// our feet by the sp master. Also accessing other Thread objects is
// unsafe because if we are exiting there is a chance are already freed.
lock_release(sp->lock);
+
+ // Try to reparent to another split point. Only for slave threads
+ // that are not master of any active split point.
+ if ( !sp_master
+ && !is_searching
+ && !do_sleep
+ && !do_exit
+ && !splitPointsCnt
+ && Threads.size() > 2)
+ {
+ for (int i = 0; i < Threads.size(); i++)
+ {
+ SplitPoint* oldest = &Threads[i].splitPoints[0];
+
+ // Find the first oldest split point with still all slaves running
+ if ( Threads[i].splitPointsCnt
+ && oldest->slavesMask == oldest->allSlavesMask
+ && !single_bit(oldest->allSlavesMask))
+ {
+ lock_grab(oldest->lock);
+ lock_grab(Threads.splitLock); // Needed by is_searching
+
+ // Retest all under lock protection, we are in the middle
+ // of a race storm !
+ if ( !is_searching
+ && !do_sleep
+ && !do_exit
+ && Threads[i].splitPointsCnt
+ && oldest->slavesMask == oldest->allSlavesMask
+ && !single_bit(oldest->allSlavesMask))
+ {
+ oldest->slavesMask |= 1ULL << idx; // allSlavesMask is not updated
+ curSplitPoint = oldest;
+ is_searching = true;
+ }
+
+ lock_release(Threads.splitLock);
+ lock_release(oldest->lock);
+
+ break; // Exit anyhow, only one try (enough in 99% of cases)
+ }
+ }
+ }
}
}
}
sp->master = master;
sp->cutoff = false;
sp->slavesMask = 1ULL << master->idx;
+ sp->allSlavesMask = 1ULL << master->idx;
sp->depth = depth;
sp->bestMove = *bestMove;
sp->threatMove = threatMove;
if (threads[i]->is_available_to(master))
{
sp->slavesMask |= 1ULL << i;
+ sp->allSlavesMask |= 1ULL << i;
threads[i]->curSplitPoint = sp;
threads[i]->is_searching = true; // Slave leaves idle_loop()
threads[i]->wake_up();
if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
+ {
+ sp->allSlavesMask = 0; // Disable reparenting to this split point
break;
+ }
}
lock_release(splitLock);
extern const Value PieceValueMidgame[17]; // Indexed by Piece or PieceType
extern const Value PieceValueEndgame[17];
extern int SquareDistance[64][64];
-extern uint8_t BitCount8Bit[256];
inline Color operator~(Color c) {
return Color(c ^ 1);