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4a8c1b2)
Currently after a 'quit' command UI thread raises stop
signal, exits from uci_loop() and calls Threads.exit()
while the search threads are still active.
In Threads.exit() main thread is asked to terminate, but
if it is parked in idle_loop() it will exit and free its
resources (in particular the shared Movepicker object) while
sibling slaves are still active and this leads to a crash.
The fix is to let the UI thread always wait for main thread
to finish the search before to return from uci_loop().
Found by Valgrind when running with 8 threads.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
for (int i = 0; i <= MAX_THREADS; i++)
{
for (int i = 0; i <= MAX_THREADS; i++)
{
- threads[i].do_terminate = true;
+ threads[i].do_terminate = true; // Search must be already finished
threads[i].wake_up();
// Wait for thread termination
threads[i].wake_up();
// Wait for thread termination
+// ThreadsManager::stop_thinking() is used by UI thread to raise a stop request
+// and to wait for the main thread finishing the search. Needed to wait exiting
+// and terminate the threads after a 'quit' command.
+
+void ThreadsManager::stop_thinking() {
+
+ Thread& main = threads[0];
+
+ Search::Signals.stop = true;
+
+ lock_grab(&main.sleepLock);
+
+ cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit
+
+ while (!main.do_sleep)
+ cond_wait(&sleepCond, &main.sleepLock);
+
+ lock_release(&main.sleepLock);
+}
+
+
// ThreadsManager::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
// ThreadsManager::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
bool split_point_finished(SplitPoint* sp) const;
void set_timer(int msec);
void wait_for_stop_or_ponderhit();
bool split_point_finished(SplitPoint* sp) const;
void set_timer(int msec);
void wait_for_stop_or_ponderhit();
void start_thinking(const Position& pos, const Search::LimitsType& limits,
const std::vector<Move>& searchMoves, bool asyncMode);
void start_thinking(const Position& pos, const Search::LimitsType& limits,
const std::vector<Move>& searchMoves, bool asyncMode);
is >> skipws >> token;
if (token == "quit" || token == "stop")
is >> skipws >> token;
if (token == "quit" || token == "stop")
- {
- Search::Signals.stop = true;
- Threads[0].wake_up(); // In case is waiting for stop or ponderhit
- }
+ Threads.stop_thinking();
else if (token == "ponderhit")
{
else if (token == "ponderhit")
{
Search::Limits.ponder = false;
if (Search::Signals.stopOnPonderhit)
Search::Limits.ponder = false;
if (Search::Signals.stopOnPonderhit)
- Search::Signals.stop = true;
-
- Threads[0].wake_up(); // In case is waiting for stop or ponderhit
+ Threads.stop_thinking();
}
else if (token == "go")
}
else if (token == "go")