/*
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) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2017 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
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#include <iostream>
+#include <algorithm> // For std::count
+#include <cassert>
+#include "movegen.h"
+#include "search.h"
#include "thread.h"
-#include "ucioption.h"
+#include "uci.h"
+#include "syzygy/tbprobe.h"
-ThreadsManager Threads; // Global object definition
+ThreadPool Threads; // Global object
-namespace { extern "C" {
+/// Thread constructor launches the thread and then waits until it goes to sleep
+/// in idle_loop().
- // start_routine() is the C function which is called when a new thread
- // is launched. It simply calls idle_loop() with the supplied threadID.
- // There are two versions of this function; one for POSIX threads and
- // one for Windows threads.
+Thread::Thread() {
-#if defined(_MSC_VER)
+ resetCalls = exit = false;
+ maxPly = callsCnt = 0;
+ tbHits = 0;
+ idx = Threads.size(); // Start from 0
- DWORD WINAPI start_routine(LPVOID threadID) {
-
- Threads.idle_loop(*(int*)threadID, NULL);
- return 0;
- }
-
-#else
+ std::unique_lock<Mutex> lk(mutex);
+ searching = true;
+ nativeThread = std::thread(&Thread::idle_loop, this);
+ sleepCondition.wait(lk, [&]{ return !searching; });
+}
- void* start_routine(void* threadID) {
- Threads.idle_loop(*(int*)threadID, NULL);
- return NULL;
- }
+/// Thread destructor waits for thread termination before returning
-#endif
+Thread::~Thread() {
-} }
+ mutex.lock();
+ exit = true;
+ sleepCondition.notify_one();
+ mutex.unlock();
+ nativeThread.join();
+}
-// wake_up() wakes up the thread, normally at the beginning of the search or,
-// if "sleeping threads" is used, when there is some work to do.
+/// Thread::wait_for_search_finished() waits on sleep condition
+/// until not searching
-void Thread::wake_up() {
+void Thread::wait_for_search_finished() {
- lock_grab(&sleepLock);
- cond_signal(&sleepCond);
- lock_release(&sleepLock);
+ std::unique_lock<Mutex> lk(mutex);
+ sleepCondition.wait(lk, [&]{ return !searching; });
}
-// cutoff_occurred() checks whether a beta cutoff has occurred in
-// the thread's currently active split point, or in some ancestor of
-// the current split point.
+/// Thread::wait() waits on sleep condition until condition is true
-bool Thread::cutoff_occurred() const {
+void Thread::wait(std::atomic_bool& condition) {
- for (SplitPoint* sp = splitPoint; sp; sp = sp->parent)
- if (sp->is_betaCutoff)
- return true;
- return false;
+ std::unique_lock<Mutex> lk(mutex);
+ sleepCondition.wait(lk, [&]{ return bool(condition); });
}
-// is_available_to() checks whether the thread is available to help the thread with
-// threadID "master" at a split point. An obvious requirement is that thread must be
-// idle. With more than two threads, this is not by itself sufficient: If the thread
-// is the master of some active split point, it is only available as a slave to the
-// threads which are busy searching the split point at the top of "slave"'s split
-// point stack (the "helpful master concept" in YBWC terminology).
-
-bool Thread::is_available_to(int master) const {
+/// Thread::start_searching() wakes up the thread that will start the search
- if (state != AVAILABLE)
- return false;
+void Thread::start_searching(bool resume) {
- // 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;
+ std::unique_lock<Mutex> lk(mutex);
- // 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])
- return true;
+ if (!resume)
+ searching = true;
- return false;
+ sleepCondition.notify_one();
}
-// read_uci_options() updates number of active threads and other internal
-// parameters according to the UCI options values. It is called before
-// to start a new search.
+/// Thread::idle_loop() is where the thread is parked when it has no work to do
-void ThreadsManager::read_uci_options() {
+void Thread::idle_loop() {
- 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>();
- activeThreads = Options["Threads"].value<int>();
-}
+ WinProcGroup::bindThisThread(idx);
+ while (!exit)
+ {
+ std::unique_lock<Mutex> lk(mutex);
-// init() is called during startup. Initializes locks and condition variables
-// and launches all threads sending them immediately to sleep.
+ searching = false;
-void ThreadsManager::init() {
+ while (!searching && !exit)
+ {
+ sleepCondition.notify_one(); // Wake up any waiting thread
+ sleepCondition.wait(lk);
+ }
- int threadID[MAX_THREADS];
+ lk.unlock();
- // This flag is needed to properly end the threads when program exits
- allThreadsShouldExit = false;
+ if (!exit)
+ search();
+ }
+}
- // Threads will sent to sleep as soon as created, only main thread is kept alive
- activeThreads = 1;
- threads[0].state = Thread::SEARCHING;
- // Allocate pawn and material hash tables for main thread
- init_hash_tables();
+/// ThreadPool::init() creates and launches requested threads that will go
+/// immediately to sleep. We cannot use a 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.
