/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2015 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 "movegen.h"
#include "search.h"
#include "thread.h"
-#include "ucioption.h"
+#include "uci.h"
using namespace Search;
// Helpers to launch a thread after creation and joining before delete. Must be
- // outside Thread c'tor and d'tor because the object will be fully initialized
+ // outside Thread c'tor and d'tor because the object must be fully initialized
// when start_routine (and hence virtual idle_loop) is called and when joining.
template<typename T> T* new_thread() {
}
void delete_thread(ThreadBase* th) {
+
+ th->mutex.lock();
th->exit = true; // Search must be already finished
+ th->mutex.unlock();
+
th->notify_one();
thread_join(th->handle); // Wait for thread termination
delete th;
}
-// notify_one() wakes up the thread when there is some work to do
+// ThreadBase::notify_one() wakes up the thread when there is some work to do
void ThreadBase::notify_one() {
}
-// wait_for() set the thread to sleep until condition 'b' turns true
+// ThreadBase::wait_for() set the thread to sleep until 'condition' turns true
-void ThreadBase::wait_for(volatile const bool& b) {
+void ThreadBase::wait_for(volatile const bool& condition) {
mutex.lock();
- while (!b) sleepCondition.wait(mutex);
+ while (!condition) sleepCondition.wait(mutex);
mutex.unlock();
}
-// Thread c'tor just inits data and does not launch any execution thread.
-// Such a thread will only be started when c'tor returns.
+// Thread c'tor makes some init but does not launch any execution thread that
+// will be started only when c'tor returns.
-Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
+Thread::Thread() /* : splitPoints() */ { // Initialization of non POD broken in MSVC
searching = false;
maxPly = splitPointsSize = 0;
}
-// cutoff_occurred() checks whether a beta cutoff has occurred in the
+// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the
// current active split point, or in some ancestor of the split point.
bool Thread::cutoff_occurred() const {
// Make a local copy to be sure it doesn't become zero under our feet while
// testing next condition and so leading to an out of bounds access.
- int size = splitPointsSize;
+ const int size = splitPointsSize;
// No split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
}
-// TimerThread::idle_loop() is where the timer thread waits msec milliseconds
-// and then calls check_time(). If msec is 0 thread sleeps until it's woken up.
+// Thread::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), 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 then helper threads are
+// informed 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.
+
+void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
+ Move* bestMove, Depth depth, int moveCount,
+ MovePicker* movePicker, int nodeType, bool cutNode) {
+
+ assert(searching);
+ assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
+ assert(depth >= Threads.minimumSplitDepth);
+ assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
+
+ // Pick and init the next available split point
+ SplitPoint& sp = splitPoints[splitPointsSize];
+
+ sp.masterThread = this;
+ sp.parentSplitPoint = activeSplitPoint;
+ sp.slavesMask = 0, sp.slavesMask.set(idx);
+ sp.depth = depth;
+ sp.bestValue = *bestValue;
+ sp.bestMove = *bestMove;
+ sp.alpha = alpha;
+ sp.beta = beta;
+ sp.nodeType = nodeType;
+ sp.cutNode = cutNode;
+ sp.movePicker = movePicker;
+ sp.moveCount = moveCount;
+ sp.pos = &pos;
+ sp.nodes = 0;
+ sp.cutoff = false;
+ sp.ss = ss;
+
+ // Try to allocate available threads and ask them to start searching setting
+ // 'searching' flag. This must be done under lock protection to avoid concurrent
+ // allocation of the same slave by another master.
+ Threads.mutex.lock();
+ sp.mutex.lock();
+
+ sp.allSlavesSearching = true; // Must be set under lock protection
+ ++splitPointsSize;
+ activeSplitPoint = &sp;
+ activePosition = NULL;
+
+ Thread* slave;
+
+ while ((slave = Threads.available_slave(this)) != NULL)
+ {
+ sp.slavesMask.set(slave->idx);
+ slave->activeSplitPoint = &sp;
+ slave->searching = true; // Slave leaves idle_loop()
+ slave->notify_one(); // Could be sleeping
+ }
+
+ // Everything is set up. The master thread enters the idle loop, from which
+ // it will instantly launch a search, because its 'searching' flag is set.
