + } +} + + +// Thread::wake_up() wakes up the thread, normally at the beginning of the search +// or, if "sleeping threads" is used at split time. void Thread::wake_up() { - lock_grab(&sleepLock); - cond_signal(&sleepCond); - lock_release(&sleepLock); + lock_grab(sleepLock); + cond_signal(sleepCond); + lock_release(sleepLock); } -// cutoff_occurred() checks whether a beta cutoff has occurred in -// the thread's currently active split point, or in some ancestor of -// the current split point. +// Thread::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 Thread::wait_for_stop_or_ponderhit() { + + Signals.stopOnPonderhit = true; + + lock_grab(sleepLock); + while (!Signals.stop) cond_wait(sleepCond, sleepLock); + lock_release(sleepLock); +} + + +// Thread::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) + for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent) + if (sp->cutoff) 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 +// Thread::is_available_to() checks whether the thread is available to help the +// thread 'master' at a split point. An obvious requirement is that thread must +// be idle. With more than two threads, this is not sufficient: If the thread is +// the master of some active split point, it is only available as a slave to the +// slaves which are busy searching the split point at the top of slaves split // point stack (the "helpful master concept" in YBWC terminology). -bool Thread::is_available_to(int master) const { +bool Thread::is_available_to(Thread* master) const { - if (state != AVAILABLE) + 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; + int spCnt = splitPointsCnt; // 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; + return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master->idx)); } -// read_uci_options() updates number of active threads and other internal -// parameters according to the UCI options values. It is called before -// to start a new search. +// init() is called at startup. Initializes lock and condition variable and +// launches requested threads sending them immediately to sleep. We cannot use +// a c'tor becuase Threads is a static object and we need a fully initialized +// engine at this point due to allocation of endgames in Thread c'tor. -void ThreadsManager::read_uci_options() { +void ThreadsManager::init() { - 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(); + tls_init(tlsKey); + cond_init(sleepCond); + lock_init(splitLock); + timer = new Thread(&Thread::timer_loop); + threads.push_back(new Thread(&Thread::main_loop)); + set_this_thread(main_thread()); // Use main thread's resources + read_uci_options(); } -// init() is called during startup. Initializes locks and condition variables -// and launches all threads sending them immediately to sleep. +// d'tor cleanly terminates the threads when the program exits. -void ThreadsManager::init() { +ThreadsManager::~ThreadsManager() { - int threadID[MAX_THREADS]; + for (int i = 0; i < size(); i++) + delete threads[i]; - // This flag is needed to properly end the threads when program exits - allThreadsShouldExit = false; + delete timer; + lock_destroy(splitLock); + cond_destroy(sleepCond); + tls_destroy(tlsKey); +} - // Threads will sent to sleep as soon as created, only main thread is kept alive - activeThreads = 1; - threads[0].state = Thread::SEARCHING; - // Allocate pawn and material hash tables for main thread - init_hash_tables(); +// read_uci_options() updates internal threads parameters from the corresponding +// UCI options and creates/destroys threads to match the requested number. Thread +// objects are dynamically allocated to avoid creating in advance all possible +// threads, with included pawns and material tables, if only few are used. - lock_init(&mpLock); +void ThreadsManager::read_uci_options() { - // Initialize thread and split point locks - for (int i = 0; i < MAX_THREADS; i++) - { - lock_init(&threads[i].sleepLock); - cond_init(&threads[i].sleepCond); + maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; + minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; + useSleepingThreads = Options["Use Sleeping Threads"]; + int requested = Options["Threads"]; - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_init(&(threads[i].splitPoints[j].lock)); - } + assert(requested > 0); - // Create and startup all the threads but the main that is already running - for (int i = 1; i < MAX_THREADS; i++) - { - threads[i].state = Thread::INITIALIZING; - threadID[i] = i; - -#if defined(_MSC_VER) - bool ok = (CreateThread(NULL, 0, start_routine, (LPVOID)&threadID[i], 0, NULL) != NULL); -#else - pthread_t pthreadID; - bool ok = (pthread_create(&pthreadID, NULL, start_routine, (void*)&threadID[i]) == 