// Used for debugging SMP code.
const bool FakeSplit = false;
+ // Fast lookup table of sliding pieces indexed by Piece
+ const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
+ inline bool piece_is_slider(Piece p) { return Slidings[p]; }
+
// ThreadsManager class is used to handle all the threads related stuff in search,
// init, starting, parking and, the most important, launching a slave thread at a
// split point are what this class does. All the access to shared thread data is
const Value EasyMoveMargin = Value(0x200);
- /// Global variables
+ /// Namespace variables
+
+ // Book object
+ Book OpeningBook;
// Iteration counter
int Iteration;
// Multi-threads related variables
Depth MinimumSplitDepth;
int MaxThreadsPerSplitPoint;
+ bool UseSleepingMaster;
ThreadsManager ThreadsMgr;
// Node counters, used only by thread[0] but try to keep in different cache
UseTimeManagement = !ExactMaxTime && !MaxDepth && !MaxNodes && !InfiniteSearch;
// Look for a book move, only during games, not tests
- if (UseTimeManagement && get_option_value_bool("OwnBook"))
+ if (UseTimeManagement && Options["OwnBook"].value<bool>())
{
- if (get_option_value_string("Book File") != OpeningBook.file_name())
- OpeningBook.open(get_option_value_string("Book File"));
+ if (Options["Book File"].value<std::string>() != OpeningBook.file_name())
+ OpeningBook.open(Options["Book File"].value<std::string>());
- Move bookMove = OpeningBook.get_move(pos, get_option_value_bool("Best Book Move"));
+ Move bookMove = OpeningBook.get_move(pos, Options["Best Book Move"].value<bool>());
if (bookMove != MOVE_NONE)
{
if (PonderSearch)
}
// Read UCI option values
- TT.set_size(get_option_value_int("Hash"));
- if (button_was_pressed("Clear Hash"))
+ TT.set_size(Options["Hash"].value<int>());
+ if (Options["Clear Hash"].value<bool>())
+ {
+ Options["Clear Hash"].set_value("false");
TT.clear();
+ }
- CheckExtension[1] = Depth(get_option_value_int("Check Extension (PV nodes)"));
- CheckExtension[0] = Depth(get_option_value_int("Check Extension (non-PV nodes)"));
- SingleEvasionExtension[1] = Depth(get_option_value_int("Single Evasion Extension (PV nodes)"));
- SingleEvasionExtension[0] = Depth(get_option_value_int("Single Evasion Extension (non-PV nodes)"));
- PawnPushTo7thExtension[1] = Depth(get_option_value_int("Pawn Push to 7th Extension (PV nodes)"));
- PawnPushTo7thExtension[0] = Depth(get_option_value_int("Pawn Push to 7th Extension (non-PV nodes)"));
- PassedPawnExtension[1] = Depth(get_option_value_int("Passed Pawn Extension (PV nodes)"));
- PassedPawnExtension[0] = Depth(get_option_value_int("Passed Pawn Extension (non-PV nodes)"));
- PawnEndgameExtension[1] = Depth(get_option_value_int("Pawn Endgame Extension (PV nodes)"));
- PawnEndgameExtension[0] = Depth(get_option_value_int("Pawn Endgame Extension (non-PV nodes)"));
- MateThreatExtension[1] = Depth(get_option_value_int("Mate Threat Extension (PV nodes)"));
- MateThreatExtension[0] = Depth(get_option_value_int("Mate Threat Extension (non-PV nodes)"));
-
- MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * ONE_PLY;
- MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
- MultiPV = get_option_value_int("MultiPV");
- UseLogFile = get_option_value_bool("Use Search Log");
+ CheckExtension[1] = Options["Check Extension (PV nodes)"].value<Depth>();
+ CheckExtension[0] = Options["Check Extension (non-PV nodes)"].value<Depth>();
+ SingleEvasionExtension[1] = Options["Single Evasion Extension (PV nodes)"].value<Depth>();
+ SingleEvasionExtension[0] = Options["Single Evasion Extension (non-PV nodes)"].value<Depth>();
+ PawnPushTo7thExtension[1] = Options["Pawn Push to 7th Extension (PV nodes)"].value<Depth>();
+ PawnPushTo7thExtension[0] = Options["Pawn Push to 7th Extension (non-PV nodes)"].value<Depth>();
