X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=fd7343a8f57a1d9d2bc0f1c40f27c94ad1148098;hp=92be3a22985572303fae5c669386daf25a6919a8;hb=27c5cb59127101d834636d4faa0062d4e7bd05ce;hpb=89a89eb60535a72139730ecd60b6e1257db269d4 diff --git a/src/thread.h b/src/thread.h index 92be3a22..fd7343a8 100644 --- a/src/thread.h +++ b/src/thread.h @@ -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) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 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 @@ -17,9 +17,14 @@ along with this program. If not, see . */ -#if !defined(THREAD_H_INCLUDED) +#ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED +#include +#include +#include +#include +#include #include #include "material.h" @@ -27,145 +32,92 @@ #include "pawns.h" #include "position.h" #include "search.h" +#include "thread_win32.h" -const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t -const int MAX_SPLITPOINTS_PER_THREAD = 8; -struct Mutex { - Mutex() { lock_init(l); } - ~Mutex() { lock_destroy(l); } +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. - void lock() { lock_grab(l); } - void unlock() { lock_release(l); } +struct ThreadBase : public std::thread { -private: - friend struct ConditionVariable; + ThreadBase() { exit = false; } + virtual ~ThreadBase() = default; + virtual void idle_loop() = 0; + void notify_one(); + void wait(std::atomic& b); + void wait_while(std::atomic& b); - Lock l; -}; - -struct ConditionVariable { - ConditionVariable() { cond_init(c); } - ~ConditionVariable() { cond_destroy(c); } - - void wait(Mutex& m) { cond_wait(c, m.l); } - void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); } - void notify_one() { cond_signal(c); } - -private: - WaitCondition c; + Mutex mutex; + ConditionVariable sleepCondition; + std::atomic exit; }; -class Thread; -struct SplitPoint { +/// Thread struct keeps together all the thread related stuff like locks, state, +/// history and countermoves tables. We also use per-thread pawn and material hash +/// tables so that once we get a pointer to an entry its life time is unlimited +/// and we don't have to care about someone changing the entry under our feet. - // Const data after split point has been setup - const Position* pos; - const Search::Stack* ss; - Depth depth; - Value beta; - int nodeType; - Thread* master; - Move threatMove; +struct Thread : public ThreadBase { - // Const pointers to shared data - MovePicker* mp; - SplitPoint* parent; + Thread(); + virtual void idle_loop(); + void search(bool isMainThread = false); - // Shared data - Mutex mutex; - Position* activePositions[MAX_THREADS]; - volatile uint64_t slavesMask; - volatile int64_t nodes; - volatile Value alpha; - volatile Value bestValue; - volatile Move bestMove; - volatile int moveCount; - volatile bool cutoff; + Pawns::Table pawnsTable; + Material::Table materialTable; + Endgames endgames; + size_t idx, PVIdx; + int maxPly; + std::atomic searching; + + Position rootPos; + Search::RootMoveVector rootMoves; + Depth rootDepth; + HistoryStats history; + MovesStats counterMoves; + Depth completedDepth; }; -/// Thread struct keeps together all the thread related stuff like locks, state -/// and especially split points. We also use per-thread pawn and material hash -/// tables so that once we get a pointer to an entry its life time is unlimited -/// and we don't have to care about someone changing the entry under our feet. +/// MainThread and TimerThread are derived classes used to characterize the two +/// special threads: the main one and the recurring timer. -class Thread { +struct MainThread : public Thread { + MainThread() { thinking = true; } // Avoid a race with start_thinking() + virtual void idle_loop(); + void join(); + void think(); + std::atomic thinking; +}; - typedef void (Thread::* Fn) (); // Pointer to member function +struct TimerThread : public ThreadBase { -public: - Thread(Fn fn); - ~Thread(); + static const int Resolution = 5; // Millisec between two check_time() calls - void wake_up(); - bool cutoff_occurred() const; - bool is_available_to(Thread* master) const; - void idle_loop(); - void main_loop(); - void timer_loop(); - void wait_for_stop(); + virtual void idle_loop(); + void check_time(); - SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; - Material::Table materialTable; - Endgames endgames; - Pawns::Table pawnsTable; - size_t idx; - int maxPly; - Mutex mutex; - ConditionVariable sleepCondition; - NativeHandle handle; - Fn start_fn; - SplitPoint* volatile curSplitPoint; - volatile int splitPointsCnt; - volatile bool is_searching; - volatile bool do_sleep; - volatile bool do_exit; + bool run = false; }; -/// ThreadPool class handles all the threads related stuff like init, starting, -/// parking and, the most important, launching a slave thread at a split point. +/// ThreadPool struct handles all the threads related stuff like init, starting, +/// parking and, most importantly, launching a thread. /// All the access to shared thread data is done through this class. -class ThreadPool { +struct ThreadPool : public std::vector { -public: - void init(); // No c'tor and d'tor, threads rely on globals that should + void init(); // No constructor and destructor, threads rely on globals that should void exit(); // be initialized and valid during the whole thread lifetime. - Thread& operator[](size_t id) { return *threads[id]; } - bool use_sleeping_threads() const { return useSleepingThreads; } - int min_split_depth() const { return minimumSplitDepth; } - size_t size() const { return threads.size(); } - Thread* main_thread() { return threads[0]; } - - void wake_up() const; - void sleep() const; + MainThread* main() { return static_cast(at(0)); } void read_uci_options(); - bool available_slave_exists(Thread* master) const; - void set_timer(int msec); - void wait_for_search_finished(); - void start_searching(const Position&, const Search::LimitsType&, - const std::vector&, Search::StateStackPtr&); - - template - Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove, - Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType); -private: - friend class Thread; - friend void check_time(); - - std::vector threads; - Thread* timer; - Mutex mutex; - ConditionVariable sleepCondition; - Depth minimumSplitDepth; - int maxThreadsPerSplitPoint; - bool useSleepingThreads; + void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); + int64_t nodes_searched(); + TimerThread* timer; }; extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED