/*
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
#include "thread.h"
#include "ucioption.h"
+using namespace Search;
+
ThreadsManager Threads; // Global object
namespace { extern "C" {
void ThreadsManager::read_uci_options() {
- maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
- minimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
- useSleepingThreads = Options["Use Sleeping Threads"].value<bool>();
+ maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
+ minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
+ useSleepingThreads = Options["Use Sleeping Threads"];
- set_size(Options["Threads"].value<int>());
+ set_size(Options["Threads"]);
}
threads[i].threadID = i;
#if defined(_MSC_VER)
- threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL);
+ threads[i].handle = CreateThread(NULL, 0, start_routine, &threads[i], 0, NULL);
bool ok = (threads[i].handle != NULL);
#else
- bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]);
+ bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, &threads[i]);
#endif
if (!ok)
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
#if defined(_MSC_VER)
- WaitForSingleObject(threads[i].handle, 0);
+ WaitForSingleObject(threads[i].handle, INFINITE);
CloseHandle(threads[i].handle);
#else
pthread_join(threads[i].handle, NULL);
// search(). When all threads have returned from search() then split() returns.
template <bool Fake>
-Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta,
+Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
Value bestValue, Depth depth, Move threatMove,
int moveCount, MovePicker* mp, int nodeType) {
assert(pos.pos_is_ok());
- assert(bestValue >= -VALUE_INFINITE);
+ assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(alpha < beta);
assert(beta <= VALUE_INFINITE);
}
// Explicit template instantiations
-template Value ThreadsManager::split<false>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
-template Value ThreadsManager::split<true>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
+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() {
if (do_terminate)
return;
- Search::think(); // This is the search entry point
+ think(); // This is the search entry point
}
}
// then function returns immediately, otherwise caller is blocked waiting for
// the search to finish.
-void ThreadsManager::start_thinking(const Position& pos, const Search::LimitsType& limits,
+void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
const std::vector<Move>& searchMoves, bool asyncMode) {
Thread& main = threads[0];
cond_wait(&sleepCond, &main.sleepLock);
// Copy input arguments to initialize the search
- Search::RootPosition.copy(pos, 0);
- Search::Limits = limits;
- Search::RootMoves = searchMoves;
+ RootPosition.copy(pos, 0);
+ Limits = limits;
+ SearchMoves = searchMoves;
// Reset signals before to start the new search
- memset((void*)&Search::Signals, 0, sizeof(Search::Signals));
+ memset((void*)&Signals, 0, sizeof(Signals));
main.do_sleep = false;
cond_signal(&main.sleepCond); // Wake up main thread and start searching
if (!asyncMode)
+ while (!main.do_sleep)
+ cond_wait(&sleepCond, &main.sleepLock);
+
+ lock_release(&main.sleepLock);
+}
+
+
+// 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);
void ThreadsManager::wait_for_stop_or_ponderhit() {
- Search::Signals.stopOnPonderhit = true;
+ Signals.stopOnPonderhit = true;
Thread& main = threads[0];
lock_grab(&main.sleepLock);
- while (!Search::Signals.stop)
+ while (!Signals.stop)
cond_wait(&main.sleepCond, &main.sleepLock);
lock_release(&main.sleepLock);