+ PassedPawnExtension[1] = Options["Passed Pawn Extension (PV nodes)"].value<Depth>();
+ PassedPawnExtension[0] = Options["Passed Pawn Extension (non-PV nodes)"].value<Depth>();
+ PawnEndgameExtension[1] = Options["Pawn Endgame Extension (PV nodes)"].value<Depth>();
+ PawnEndgameExtension[0] = Options["Pawn Endgame Extension (non-PV nodes)"].value<Depth>();
+ MateThreatExtension[1] = Options["Mate Threat Extension (PV nodes)"].value<Depth>();
+ MateThreatExtension[0] = Options["Mate Threat Extension (non-PV nodes)"].value<Depth>();
+
+ MinimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
+ MaxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
+ MultiPV = Options["MultiPV"].value<int>();
+ UseLogFile = Options["Use Search Log"].value<bool>();
+ UseSleepingMaster = Options["Use Sleeping Master"].value<bool>();
if (UseLogFile)
- LogFile.open(get_option_value_string("Search Log Filename").c_str(), std::ios::out | std::ios::app);
+ LogFile.open(Options["Search Log Filename"].value<std::string>().c_str(), std::ios::out | std::ios::app);
read_weights(pos.side_to_move());
// Set the number of active threads
- int newActiveThreads = get_option_value_int("Threads");
+ int newActiveThreads = Options["Threads"].value<int>();
if (newActiveThreads != ThreadsMgr.active_threads())
{
ThreadsMgr.set_active_threads(newActiveThreads);
int t = current_search_time();
// Poll for input
- if (Bioskey())
+ if (data_available())
{
// We are line oriented, don't read single chars
std::string command;
assert(threadID >= 0 && threadID < MAX_THREADS);
+ int i;
+ bool allFinished = false;
+
while (true)
{
// Slave threads can exit as soon as AllThreadsShouldExit raises,
// instead of wasting CPU time polling for work.
while ( threadID >= ActiveThreads
|| threads[threadID].state == THREAD_INITIALIZING
- || (!sp && threads[threadID].state == THREAD_AVAILABLE))
+ || (threads[threadID].state == THREAD_AVAILABLE && (!sp || UseSleepingMaster)))
{
- assert(!sp);
- assert(threadID != 0);
-
- if (AllThreadsShouldExit)
- break;
-
lock_grab(&MPLock);
- // Retest condition under lock protection
- if (!( threadID >= ActiveThreads
- || threads[threadID].state == THREAD_INITIALIZING
- || (!sp && threads[threadID].state == THREAD_AVAILABLE)))
+ // Test with lock held to avoid races with wake_sleeping_thread()
+ for (i = 0; sp && i < ActiveThreads && !sp->slaves[i]; i++) {}
+ allFinished = (i == ActiveThreads);
+
+ // Retest sleep conditions under lock protection
+ if ( AllThreadsShouldExit
+ || allFinished
+ || !( threadID >= ActiveThreads
+ || threads[threadID].state == THREAD_INITIALIZING
+ || (threads[threadID].state == THREAD_AVAILABLE && (!sp || UseSleepingMaster))))
{
lock_release(&MPLock);
- continue;
+ break;
}
// Put thread to sleep
assert(threads[threadID].state == THREAD_SEARCHING);
threads[threadID].state = THREAD_AVAILABLE;
+
+ // Wake up master thread so to allow it to return from the idle loop in
+ // case we are the last slave of the split point.
+ if (UseSleepingMaster && threadID != tsp->master && threads[tsp->master].state == THREAD_AVAILABLE)
+ wake_sleeping_thread(tsp->master);
}
// If this thread is the master of a split point and all slaves have
// finished their work at this split point, return from the idle loop.
- int i = 0;
- for ( ; sp && i < ActiveThreads && !sp->slaves[i]; i++) {}
+ for (i = 0; sp && i < ActiveThreads && !sp->slaves[i]; i++) {}
+ allFinished = (i == ActiveThreads);
- if (i == ActiveThreads)
+ if (allFinished)
{
// Because sp->slaves[] is reset under lock protection,
// be sure sp->lock has been released before to return.
// Initialize the split point object
splitPoint.parent = masterThread.splitPoint;
+ splitPoint.master = master;
splitPoint.stopRequest = false;
splitPoint.ply = ply;
splitPoint.depth = depth;