void* start_routine(void* thread) {
#endif
- if (((Thread*)thread)->threadID == MAX_THREADS)
- ((Thread*)thread)->listener_loop();
+ if (((Thread*)thread)->threadID == 0)
+ ((Thread*)thread)->main_loop();
- else if (((Thread*)thread)->threadID == MAX_THREADS + 1)
+ else if (((Thread*)thread)->threadID == MAX_THREADS)
((Thread*)thread)->timer_loop();
else
((Thread*)thread)->idle_loop(NULL);
activeThreads = cnt;
- for (int i = 0; i < MAX_THREADS; i++)
+ for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread
if (i < activeThreads)
{
// Dynamically allocate pawn and material hash tables according to the
void ThreadsManager::init() {
- // Initialize sleep condition used to block waiting for GUI input
+ // Initialize sleep condition used to block waiting for end of searching
cond_init(&sleepCond);
// Initialize threads lock, used when allocating slaves during splitting
lock_init(&threadsLock);
// Initialize sleep and split point locks
- for (int i = 0; i < MAX_THREADS + 2; i++)
+ for (int i = 0; i <= MAX_THREADS; i++)
{
lock_init(&threads[i].sleepLock);
cond_init(&threads[i].sleepCond);
}
// Initialize main thread's associated data
- threads[0].is_searching = true;
- threads[0].threadID = 0;
- set_size(1); // This makes all the threads but the main to go to sleep
+ threads[0].pawnTable.init();
+ threads[0].materialTable.init();
- // Create and launch all the threads but the main that is already running,
- // threads will go immediately to sleep.
- for (int i = 1; i < MAX_THREADS + 2; i++)
+ // 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)
void ThreadsManager::exit() {
- for (int i = 0; i < MAX_THREADS + 2; i++)
+ for (int i = 0; i <= MAX_THREADS; i++)
{
- if (i != 0)
- {
- threads[i].do_terminate = true;
- threads[i].wake_up();
+ threads[i].do_terminate = true;
+ threads[i].wake_up();
- // Wait for slave termination
+ // Wait for slave termination
#if defined(_MSC_VER)
- WaitForSingleObject(threads[i].handle, 0);
- CloseHandle(threads[i].handle);
+ WaitForSingleObject(threads[i].handle, 0);
+ CloseHandle(threads[i].handle);
#else
- pthread_join(threads[i].handle, NULL);
+ pthread_join(threads[i].handle, NULL);
#endif
- }
// Now we can safely destroy locks and wait conditions
lock_destroy(&threads[i].sleepLock);
}
+// 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
void ThreadsManager::set_timer(int msec) {
- Thread& timer = threads[MAX_THREADS + 1];
+ Thread& timer = threads[MAX_THREADS];
lock_grab(&timer.sleepLock);
timer.maxPly = msec;
}
-// Thread::listener_loop() is where the listener thread, used for I/O, waits for
-// input. When is_searching is false then input is read in sync with main thread
-// (that blocks), otherwise the listener thread reads any input asynchronously
-// and processes the input line calling do_uci_async_cmd().
-
-void Thread::listener_loop() {
+// 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.
- std::string cmd;
+void Thread::main_loop() {
while (true)
{
lock_grab(&sleepLock);
- Threads.inputLine = cmd;
- do_sleep = !is_searching;
+ do_sleep = true; // Always return to sleep after a search
- // Here the thread is parked in sync mode after a line has been read
- while (do_sleep && !do_terminate) // Catches spurious wake ups
+ is_searching = false;
+
+ while (do_sleep && !do_terminate)
{
- cond_signal(&Threads.sleepCond); // Wake up main thread
- cond_wait(&sleepCond, &sleepLock); // Sleep here
+ cond_signal(&Threads.sleepCond); // Wake up UI thread if needed
+ cond_wait(&sleepCond, &sleepLock);
}
+ is_searching = true;
+
lock_release(&sleepLock);
if (do_terminate)
return;
- if (!std::getline(std::cin, cmd)) // Block waiting for input
- cmd = "quit";
-
- lock_grab(&sleepLock);
-
- // If we are in async mode then process the command now
- if (is_searching)
- {
- // Command "quit" is the last one received by the GUI, so park the
- // thread waiting for exiting.
- if (cmd == "quit")
- is_searching = false;
-
- do_uci_async_cmd(cmd);
- cmd = ""; // Input has been consumed
- }
-
- lock_release(&sleepLock);
+ Search::think();
}
}
-// ThreadsManager::getline() is used by main thread to block and wait for input,
-// the behaviour mimics std::getline().
+// ThreadsManager::start_thinking() is used by UI thread to wake up the main
+// thread parked in main_loop() and starting a new search. If asyncMode is true
+// then function returns immediately, otherwise caller is blocked waiting for
+// the search to finish.
-void ThreadsManager::getline(std::string& cmd) {
+void ThreadsManager::start_thinking(bool asyncMode) {
- Thread& listener = threads[MAX_THREADS];
+ Thread& main = threads[0];
- lock_grab(&listener.sleepLock);
+ lock_grab(&main.sleepLock);
- listener.is_searching = false; // Set sync mode
+ // Wait main thread has finished before to launch a new search
+ while (!main.do_sleep)
+ cond_wait(&sleepCond, &main.sleepLock);
- // If there is already some input to grab then skip without to wake up the
- // listener. This can happen if after we send the "bestmove", the GUI sends
- // a command that the listener buffers in inputLine before going to sleep.
- if (inputLine.empty())
- {
- listener.do_sleep = false;
- cond_signal(&listener.sleepCond); // Wake up listener thread
-
- while (!listener.do_sleep)
- cond_wait(&sleepCond, &listener.sleepLock); // Wait for input
- }
+ main.do_sleep = false;
+ cond_signal(&main.sleepCond); // Wake up main thread
- cmd = inputLine;
- inputLine = ""; // Input has been consumed
+ if (!asyncMode)
+ cond_wait(&sleepCond, &main.sleepLock);
- lock_release(&listener.sleepLock);
+ lock_release(&main.sleepLock);
}
-// ThreadsManager::start_listener() is called at the beginning of the search to
-// swith from sync behaviour (default) to async and so be able to read from UCI
-// while other threads are searching. This avoids main thread polling for input.
+// 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 return, after which the bestmove and pondermove will be printed.
-void ThreadsManager::start_listener() {
-
- Thread& listener = threads[MAX_THREADS];
-
- lock_grab(&listener.sleepLock);
- listener.is_searching = true;
- listener.do_sleep = false;
- cond_signal(&listener.sleepCond); // Wake up listener thread
- lock_release(&listener.sleepLock);
-}
+void ThreadsManager::wait_for_stop_or_ponderhit() {
+ Search::Signals.stopOnPonderhit = true;
-// ThreadsManager::stop_listener() is called before to send "bestmove" to GUI to
-// return to in-sync behaviour. This is needed because while in async mode any
-// command is discarded without being processed (except for a very few ones).
+ Thread& main = threads[0];
-void ThreadsManager::stop_listener() {
+ lock_grab(&main.sleepLock);
- Thread& listener = threads[MAX_THREADS];
+ while (!Search::Signals.stop)
+ cond_wait(&main.sleepCond, &main.sleepLock);
- lock_grab(&listener.sleepLock);
- listener.is_searching = false;
- lock_release(&listener.sleepLock);
+ lock_release(&main.sleepLock);
}