0); - pthread_detach(pthreadID); -#endif - if (!ok) - { - std::cout << "Failed to create thread number " << i << std::endl; - ::exit(EXIT_FAILURE); - } + while (size() < requested) + threads.push_back(new Thread(&Thread::idle_loop)); - // Wait until the thread has finished launching and is gone to sleep - while (threads[i].state == Thread::INITIALIZING) {} + while (size() > requested) + { + delete threads.back(); + threads.pop_back(); } } -// exit() is called to cleanly exit the threads when the program finishes - -void ThreadsManager::exit() { +// wake_up() is called before a new search to start the threads that are waiting +// on the sleep condition and to reset maxPly. When useSleepingThreads is set +// threads will be woken up at split time. - // Force the woken up threads to exit idle_loop() and hence terminate - allThreadsShouldExit = true; +void ThreadsManager::wake_up() const { - for (int i = 0; i < MAX_THREADS; i++) + for (int i = 0; i < size(); i++) { - // Wake up all the threads and waits for termination - if (i != 0) - { - threads[i].wake_up(); - while (threads[i].state != Thread::TERMINATED) {} - } - - // Now we can safely destroy the locks and wait conditions - lock_destroy(&threads[i].sleepLock); - cond_destroy(&threads[i].sleepCond); + threads[i]->maxPly = 0; + threads[i]->do_sleep = false; - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_destroy(&(threads[i].splitPoints[j].lock)); + if (!useSleepingThreads) + threads[i]->wake_up(); } - - lock_destroy(&mpLock); } -// 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. +// sleep() is called after the search finishes to ask all the threads but the +// main one to go waiting on a sleep condition. -void ThreadsManager::init_hash_tables() { +void ThreadsManager::sleep() const { - for (int i = 0; i < activeThreads; i++) - { - threads[i].pawnTable.init(); - threads[i].materialTable.init(); - } + for (int i = 1; i < size(); i++) // Main thread will go to sleep by itself + threads[i]->do_sleep = true; // to avoid a race with start_searching() } // available_slave_exists() tries to find an idle thread which is available as -// a slave for the thread with threadID "master". +// a slave for the thread 'master'. -bool ThreadsManager::available_slave_exists(int master) const { +bool ThreadsManager::available_slave_exists(Thread* master) const { - assert(master >= 0 && master < activeThreads); - - for (int i = 0; i < activeThreads; i++) - if (i != master && threads[i].is_available_to(master)) + for (int i = 0; i < size(); i++) + if (threads[i]->is_available_to(master)) return true; return false; @@ -229,117 +295,160 @@ bool ThreadsManager::available_slave_exists(int master) const { // 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 we tell our helper threads 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. +// 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 -void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const Value beta, - Value* bestValue, Depth depth, Move threatMove, - int moveCount, MovePicker* mp, int nodeType) { - assert(pos.is_ok()); - assert(*bestValue >= -VALUE_INFINITE); - assert(*bestValue <= *alpha); - assert(*alpha < beta); +Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta, + Value bestValue, Move* bestMove, 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]; + Thread* master = this_thread(); + + if (master->splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD) + return bestValue; + + // Pick the next available split point from the split point stack + SplitPoint* sp = &master->splitPoints[master->splitPointsCnt++]; + + sp->parent = master->curSplitPoint; + sp->master = master; + sp->cutoff = false; + sp->slavesMask = 1ULL << master->idx; + sp->depth = depth; + sp->bestMove = *bestMove; + 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; + + assert(master->is_searching); + + master->curSplitPoint = sp; + int slavesCnt = 0; + + // 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(sp->lock); + lock_grab(splitLock); + + for (int i = 0; i < size() && !Fake; ++i) + if (threads[i]->is_available_to(master)) + { + sp->slavesMask |= 1ULL << i; + threads[i]->curSplitPoint = sp; + threads[i]->is_searching = true; // Slave leaves idle_loop() + + if (useSleepingThreads) + threads[i]->wake_up(); + + if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included + break; + } - lock_grab(&mpLock); + lock_release(splitLock); + lock_release(sp->lock); - // If no other thread is available to help us, or if we have too many - // active split points, don't split. - if ( !available_slave_exists(master) - || masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) + // 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. + if (slavesCnt || Fake) { - lock_release(&mpLock); - return; + master->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(!master->is_searching); } - // Pick the next available split point object from the split point stack - SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints++]; - - // Initialize the split point object - splitPoint.parent = masterThread.splitPoint; - splitPoint.master = master; - splitPoint.is_betaCutoff = false; - splitPoint.depth = depth; - splitPoint.threatMove = threatMove; - splitPoint.alpha = *alpha; - splitPoint.beta = beta; - splitPoint.nodeType = nodeType; - splitPoint.bestValue = *bestValue; - splitPoint.mp = mp; - splitPoint.moveCount = moveCount; - splitPoint.pos = &pos; - splitPoint.nodes = 0; - splitPoint.ss = ss; - for (i = 0; i < activeThreads; i++) - splitPoint.is_slave[i] = false; - - masterThread.splitPoint = &splitPoint; - - // If we are here it means we are not available - assert(masterThread.state != Thread::AVAILABLE); - - int workersCnt = 1; // At least the master is included - - // Allocate available threads setting state to THREAD_BOOKED - for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++) - if (i != master && threads[i].is_available_to(master)) - { - threads[i].state = Thread::BOOKED; - threads[i].splitPoint = &splitPoint; - splitPoint.is_slave[i] = true; - workersCnt++; - } + // We have returned from the idle loop, which means that all threads are + // finished. Note that setting is_searching and decreasing splitPointsCnt is + // done under lock protection to avoid a race with Thread::is_available_to(). + lock_grab(sp->lock); // To protect sp->nodes + lock_grab(splitLock); - assert(Fake || workersCnt > 1); + master->is_searching = true; + master->splitPointsCnt--; + master->curSplitPoint = sp->parent; + pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); + *bestMove = sp->bestMove; - // We can release the lock because slave threads are already booked and master is not available - lock_release(&mpLock); + lock_release(splitLock); + lock_release(sp->lock); - // 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.is_slave[i]) - { - assert(i == master || threads[i].state == Thread::BOOKED); + return sp->bestValue; +} - threads[i].state = Thread::WORKISWAITING; // This makes the slave to exit from idle_loop() +// Explicit template instantiations +template Value ThreadsManager::split(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int); +template Value ThreadsManager::split(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int); - if (useSleepingThreads && i != master) - threads[i].wake_up(); - } - // 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); +// ThreadsManager::set_timer() is used to set the timer to trigger after msec +// milliseconds. If msec is 0 then timer is stopped. - // We have returned from the idle loop, which means that all threads are - // finished. Update alpha and bestValue, and return. - lock_grab(&mpLock); +void ThreadsManager::set_timer(int msec) { + + lock_grab(timer->sleepLock); + timer->maxPly = msec; + cond_signal(timer->sleepCond); // Wake up and restart the timer + lock_release(timer->sleepLock); +} - *alpha = splitPoint.alpha; - *bestValue = splitPoint.bestValue; - masterThread.activeSplitPoints--; - masterThread.splitPoint = splitPoint.parent; - pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes); - lock_release(&mpLock); +// ThreadsManager::wait_for_search_finished() waits for main thread to go to +// sleep, this means search is finished. Then returns. + +void ThreadsManager::wait_for_search_finished() { + + Thread* t = main_thread(); + lock_grab(t->sleepLock); + cond_signal(t->sleepCond); // In case is waiting for stop or ponderhit + while (!t->do_sleep) cond_wait(sleepCond, t->sleepLock); + lock_release(t->sleepLock); } -// Explicit template instantiations -template void ThreadsManager::split(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, int); -template void ThreadsManager::split(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, int); + +// ThreadsManager::start_searching() wakes up the main thread sleeping in +// main_loop() so to start a new search, then returns immediately. + +void ThreadsManager::start_searching(const Position& pos, const LimitsType& limits, + const std::vector& searchMoves) { + wait_for_search_finished(); + + SearchTime.restart(); // As early as possible + + Signals.stopOnPonderhit = Signals.firstRootMove = false; + Signals.stop = Signals.failedLowAtRoot = false; + + RootPosition = pos; + Limits = limits; + RootMoves.clear(); + + for (MoveList ml(pos); !ml.end(); ++ml) + if (searchMoves.empty() || count(searchMoves.begin(), searchMoves.end(), ml.move())) + RootMoves.push_back(RootMove(ml.move())); + + main_thread()->do_sleep = false; + main_thread()->wake_up(); +}