typedef pthread_mutex_t Lock;
typedef pthread_cond_t WaitCondition;
+typedef pthread_t ThreadHandle;
-# define lock_init(x) pthread_mutex_init(x, NULL)
-# define lock_grab(x) pthread_mutex_lock(x)
-# define lock_release(x) pthread_mutex_unlock(x)
-# define lock_destroy(x) pthread_mutex_destroy(x)
-# define cond_destroy(x) pthread_cond_destroy(x)
-# define cond_init(x) pthread_cond_init(x, NULL)
-# define cond_signal(x) pthread_cond_signal(x)
-# define cond_wait(x,y) pthread_cond_wait(x,y)
-# define cond_timedwait(x,y,z) pthread_cond_timedwait(x,y,z)
+# define lock_init(x) pthread_mutex_init(&(x), NULL)
+# define lock_grab(x) pthread_mutex_lock(&(x))
+# define lock_release(x) pthread_mutex_unlock(&(x))
+# define lock_destroy(x) pthread_mutex_destroy(&(x))
+# define cond_destroy(x) pthread_cond_destroy(&(x))
+# define cond_init(x) pthread_cond_init(&(x), NULL)
+# define cond_signal(x) pthread_cond_signal(&(x))
+# define cond_wait(x,y) pthread_cond_wait(&(x),&(y))
+# define cond_timedwait(x,y,z) pthread_cond_timedwait(&(x),&(y),z)
+# define thread_create(x,f,id) !pthread_create(&(x),NULL,f,&(id))
+# define thread_join(x) pthread_join(x, NULL)
#else
// but apart from this they have the same speed performance of SRW locks.
typedef CRITICAL_SECTION Lock;
typedef HANDLE WaitCondition;
+typedef HANDLE ThreadHandle;
-# define lock_init(x) InitializeCriticalSection(x)
-# define lock_grab(x) EnterCriticalSection(x)
-# define lock_release(x) LeaveCriticalSection(x)
-# define lock_destroy(x) DeleteCriticalSection(x)
-# define cond_init(x) { *x = CreateEvent(0, FALSE, FALSE, 0); }
-# define cond_destroy(x) CloseHandle(*x)
-# define cond_signal(x) SetEvent(*x)
-# define cond_wait(x,y) { lock_release(y); WaitForSingleObject(*x, INFINITE); lock_grab(y); }
-# define cond_timedwait(x,y,z) { lock_release(y); WaitForSingleObject(*x,z); lock_grab(y); }
+# define lock_init(x) InitializeCriticalSection(&(x))
+# define lock_grab(x) EnterCriticalSection(&(x))
+# define lock_release(x) LeaveCriticalSection(&(x))
+# define lock_destroy(x) DeleteCriticalSection(&(x))
+# define cond_init(x) { x = CreateEvent(0, FALSE, FALSE, 0); }
+# define cond_destroy(x) CloseHandle(x)
+# define cond_signal(x) SetEvent(x)
+# define cond_wait(x,y) { lock_release(y); WaitForSingleObject(x, INFINITE); lock_grab(y); }
+# define cond_timedwait(x,y,z) { lock_release(y); WaitForSingleObject(x,z); lock_grab(y); }
+# define thread_create(x,f,id) (x = CreateThread(NULL,0,f,&(id),0,NULL), x != NULL)
+# define thread_join(x) { WaitForSingleObject(x, INFINITE); CloseHandle(x); }
#endif
&& tte->depth() >= depth - 3 * ONE_PLY;
if (SpNode)
{
- lock_grab(&(sp->lock));
+ lock_grab(sp->lock);
bestValue = sp->bestValue;
moveCount = sp->moveCount;
if (SpNode)
{
moveCount = ++sp->moveCount;
- lock_release(&(sp->lock));
+ lock_release(sp->lock);
}
else
moveCount++;
&& (!threatMove || !connected_threat(pos, move, threatMove)))
{
if (SpNode)
- lock_grab(&(sp->lock));
+ lock_grab(sp->lock);
continue;
}
if (futilityValue < beta)
{
if (SpNode)
- lock_grab(&(sp->lock));
+ lock_grab(sp->lock);
continue;
}
&& pos.see_sign(move) < 0)
{
if (SpNode)
- lock_grab(&(sp->lock));
+ lock_grab(sp->lock);
continue;
}
// Step 18. Check for new best move
if (SpNode)
{
- lock_grab(&(sp->lock));
+ lock_grab(sp->lock);
bestValue = sp->bestValue;
alpha = sp->alpha;
}
// Here we have the lock still grabbed
sp->is_slave[pos.thread()] = false;
sp->nodes += pos.nodes_searched();
- lock_release(&(sp->lock));
+ lock_release(sp->lock);
}
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
