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)
+#if defined(_WIN32) || defined(_WIN64)
DWORD WINAPI start_routine(LPVOID thread) {
#else
void* start_routine(void* thread) {
void Thread::wake_up() {
- lock_grab(&sleepLock);
- cond_signal(&sleepCond);
- lock_release(&sleepLock);
+ lock_grab(sleepLock);
+ cond_signal(sleepCond);
+ lock_release(sleepLock);
}
// 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 sp_count = activeSplitPoints;
// 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])
+ if (!sp_count || (splitPoints[sp_count - 1].slavesMask & (1ULL << master)))
return true;
return false;
void ThreadsManager::init() {
// Initialize sleep condition and lock used by thread manager
- cond_init(&sleepCond);
- lock_init(&threadsLock);
+ 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);
+ 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));
+ lock_init(threads[i].splitPoints[j].lock);
}
// Allocate main thread tables to call evaluate() also when not searching
threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
threads[i].threadID = i;
-#if defined(_MSC_VER)
- 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, &threads[i]);
-#endif
-
- if (!ok)
+ if (!thread_create(threads[i].handle, start_routine, threads[i]))
{
std::cerr << "Failed to create thread number " << i << std::endl;
::exit(EXIT_FAILURE);
void ThreadsManager::exit() {
+ assert(threads[0].is_searching == false);
+
for (int i = 0; i <= MAX_THREADS; i++)
{
- threads[i].do_terminate = true; // Search must be already finished
+ threads[i].do_exit = true; // Search must be already finished
threads[i].wake_up();
- // Wait for thread termination
-#if defined(_MSC_VER)
- WaitForSingleObject(threads[i].handle, INFINITE);
- CloseHandle(threads[i].handle);
-#else
- pthread_join(threads[i].handle, NULL);
-#endif
+ thread_join(threads[i].handle); // Wait for thread termination
// Now we can safely destroy associated locks and wait conditions
- lock_destroy(&threads[i].sleepLock);
- cond_destroy(&threads[i].sleepCond);
+ 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));
+ lock_destroy(threads[i].splitPoints[j].lock);
}
- lock_destroy(&threadsLock);
- cond_destroy(&sleepCond);
+ lock_destroy(threadsLock);
+ cond_destroy(sleepCond);
}
}
-// 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
sp->parent = masterThread.splitPoint;
sp->master = master;
sp->is_betaCutoff = false;
+ sp->slavesMask = (1ULL << master);
sp->depth = depth;
sp->threatMove = threatMove;
sp->alpha = alpha;
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);
// 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(threadsLock);
+ lock_grab(sp->lock); // To protect sp->slaves_mask
- for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
+ for (i = 0; !Fake && i < activeThreads; i++)
if (threads[i].is_available_to(master))
{
- workersCnt++;
- sp->is_slave[i] = true;
+ sp->slavesMask |= (1ULL << i);
threads[i].splitPoint = sp;
- // This makes the slave to exit from idle_loop()
+ // Allocate the slave and make it exit from idle_loop()
threads[i].is_searching = true;
if (useSleepingThreads)
threads[i].wake_up();
+
+ if (++workersCnt >= maxThreadsPerSplitPoint)
+ break;
}
- lock_release(&threadsLock);
+ lock_release(sp->lock);
+ lock_release(threadsLock);
// We failed to allocate even one slave, return
if (!Fake && workersCnt == 1)
// 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);
+ lock_grab(threadsLock);
+ lock_grab(sp->lock); // To protect sp->nodes
+
masterThread.is_searching = true;
masterThread.activeSplitPoints--;
-
- lock_release(&threadsLock);
-
masterThread.splitPoint = sp->parent;
pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
+ lock_release(sp->lock);
+ lock_release(threadsLock);
+
return sp->bestValue;
}
void Thread::timer_loop() {
- while (!do_terminate)
+ while (!do_exit)
{
- lock_grab(&sleepLock);
- timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX);
- lock_release(&sleepLock);
+ lock_grab(sleepLock);
+ timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
+ lock_release(sleepLock);
check_time();
}
}
Thread& timer = threads[MAX_THREADS];
- lock_grab(&timer.sleepLock);
+ lock_grab(timer.sleepLock);
timer.maxPly = msec;
- cond_signal(&timer.sleepCond); // Wake up and restart the timer
- lock_release(&timer.sleepLock);
+ cond_signal(timer.sleepCond); // Wake up and restart the timer
+ lock_release(timer.sleepLock);
}
while (true)
{
- lock_grab(&sleepLock);
+ lock_grab(sleepLock);
do_sleep = true; // Always return to sleep after a search
is_searching = false;
- while (do_sleep && !do_terminate)
+ while (do_sleep && !do_exit)
{
- cond_signal(&Threads.sleepCond); // Wake up UI thread if needed
- cond_wait(&sleepCond, &sleepLock);
+ cond_signal(Threads.sleepCond); // Wake up UI thread if needed
+ cond_wait(sleepCond, sleepLock);
}
is_searching = true;
- lock_release(&sleepLock);
+ lock_release(sleepLock);
- if (do_terminate)
+ if (do_exit)
return;
- think(); // This is the search entry point
+ Search::think();
}
}
// the search to finish.
void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
- const std::set<Move>& searchMoves, bool asyncMode) {
+ 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
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)
+ if (!async)
while (!main.do_sleep)
- cond_wait(&sleepCond, &main.sleepLock);
+ cond_wait(sleepCond, main.sleepLock);
- lock_release(&main.sleepLock);
+ lock_release(main.sleepLock);
}
Search::Signals.stop = true;
- lock_grab(&main.sleepLock);
+ lock_grab(main.sleepLock);
- cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit
+ cond_signal(main.sleepCond); // In case is waiting for stop or ponderhit
while (!main.do_sleep)
- cond_wait(&sleepCond, &main.sleepLock);
+ cond_wait(sleepCond, main.sleepLock);
- lock_release(&main.sleepLock);
+ lock_release(main.sleepLock);
}
Thread& main = threads[0];
- lock_grab(&main.sleepLock);
+ lock_grab(main.sleepLock);
while (!Signals.stop)
- cond_wait(&main.sleepCond, &main.sleepLock);
+ cond_wait(main.sleepCond, main.sleepLock);
- lock_release(&main.sleepLock);
+ lock_release(main.sleepLock);
}