Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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 "movegen.h"
#include "search.h"
#include "thread.h"
+#include "uci.h"
#include "syzygy/tbprobe.h"
+#include "tt.h"
ThreadPool Threads; // Global object
Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
wait_for_search_finished();
- clear(); // Zero-init histories (based on std::array)
}
counterMoves.fill(MOVE_NONE);
mainHistory.fill(0);
+ captureHistory.fill(0);
- for (auto& to : contHistory)
+ for (auto& to : continuationHistory)
for (auto& h : to)
- h.fill(0);
+ h->fill(0);
- contHistory[NO_PIECE][0].fill(Search::CounterMovePruneThreshold - 1);
+ continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
}
/// Thread::start_searching() wakes up the thread that will start the search
void Thread::idle_loop() {
- WinProcGroup::bindThisThread(idx);
+ // If OS already scheduled us on a different group than 0 then don't overwrite
+ // the choice, eventually we are one of many one-threaded processes running on
+ // some Windows NUMA hardware, for instance in fishtest. To make it simple,
+ // just check if running threads are below a threshold, in this case all this
+ // NUMA machinery is not needed.
+ if (Options["Threads"] > 8)
+ WinProcGroup::bindThisThread(idx);
while (true)
{
}
}
+/// ThreadPool::set() creates/destroys threads to match the requested number.
+/// Created and launched threads will go immediately to sleep in idle_loop.
+/// Upon resizing, threads are recreated to allow for binding if necessary.
-/// ThreadPool::init() creates and launches the threads that will go
-/// immediately to sleep in idle_loop. We cannot use the constructor because
-/// Threads is a static object and we need a fully initialized engine at
-/// this point due to allocation of Endgames in the Thread constructor.
-
-void ThreadPool::init(size_t requested) {
+void ThreadPool::set(size_t requested) {
- push_back(new MainThread(0));
- set(requested);
-}
+ if (size() > 0) { // destroy any existing thread(s)
+ main()->wait_for_search_finished();
+ while (size() > 0)
+ delete back(), pop_back();
+ }
-/// ThreadPool::exit() terminates threads before the program exits. Cannot be
-/// done in the destructor because threads must be terminated before deleting
-/// any static object, so before main() returns.
+ if (requested > 0) { // create new thread(s)
+ push_back(new MainThread(0));
-void ThreadPool::exit() {
+ while (size() < requested)
+ push_back(new Thread(size()));
+ clear();
+ }
- main()->wait_for_search_finished();
- set(0);
+ // Reallocate the hash with the new threadpool size
+ TT.resize(Options["Hash"]);
}
+/// ThreadPool::clear() sets threadPool data to initial values.
-/// ThreadPool::set() creates/destroys threads to match the requested number
-
-void ThreadPool::set(size_t requested) {
+void ThreadPool::clear() {
- while (size() < requested)
- push_back(new Thread(size()));
+ for (Thread* th : *this)
+ th->clear();
- while (size() > requested)
- delete back(), pop_back();
+ main()->callsCnt = 0;
+ main()->previousScore = VALUE_INFINITE;
+ main()->previousTimeReduction = 1.0;
}
-
/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and
/// returns immediately. Main thread will wake up other threads and start the search.
rootMoves.emplace_back(m);
if (!rootMoves.empty())
- Tablebases::filter_root_moves(pos, rootMoves);
+ Tablebases::rank_root_moves(pos, rootMoves);
// After ownership transfer 'states' becomes empty, so if we stop the search
// and call 'go' again without setting a new position states.get() == NULL.
// is shared by threads but is accessed in read-only mode.
StateInfo tmp = setupStates->back();
- for (Thread* th : Threads)
+ for (Thread* th : *this)
{
- th->nodes = th->tbHits = 0;
+ th->nodes = th->tbHits = th->nmpMinPly = 0;
th->rootDepth = th->completedDepth = DEPTH_ZERO;
th->rootMoves = rootMoves;
th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);