}
// Grab the lock to avoid races with Thread::wake_up()
- lock_grab(&sleepLock);
+ lock_grab(sleepLock);
// If we are master and all slaves have finished don't go to sleep
if (sp && Threads.split_point_finished(sp))
{
- lock_release(&sleepLock);
+ lock_release(sleepLock);
break;
}
// in the meanwhile, allocated us and sent the wake_up() call before we
// had the chance to grab the lock.
if (do_sleep || !is_searching)
- cond_wait(&sleepCond, &sleepLock);
+ cond_wait(sleepCond, sleepLock);
- lock_release(&sleepLock);
+ lock_release(sleepLock);
}
// If this thread has been assigned work, launch a search
{
// Because sp->is_slave[] is reset under lock protection,
// be sure sp->lock has been released before to return.
- lock_grab(&(sp->lock));
- lock_release(&(sp->lock));
+ lock_grab(sp->lock);
+ lock_release(sp->lock);
return;
}
}
void Thread::wake_up() {
- lock_grab(&sleepLock);
- cond_signal(&sleepCond);
- lock_release(&sleepLock);
+ lock_grab(sleepLock);
+ cond_signal(sleepCond);
+ lock_release(sleepLock);
}
void ThreadsManager::init() {
// Initialize sleep condition and lock used by thread manager
- cond_init(&sleepCond);
- lock_init(&threadsLock);
+ cond_init(sleepCond);
+ lock_init(threadsLock);
// Initialize thread's sleep conditions and split point locks
for (int i = 0; i <= MAX_THREADS; i++)
{
- lock_init(&threads[i].sleepLock);
- cond_init(&threads[i].sleepCond);
+ lock_init(threads[i].sleepLock);
+ cond_init(threads[i].sleepCond);
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
- lock_init(&(threads[i].splitPoints[j].lock));
+ lock_init(threads[i].splitPoints[j].lock);
}
// Allocate main thread tables to call evaluate() also when not searching
threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
threads[i].threadID = i;
-#if defined(_MSC_VER)
- threads[i].handle = CreateThread(NULL, 0, start_routine, &threads[i], 0, NULL);
- bool ok = (threads[i].handle != NULL);
-#else
- bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, &threads[i]);
-#endif
+ bool ok = thread_create(threads[i].handle, start_routine, threads[i]);
if (!ok)
{
threads[i].do_terminate = true; // Search must be already finished
threads[i].wake_up();
- // Wait for thread termination
-#if defined(_MSC_VER)
- WaitForSingleObject(threads[i].handle, INFINITE);
- CloseHandle(threads[i].handle);
-#else
- pthread_join(threads[i].handle, NULL);
-#endif
+ thread_join(threads[i].handle); // Wait for thread termination
// Now we can safely destroy associated locks and wait conditions
- lock_destroy(&threads[i].sleepLock);
- cond_destroy(&threads[i].sleepCond);
+ lock_destroy(threads[i].sleepLock);
+ cond_destroy(threads[i].sleepCond);
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
- lock_destroy(&(threads[i].splitPoints[j].lock));
+ lock_destroy(threads[i].splitPoints[j].lock);
}
- lock_destroy(&threadsLock);
- cond_destroy(&sleepCond);
+ lock_destroy(threadsLock);
+ cond_destroy(sleepCond);
}
// 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(&threadsLock);
+ lock_grab(threadsLock);
for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
if (threads[i].is_available_to(master))
threads[i].wake_up();
}
- lock_release(&threadsLock);
+ lock_release(threadsLock);
// We failed to allocate even one slave, return
if (!Fake && workersCnt == 1)
// We have returned from the idle loop, which means that all threads are
// finished. Note that changing state and decreasing activeSplitPoints is done
// under lock protection to avoid a race with Thread::is_available_to().
