/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 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
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <cassert>
#include <iostream>
+#include "movegen.h"
#include "search.h"
#include "thread.h"
#include "ucioption.h"
// and last thread are special. First one is the main search thread while the
// last one mimics a timer, they run in main_loop() and timer_loop().
-#if defined(_MSC_VER)
- DWORD WINAPI start_routine(LPVOID thread) {
-#else
- void* start_routine(void* thread) {
-#endif
-
- Thread* th = (Thread*)thread;
+ long start_routine(Thread* th) {
if (th->threadID == 0)
th->main_loop();
} }
-// wake_up() wakes up the thread, normally at the beginning of the search or,
-// if "sleeping threads" is used, when there is some work to do.
+Thread::Thread(int id) {
+
+ threadID = id;
+ do_sleep = (id != 0); // Avoid a race with start_thinking()
+ is_searching = do_exit = false;
+ maxPly = splitPointsCnt = 0;
+ curSplitPoint = NULL;
+
+ lock_init(sleepLock);
+ cond_init(sleepCond);
+
+ for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
+ lock_init(splitPoints[j].lock);
+
+ if (!thread_create(handle, start_routine, this))
+ {
+ std::cerr << "Failed to create thread number " << id << std::endl;
+ ::exit(EXIT_FAILURE);
+ }
+}
+
+
+Thread::~Thread() {
+
+ assert(do_sleep);
+
+ do_exit = true; // Search must be already finished
+ wake_up();
+
+ thread_join(handle); // Wait for thread termination
+
+ lock_destroy(sleepLock);
+ cond_destroy(sleepCond);
+
+ for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
+ lock_destroy(splitPoints[j].lock);
+}
+
+
+// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
+// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
+extern void check_time();
+
+void Thread::timer_loop() {
+
+ while (!do_exit)
+ {
+ lock_grab(sleepLock);
+ timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
+ lock_release(sleepLock);
+ check_time();
+ }
+}
+
+
+// Thread::main_loop() is where the main thread is parked waiting to be started
+// when there is a new search. Main thread will launch all the slave threads.
+
+void Thread::main_loop() {
+
+ while (true)
+ {
+ lock_grab(sleepLock);
+
+ do_sleep = true; // Always return to sleep after a search
+ is_searching = false;
+
+ while (do_sleep && !do_exit)
+ {
+ cond_signal(Threads.sleepCond); // Wake up UI thread if needed
+ cond_wait(sleepCond, sleepLock);
+ }
+
+ lock_release(sleepLock);
+
+ if (do_exit)
+ return;
+
+ is_searching = true;
+
+ Search::think();
+ }
+}
+
+
+// Thread::wake_up() wakes up the thread, normally at the beginning of the search
+// or, if "sleeping threads" is used, when there is some work to do.
void Thread::wake_up() {
- lock_grab(&sleepLock);
- cond_signal(&sleepCond);
- lock_release(&sleepLock);
+ lock_grab(sleepLock);
+ cond_signal(sleepCond);
+ lock_release(sleepLock);
+}
+
+
+// Thread::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
+// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
+// wait here until one of these commands (that raise StopRequest) is sent and
+// then return, after which the bestmove and pondermove will be printed.
+
+void Thread::wait_for_stop_or_ponderhit() {
+
+ Signals.stopOnPonderhit = true;
+
+ lock_grab(sleepLock);
+
+ while (!Signals.stop)
+ cond_wait(sleepCond, sleepLock);
+
+ lock_release(sleepLock);
}
bool Thread::cutoff_occurred() const {
- for (SplitPoint* sp = splitPoint; sp; sp = sp->parent)
- if (sp->is_betaCutoff)
+ for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent)
+ if (sp->cutoff)
return true;
return false;
// Make a local copy to be sure doesn't become zero under our feet while
// testing next condition and so leading to an out of bound access.