- lock_init(&mpLock);
+void ThreadPool::init() {
- // Initialize thread and split point locks
- for (int i = 0; i < MAX_THREADS; i++)
- {
- lock_init(&threads[i].sleepLock);
- cond_init(&threads[i].sleepCond);
+ push_back(new MainThread());
+ read_uci_options();
+}
- for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
- lock_init(&(threads[i].splitPoints[j].lock));
- }
- // Create and startup all the threads but the main that is already running
- for (int i = 1; i < MAX_THREADS; i++)
- {
- threads[i].state = Thread::INITIALIZING;
- threadID[i] = i;
-
-#if defined(_MSC_VER)
- bool ok = (CreateThread(NULL, 0, start_routine, (LPVOID)&threadID[i], 0, NULL) != NULL);
-#else
- pthread_t pthreadID;
- bool ok = (pthread_create(&pthreadID, NULL, start_routine, (void*)&threadID[i]) == 0);
- pthread_detach(pthreadID);
-#endif
- if (!ok)
- {
- std::cout << "Failed to create thread number " << i << std::endl;
- ::exit(EXIT_FAILURE);
- }
+/// ThreadPool::exit() terminates threads before the program exits. Cannot be
+/// done in destructor because threads must be terminated before deleting any
+/// static objects while still in main().
- // Wait until the thread has finished launching and is gone to sleep
- while (threads[i].state == Thread::INITIALIZING) {}
- }
-}
+void ThreadPool::exit() {
+ while (size())
+ delete back(), pop_back();
+}
-// exit() is called to cleanly exit the threads when the program finishes
-void ThreadsManager::exit() {
+/// ThreadPool::read_uci_options() updates internal threads parameters from the
+/// corresponding UCI options and creates/destroys threads to match requested
+/// number. Thread objects are dynamically allocated.
- // Force the woken up threads to exit idle_loop() and hence terminate
- allThreadsShouldExit = true;
+void ThreadPool::read_uci_options() {
- for (int i = 0; i < MAX_THREADS; i++)
- {
- // Wake up all the threads and waits for termination
- if (i != 0)
- {
- threads[i].wake_up();
- while (threads[i].state != Thread::TERMINATED) {}
- }
+ size_t requested = Options["Threads"];
- // Now we can safely destroy the locks and wait conditions
- lock_destroy(&threads[i].sleepLock);
- cond_destroy(&threads[i].sleepCond);
+ assert(requested > 0);
- for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
- lock_destroy(&(threads[i].splitPoints[j].lock));
- }
+ while (size() < requested)
+ push_back(new Thread());
- lock_destroy(&mpLock);
+ while (size() > requested)
+ delete back(), pop_back();
}
-// init_hash_tables() dynamically allocates pawn and material hash tables
-// according to the number of active threads. This avoids preallocating
-// memory for all possible threads if only few are used as, for instance,
-// on mobile devices where memory is scarce and allocating for MAX_THREADS
-// threads could even result in a crash.
+/// ThreadPool::nodes_searched() returns the number of nodes searched
-void ThreadsManager::init_hash_tables() {
+uint64_t ThreadPool::nodes_searched() const {
- for (int i = 0; i < activeThreads; i++)
- {
- threads[i].pawnTable.init();
- threads[i].materialTable.init();
- }
+ uint64_t nodes = 0;
+ for (Thread* th : *this)
+ nodes += th->rootPos.nodes_searched();
+ return nodes;
}
-// available_slave_exists() tries to find an idle thread which is available as
-// a slave for the thread with threadID "master".
-
-bool ThreadsManager::available_slave_exists(int master) const {
-
- assert(master >= 0 && master < activeThreads);
+/// ThreadPool::tb_hits() returns the number of TB hits
- for (int i = 0; i < activeThreads; i++)
- if (i != master && threads[i].is_available_to(master))
- return true;
+uint64_t ThreadPool::tb_hits() const {
- return false;
+ uint64_t hits = 0;
+ for (Thread* th : *this)
+ hits += th->tbHits;
+ return hits;
}
-// 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 point objects), the function immediately returns. If splitting is
-// possible, a SplitPoint object is initialized with all the data that must be
-// copied to the helper threads and we tell our helper threads that they have
-// been assigned work. This will cause them to instantly leave their idle loops and
-// call search().When all threads have returned from search() then split() returns.
