// 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(_WIN32) || defined(_WIN64)
- 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();
} }
+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();
bool Thread::cutoff_occurred() const {
- for (SplitPoint* sp = splitPoint; sp; sp = sp->parent)
+ for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent)
if (sp->cutoff)
return true;
// 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 sp_count = 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.
- return !sp_count || (splitPoints[sp_count - 1].slavesMask & (1ULL << master));
+ 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"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
useSleepingThreads = Options["Use Sleeping Threads"];
-
- set_size(Options["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::set_size(int cnt) {
+void ThreadsManager::wake_up() {
- 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() {
- cond_init(sleepCond);
- lock_init(splitLock);
-
- 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 = (i != 0); // Avoid a race with start_thinking()
- threads[i].threadID = i;
-
- if (!thread_create(threads[i].handle, start_routine, threads[i]))
- {
- 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++)
- {
- assert(threads[i].do_sleep);
-
- threads[i].do_exit = true; // Search must be already finished
- threads[i].wake_up();
-
- thread_join(threads[i].handle); // Wait for thread termination
-
- 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];
+ 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;
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(activeThreads > 1);
int master = pos.thread();
- Thread& masterThread = threads[master];
+ Thread& masterThread = *threads[master];
- 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++];
- sp->parent = masterThread.splitPoint;
+ sp->parent = masterThread.curSplitPoint;
sp->master = master;
sp->cutoff = false;
sp->slavesMask = 1ULL << master;
sp->depth = depth;
+ sp->bestMove = *bestMove;
sp->threatMove = threatMove;
sp->alpha = alpha;
sp->beta = beta;
assert(masterThread.is_searching);
+ masterThread.curSplitPoint = sp;
int slavesCnt = 0;
// Try to allocate available threads and ask them to start searching setting
lock_grab(splitLock);
for (int i = 0; i < activeThreads && !Fake; i++)
- if (threads[i].is_available_to(master))
+ if (threads[i]->is_available_to(master))
{
sp->slavesMask |= 1ULL << i;
- threads[i].splitPoint = sp;
- threads[i].is_searching = true; // Slave leaves idle_loop()
+ threads[i]->curSplitPoint = sp;
+ threads[i]->is_searching = true; // Slave leaves idle_loop()
if (useSleepingThreads)
- threads[i].wake_up();
+ threads[i]->wake_up();
if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
break;
}
- masterThread.splitPoint = sp;
- masterThread.activeSplitPoints++;
-
lock_release(splitLock);
lock_release(sp->lock);
// the thread will return from the idle loop when all slaves have finished
// their work at this split point.
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);
+ }
+
// We have returned from the idle loop, which means that all threads are
- // finished. Note that setting is_searching and decreasing activeSplitPoints is
+ // 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--;
- 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);
}
// 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);
+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);
+ lock_grab(timer->sleepLock);
+ timer->maxPly = msec;
+ cond_signal(timer->sleepCond); // Wake up and restart the timer
+ lock_release(timer->sleepLock);
}
void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
const std::set<Move>& searchMoves, bool async) {
- Thread& main = threads[0];
+ Thread& main = *threads[0];
lock_grab(main.sleepLock);
void ThreadsManager::stop_thinking() {
- Thread& main = threads[0];
+ Thread& main = *threads[0];
Search::Signals.stop = true;