- int localActiveSplitPoints = activeSplitPoints;
+ int spCnt = splitPointsCnt;
// No active split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
- if ( !localActiveSplitPoints
- || splitPoints[localActiveSplitPoints - 1].is_slave[master])
- return true;
-
- return false;
+ return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master));
}
-// read_uci_options() updates number of active threads and other parameters
-// according to the UCI options values. It is called before to start a new search.
+// read_uci_options() updates internal threads parameters from the corresponding
+// UCI options. It is called before to start a new search.
void ThreadsManager::read_uci_options() {
- maxThreadsPerSplitPoint = Options["Max Threads per Split Point"].value<int>();
- minimumSplitDepth = Options["Min Split Depth"].value<int>() * ONE_PLY;
- useSleepingThreads = Options["Use Sleeping Threads"].value<bool>();
-
- set_size(Options["Threads"].value<int>());
+ maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
+ minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
+ useSleepingThreads = Options["Use Sleeping Threads"];
+ activeThreads = Options["Threads"];
+
+ // Dynamically allocate Thread object according to the number of
+ // active threads. This avoids preallocating memory for all possible
+ // threads if only few are used.
+ for (int i = 0; i < MAX_THREADS; i++)
+ if (i < activeThreads && !threads[i])
+ threads[i] = new Thread(i);
+ else if (i >= activeThreads && threads[i])
+ {
+ delete threads[i];
+ threads[i] = NULL;
+ }
}
-// set_size() changes the number of active threads and raises do_sleep flag for
-// all the unused threads that will go immediately to sleep.
+void ThreadsManager::wake_up() {
-void ThreadsManager::set_size(int cnt) {
-
- assert(cnt > 0 && cnt <= MAX_THREADS);
+ for (int i = 0; i < activeThreads; i++)
+ {
+ threads[i]->do_sleep = false;
+ threads[i]->wake_up();
+ }
+}
- activeThreads = cnt;
- for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread
- if (i < activeThreads)
- {
- // Dynamically allocate pawn and material hash tables according to the
- // number of active threads. This avoids preallocating memory for all
- // possible threads if only few are used.
- threads[i].pawnTable.init();
- threads[i].materialTable.init();
+void ThreadsManager::sleep() {
- threads[i].do_sleep = false;
- }
- else
- threads[i].do_sleep = true;
+ for (int i = 0; i < activeThreads; i++)
+ threads[i]->do_sleep = true;
}
void ThreadsManager::init() {
- // Initialize sleep condition and lock used by thread manager
- 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);
-
- for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
- lock_init(&(threads[i].splitPoints[j].lock));
- }
-
- // Allocate main thread tables to call evaluate() also when not searching
- threads[0].pawnTable.init();
- threads[0].materialTable.init();
-
- // Create and launch all the threads, threads will go immediately to sleep
- for (int i = 0; i <= MAX_THREADS; i++)
- {
- threads[i].is_searching = false;
- threads[i].do_sleep = true;
- threads[i].threadID = i;
-
-#if defined(_MSC_VER)
- threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL);
- bool ok = (threads[i].handle != NULL);
-#else
- bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]);
-#endif
-
- if (!ok)
- {
- std::cerr << "Failed to create thread number " << i << std::endl;
- ::exit(EXIT_FAILURE);
- }
- }
+ cond_init(sleepCond);
+ lock_init(splitLock);
+ timer = new Thread(MAX_THREADS);
+ read_uci_options(); // Creates at least main thread
}
void ThreadsManager::exit() {
- for (int i = 0; i <= MAX_THREADS; i++)
- {
- threads[i].do_terminate = true;
- threads[i].wake_up();
-
- // Wait for thread termination
-#if defined(_MSC_VER)
- WaitForSingleObject(threads[i].handle, 0);
- CloseHandle(threads[i].handle);
-#else
- pthread_join(threads[i].handle, NULL);
-#endif
-
- // Now we can safely destroy associated locks and wait conditions
- 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));
- }
+ for (int i = 0; i < MAX_THREADS; i++)
+ if (threads[i])
+ delete threads[i];
- lock_destroy(&threadsLock);
- cond_destroy(&sleepCond);
+ delete timer;
+ lock_destroy(splitLock);
+ cond_destroy(sleepCond);
}
assert(master >= 0 && master < activeThreads);
for (int i = 0; i < activeThreads; i++)
- if (threads[i].is_available_to(master))
+ if (threads[i]->is_available_to(master))
return true;
return false;
}
-// split_point_finished() checks if all the slave threads of a given split
-// point have finished searching.
-
-bool ThreadsManager::split_point_finished(SplitPoint* sp) const {
-
- for (int i = 0; i < activeThreads; i++)
- if (sp->is_slave[i])
- return false;
-
- return true;
-}
-
-
// split() does the actual work of distributing the work at a node between
// several available threads. If it does not succeed in splitting the node
// (because no idle threads are available, or because we have no unused split
template <bool Fake>
Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
- Value bestValue, Depth depth, Move threatMove,
- int moveCount, MovePicker* mp, int nodeType) {
+ Value bestValue, Move* bestMove, Depth depth,
+ Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(pos.thread() >= 0 && pos.thread() < activeThreads);
assert(activeThreads > 1);
- int i, master = pos.thread();
- Thread& masterThread = threads[master];
+ int master = pos.thread();
+ Thread& masterThread = *threads[master];
- // If we already have too many active split points, don't split
- if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
+ if (masterThread.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
return bestValue;
// Pick the next available split point from the split point stack
- SplitPoint* sp = &masterThread.splitPoints[masterThread.activeSplitPoints];
+ SplitPoint* sp = &masterThread.splitPoints[masterThread.splitPointsCnt++];
- // Initialize the split point
- sp->parent = masterThread.splitPoint;
+ sp->parent = masterThread.curSplitPoint;
sp->master = master;
- sp->is_betaCutoff = false;
+ sp->cutoff = false;
+ sp->slavesMask = 1ULL << master;
sp->depth = depth;
+ sp->bestMove = *bestMove;
sp->threatMove = threatMove;
sp->alpha = alpha;
sp->beta = beta;
sp->nodes = 0;
sp->ss = ss;
- for (i = 0; i < activeThreads; i++)
- sp->is_slave[i] = false;
-
- // If we are here it means we are not available
assert(masterThread.is_searching);
- int workersCnt = 1; // At least the master is included
+ masterThread.curSplitPoint = sp;
+ int slavesCnt = 0;
// 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(sp->lock);
+ lock_grab(splitLock);
- for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
- if (threads[i].is_available_to(master))
+ for (int i = 0; i < activeThreads && !Fake; i++)
+ if (threads[i]->is_available_to(master))
{
- workersCnt++;
- sp->is_slave[i] = true;
- threads[i].splitPoint = sp;
-
- // This makes the slave to exit from idle_loop()
- threads[i].is_searching = true;
+ sp->slavesMask |= 1ULL << i;
+ threads[i]->curSplitPoint = sp;
+ threads[i]->is_searching = true; // Slave leaves idle_loop()
if (useSleepingThreads)
- threads[i].wake_up();
- }
+ threads[i]->wake_up();
- lock_release(&threadsLock);
-
- // We failed to allocate even one slave, return
- if (!Fake && workersCnt == 1)
- return bestValue;
+ if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
+ break;
+ }
- masterThread.splitPoint = sp;
- masterThread.activeSplitPoints++;
+ lock_release(splitLock);
+ lock_release(sp->lock);
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its is_searching flag is set.
// We pass the split point as a parameter to the idle loop, which means that
// the thread will return from the idle loop when all slaves have finished
// their work at this split point.
- masterThread.idle_loop(sp);
+ if (slavesCnt || Fake)
+ {
+ masterThread.idle_loop(sp);
- // In helpful master concept a master can help only a sub-tree of its split
- // point, and because here is all finished is not possible master is booked.
- assert(!masterThread.is_searching);
+ // In helpful master concept a master can help only a sub-tree of its split
+ // point, and because here is all finished is not possible master is booked.
+ assert(!masterThread.is_searching);
+ }
// 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);
+ // finished. Note that setting is_searching and decreasing splitPointsCnt is
+ // done under lock protection to avoid a race with Thread::is_available_to().
+ lock_grab(sp->lock); // To protect sp->nodes
+ lock_grab(splitLock);
masterThread.is_searching = true;
- masterThread.activeSplitPoints--;
-
- lock_release(&threadsLock);
-
- masterThread.splitPoint = sp->parent;
+ masterThread.splitPointsCnt--;
+ masterThread.curSplitPoint = sp->parent;
pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
+ *bestMove = sp->bestMove;
+
+ lock_release(splitLock);
+ lock_release(sp->lock);
return sp->bestValue;
}
// Explicit template instantiations
-template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
-template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
-
-
-// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
-// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
-extern void do_timer_event();
-
-void Thread::timer_loop() {
-
- while (!do_terminate)
- {
- lock_grab(&sleepLock);
- timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX);
- lock_release(&sleepLock);
- do_timer_event();
- }
-}
+template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
+template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
// ThreadsManager::set_timer() is used to set the timer to trigger after msec
void ThreadsManager::set_timer(int msec) {
- Thread& timer = threads[MAX_THREADS];
-
- lock_grab(&timer.sleepLock);
- timer.maxPly = msec;
- cond_signal(&timer.sleepCond); // Wake up and restart the timer
- lock_release(&timer.sleepLock);
-}
-
-
-// Thread::main_loop() is where the main thread is parked waiting to be started
-// when there is a new search. Main thread will launch all the slave threads.
-
-void Thread::main_loop() {
-
- while (true)
- {
- 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);
- }
-
- is_searching = true;
-
- lock_release(&sleepLock);
-
- if (do_terminate)
- return;
-
- think(); // This is the search entry point
- }
+ lock_grab(timer->sleepLock);
+ timer->maxPly = msec;
+ cond_signal(timer->sleepCond); // Wake up and restart the timer
+ lock_release(timer->sleepLock);
}
// the search to finish.
void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
- const std::vector<Move>& searchMoves, bool asyncMode) {
- Thread& main = threads[0];
+ 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);
Limits = limits;
- SearchMoves = searchMoves;
+ RootMoves.clear();
+
+ // Populate RootMoves with all the legal moves (default) or, if a searchMoves
+ // set is given, with the subset of legal moves to search.
+ for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
+ if (searchMoves.empty() || searchMoves.count(ml.move()))
+ RootMoves.push_back(RootMove(ml.move()));
// Reset signals before to start the new search
- memset((void*)&Signals, 0, sizeof(Signals));
+ Signals.stopOnPonderhit = Signals.firstRootMove = false;
+ 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 (!asyncMode)
- cond_wait(&sleepCond, &main.sleepLock);
+ if (!async)
+ while (!main.do_sleep)
+ cond_wait(sleepCond, main.sleepLock);
- lock_release(&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
-// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
-// wait here until one of these commands (that raise StopRequest) is sent and
-// then return, after which the bestmove and pondermove will be printed.
+// 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::wait_for_stop_or_ponderhit() {
+void ThreadsManager::stop_thinking() {
- Signals.stopOnPonderhit = true;
+ Thread& main = *threads[0];
- Thread& main = threads[0];
+ Search::Signals.stop = true;
- lock_grab(&main.sleepLock);
+ lock_grab(main.sleepLock);
- while (!Signals.stop)
- cond_wait(&main.sleepCond, &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);
+ lock_release(main.sleepLock);
}