-
-template <bool Fake>
-void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const Value beta,
- Value* bestValue, Depth depth, Move threatMove,
- int moveCount, MovePicker* mp, int nodeType) {
- assert(pos.is_ok());
- assert(*bestValue >= -VALUE_INFINITE);
- assert(*bestValue <= *alpha);
- assert(*alpha < beta);
- assert(beta <= VALUE_INFINITE);
- assert(depth > DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < activeThreads);
- assert(activeThreads > 1);
-
- int i, master = pos.thread();
- Thread& masterThread = threads[master];
-
- lock_grab(&mpLock);
-
- // If no other thread is available to help us, or if we have too many
- // active split points, don't split.
- if ( !available_slave_exists(master)
- || masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
- {
- lock_release(&mpLock);
- return;
- }
+/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop()
+/// and starts a new search, then returns immediately.
- // Pick the next available split point object from the split point stack
- SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints++];
-
- // Initialize the split point object
- splitPoint.parent = masterThread.splitPoint;
- splitPoint.master = master;
- splitPoint.is_betaCutoff = false;
- splitPoint.depth = depth;
- splitPoint.threatMove = threatMove;
- splitPoint.alpha = *alpha;
- splitPoint.beta = beta;
- splitPoint.nodeType = nodeType;
- splitPoint.bestValue = *bestValue;
- splitPoint.mp = mp;
- splitPoint.moveCount = moveCount;
- splitPoint.pos = &pos;
- splitPoint.nodes = 0;
- splitPoint.ss = ss;
- for (i = 0; i < activeThreads; i++)
- splitPoint.is_slave[i] = false;
-
- masterThread.splitPoint = &splitPoint;
-
- // If we are here it means we are not available
- assert(masterThread.state != Thread::AVAILABLE);
-
- int workersCnt = 1; // At least the master is included
-
- // Allocate available threads setting state to THREAD_BOOKED
- for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
- if (i != master && threads[i].is_available_to(master))
- {
- threads[i].state = Thread::BOOKED;
- threads[i].splitPoint = &splitPoint;
- splitPoint.is_slave[i] = true;
- workersCnt++;
- }
+void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
+ const Search::LimitsType& limits) {
- assert(Fake || workersCnt > 1);
+ main()->wait_for_search_finished();
- // We can release the lock because slave threads are already booked and master is not available
- lock_release(&mpLock);
+ Search::Signals.stopOnPonderhit = Search::Signals.stop = false;
+ Search::Limits = limits;
+ Search::RootMoves rootMoves;
- // Tell the threads that they have work to do. This will make them leave
- // their idle loop.
- for (i = 0; i < activeThreads; i++)
- if (i == master || splitPoint.is_slave[i])
- {
- assert(i == master || threads[i].state == Thread::BOOKED);
+ for (const auto& m : MoveList<LEGAL>(pos))
+ if ( limits.searchmoves.empty()
+ || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
+ rootMoves.push_back(Search::RootMove(m));
- threads[i].state = Thread::WORKISWAITING; // This makes the slave to exit from idle_loop()
+ if (!rootMoves.empty())
+ Tablebases::filter_root_moves(pos, rootMoves);
- if (useSleepingThreads && i != master)
- threads[i].wake_up();
- }
+ // After ownership transfer 'states' becomes empty, so if we stop the search
+ // and call 'go' again without setting a new position states.get() == NULL.
+ assert(states.get() || setupStates.get());
- // Everything is set up. The master thread enters the idle loop, from
- // which it will instantly launch a search, because its state is
- // THREAD_WORKISWAITING. We send the split point as a second parameter to the
- // idle loop, which means that the main thread will return from the idle
- // loop when all threads have finished their work at this split point.
- idle_loop(master, &splitPoint);
+ if (states.get())
+ setupStates = std::move(states); // Ownership transfer, states is now empty
- // We have returned from the idle loop, which means that all threads are
- // finished. Update alpha and bestValue, and return.
- lock_grab(&mpLock);
+ StateInfo tmp = setupStates->back();
- *alpha = splitPoint.alpha;
- *bestValue = splitPoint.bestValue;
- masterThread.activeSplitPoints--;
- masterThread.splitPoint = splitPoint.parent;
- pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes);
+ for (Thread* th : Threads)
+ {
+ th->maxPly = 0;
+ th->tbHits = 0;
+ th->rootDepth = DEPTH_ZERO;
+ th->rootMoves = rootMoves;
+ th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
+ }
- lock_release(&mpLock);
-}
+ setupStates->back() = tmp; // Restore st->previous, cleared by Position::set()
-// Explicit template instantiations
-template void ThreadsManager::split<false>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, int);
-template void ThreadsManager::split<true>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, int);
+ main()->start_searching();
+}