- lock_grab(&threadsLock);
+ lock_grab(threadsLock);
masterThread.is_searching = true;
masterThread.activeSplitPoints--;
- lock_release(&threadsLock);
+ lock_release(threadsLock);
masterThread.splitPoint = sp->parent;
pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
while (!do_terminate)
{
- lock_grab(&sleepLock);
- timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX);
- lock_release(&sleepLock);
+ lock_grab(sleepLock);
+ timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
+ lock_release(sleepLock);
check_time();
}
}
Thread& timer = threads[MAX_THREADS];
- lock_grab(&timer.sleepLock);
+ lock_grab(timer.sleepLock);
timer.maxPly = msec;
- cond_signal(&timer.sleepCond); // Wake up and restart the timer
- lock_release(&timer.sleepLock);
+ cond_signal(timer.sleepCond); // Wake up and restart the timer
+ lock_release(timer.sleepLock);
}
while (true)
{
- lock_grab(&sleepLock);
+ lock_grab(sleepLock);
do_sleep = true; // Always return to sleep after a search
is_searching = false;
while (do_sleep && !do_terminate)
{
- cond_signal(&Threads.sleepCond); // Wake up UI thread if needed
- cond_wait(&sleepCond, &sleepLock);
+ cond_signal(Threads.sleepCond); // Wake up UI thread if needed
+ cond_wait(sleepCond, sleepLock);
}
is_searching = true;
- lock_release(&sleepLock);
+ lock_release(sleepLock);
if (do_terminate)
return;
const std::set<Move>& searchMoves, bool async) {
Thread& main = threads[0];
- lock_grab(&main.sleepLock);
+ lock_grab(main.sleepLock);
// Wait main thread has finished before to launch a new search
while (!main.do_sleep)
- cond_wait(&sleepCond, &main.sleepLock);
+ cond_wait(sleepCond, main.sleepLock);
// Copy input arguments to initialize the search
RootPosition.copy(pos, 0);
Signals.stop = Signals.failedLowAtRoot = false;
main.do_sleep = false;
- cond_signal(&main.sleepCond); // Wake up main thread and start searching
+ cond_signal(main.sleepCond); // Wake up main thread and start searching
if (!async)
while (!main.do_sleep)
- cond_wait(&sleepCond, &main.sleepLock);
+ cond_wait(sleepCond, main.sleepLock);
- lock_release(&main.sleepLock);
+ lock_release(main.sleepLock);
}
Search::Signals.stop = true;
- lock_grab(&main.sleepLock);
+ lock_grab(main.sleepLock);
- cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit
+ cond_signal(main.sleepCond); // In case is waiting for stop or ponderhit
while (!main.do_sleep)
- cond_wait(&sleepCond, &main.sleepLock);
+ cond_wait(sleepCond, main.sleepLock);
- lock_release(&main.sleepLock);
+ lock_release(main.sleepLock);
}
Thread& main = threads[0];
- lock_grab(&main.sleepLock);
+ lock_grab(main.sleepLock);
while (!Signals.stop)
- cond_wait(&main.sleepCond, &main.sleepLock);
+ cond_wait(main.sleepCond, main.sleepLock);
- lock_release(&main.sleepLock);
+ lock_release(main.sleepLock);
}