X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=fd7343a8f57a1d9d2bc0f1c40f27c94ad1148098;hp=d24b65dc7700a1a33b492c103b01a1a4527f0093;hb=27c5cb59127101d834636d4faa0062d4e7bd05ce;hpb=b8c5ea869ca80338f8b2fa6815fc92349b889750 diff --git a/src/thread.h b/src/thread.h index d24b65dc..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" @@ -27,149 +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; - - 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; -}; - -struct Thread; - -struct SplitPoint { - - // Const data after split point has been setup - const Position* pos; - const Search::Stack* ss; - Thread* masterThread; - Depth depth; - Value beta; - int nodeType; - Move threatMove; - - // Const pointers to shared data - MovePicker* movePicker; - SplitPoint* parentSplitPoint; + 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); - // Shared data Mutex mutex; - Position* slavesPositions[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; + ConditionVariable sleepCondition; + std::atomic exit; }; -/// 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 +/// 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. -struct Thread { +struct Thread : public ThreadBase { Thread(); - virtual ~Thread(); - virtual void idle_loop(); - void notify_one(); - bool cutoff_occurred() const; - bool is_available_to(Thread* master) const; - void wait_for(volatile const bool& b); + void search(bool isMainThread = false); - SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; + Pawns::Table pawnsTable; Material::Table materialTable; Endgames endgames; - Pawns::Table pawnsTable; - size_t idx; + size_t idx, PVIdx; int maxPly; - Mutex mutex; - ConditionVariable sleepCondition; - NativeHandle handle; - SplitPoint* volatile activeSplitPoint; - volatile int splitPointsSize; - volatile bool searching; - volatile bool exit; + std::atomic searching; + + Position rootPos; + Search::RootMoveVector rootMoves; + Depth rootDepth; + HistoryStats history; + MovesStats counterMoves; + Depth completedDepth; }; -/// MainThread and TimerThread are sublassed from Thread to characterize the two +/// MainThread and TimerThread are derived classes used to characterize the two /// special threads: the main one and the recurring timer. struct MainThread : public Thread { - MainThread() : thinking(true) {} // Avoid a race with start_thinking() + MainThread() { thinking = true; } // Avoid a race with start_thinking() virtual void idle_loop(); - volatile bool thinking; + void join(); + void think(); + std::atomic thinking; }; -struct TimerThread : public Thread { - TimerThread() : msec(0) {} +struct TimerThread : public ThreadBase { + + static const int Resolution = 5; // Millisec between two check_time() calls + virtual void idle_loop(); - int msec; + void check_time(); + + 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]; } - size_t size() const { return threads.size(); } - MainThread* main_thread() { return static_cast(threads[0]); } - TimerThread* timer_thread() { return timer; } - + MainThread* main() { return static_cast(at(0)); } void read_uci_options(); - bool slave_available(Thread* master) const; - void wait_for_think_finished(); - void start_thinking(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); - - bool sleepWhileIdle; - Depth minimumSplitDepth; - Mutex mutex; - ConditionVariable sleepCondition; - -private: - std::vector threads; + void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); + int64_t nodes_searched(); TimerThread* timer; - size_t maxThreadsPerSplitPoint; }; extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED