// 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();
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"]);
}
void ThreadsManager::set_size(int cnt) {
- assert(cnt > 0 && cnt <= MAX_THREADS);
+ assert(cnt > 0 && cnt < MAX_THREADS);
activeThreads = cnt;
- for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread
+ for (int i = 0; i < MAX_THREADS; i++)
if (i < activeThreads)
{
// Dynamically allocate pawn and material hash tables according to the
// possible threads if only few are used.
threads[i].pawnTable.init();
threads[i].materialTable.init();
+ threads[i].maxPly = 0;
threads[i].do_sleep = false;
+
+ if (!useSleepingThreads)
+ threads[i].wake_up();
}
else
threads[i].do_sleep = true;
void ThreadsManager::init() {
+ read_uci_options();
+
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();
threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
threads[i].threadID = i;
+ lock_init(threads[i].sleepLock);
+ cond_init(threads[i].sleepCond);
+
+ for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
+ lock_init(threads[i].splitPoints[j].lock);
+
if (!thread_create(threads[i].handle, start_routine, threads[i]))
{
std::cerr << "Failed to create thread number " << i << std::endl;
lock_destroy(threads[i].sleepLock);
cond_destroy(threads[i].sleepCond);
- for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
+ for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
lock_destroy(threads[i].splitPoints[j].lock);
}
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);
int master = pos.thread();
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
if (threads[i].is_available_to(master))
{
sp->slavesMask |= 1ULL << i;
- threads[i].splitPoint = sp;
+ threads[i].curSplitPoint = sp;
threads[i].is_searching = true; // Slave leaves idle_loop()
if (useSleepingThreads)
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