+ // The thread will return from the idle loop when all slaves have finished
+ // their work at this split point.
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
+
+ Thread::idle_loop(); // Force a call to base class idle_loop()
+
+ // In the helpful master concept, a master can help only a sub-tree of its
+ // split point and because everything is finished here, it's not possible
+ // for the master to be booked.
+ assert(!searching);
+ assert(!activePosition);
+
+ // We have returned from the idle loop, which means that all threads are
+ // finished. Note that setting 'searching' and decreasing splitPointsSize must
+ // be done under lock protection to avoid a race with Thread::available_to().
+ Threads.mutex.lock();
+ sp.mutex.lock();
+
+ searching = true;
+ --splitPointsSize;
+ activeSplitPoint = sp.parentSplitPoint;
+ activePosition = &pos;
+ pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
+ *bestMove = sp.bestMove;
+ *bestValue = sp.bestValue;
+
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
+}
+
+
+// TimerThread::idle_loop() is where the timer thread waits Resolution milliseconds
+// and then calls check_time(). When not searching, thread sleeps until it's woken up.
void TimerThread::idle_loop() {
void MainThread::idle_loop() {
- while (true)
+ while (!exit)
{
mutex.lock();
mutex.unlock();
- if (exit)
- return;
-
- searching = true;
+ if (!exit)
+ {
+ searching = true;
- Search::think();
+ Search::think();
- assert(searching);
+ assert(searching);
- searching = false;
+ searching = false;
+ }
}
}
-// init() is called at startup to create and launch requested threads, that will
-// go immediately to sleep due to 'sleepWhileIdle' set to true. We cannot use
-// a c'tor because Threads is a static object and we need a fully initialized
-// engine at this point due to allocation of Endgames in Thread c'tor.
+// ThreadPool::init() is called at startup to create and launch requested threads,
+// that will go immediately to sleep. We cannot use a c'tor because Threads is a
+// static object and we need a fully initialized engine at this point due to
+// allocation of Endgames in Thread c'tor.
void ThreadPool::init() {
- sleepWhileIdle = true;
timer = new_thread<TimerThread>();
push_back(new_thread<MainThread>());
read_uci_options();
}
-// exit() cleanly terminates the threads before the program exits
+// ThreadPool::exit() terminates the threads before the program exits. Cannot be
+// done in d'tor because threads must be terminated before freeing us.
void ThreadPool::exit() {
}
-// read_uci_options() updates internal threads parameters from the corresponding
-// UCI options and creates/destroys threads to match the requested number. Thread
-// objects are dynamically allocated to avoid creating all possible threads
-// in advance (which include pawns and material tables), even if only a few
-// are to be used.
+// ThreadPool::read_uci_options() updates internal threads parameters from the
+// corresponding UCI options and creates/destroys threads to match the requested
+// number. Thread objects are dynamically allocated to avoid creating all possible
+// threads in advance (which include pawns and material tables), even if only a
+// few are to be used.
void ThreadPool::read_uci_options() {
}
-// available_slave() tries to find an idle thread which is available as a slave
-// for the thread 'master'.
+// ThreadPool::available_slave() tries to find an idle thread which is available
+// as a slave for the thread 'master'.
Thread* ThreadPool::available_slave(const Thread* master) const {
}
-// 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), 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 then helper threads are
-// told 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 Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
- Move* bestMove, Depth depth, int moveCount,
- MovePicker* movePicker, int nodeType, bool cutNode) {
-
- assert(pos.pos_is_ok());
- assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
- assert(depth >= Threads.minimumSplitDepth);
- assert(searching);
- assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
-
- // Pick the next available split point from the split point stack
- SplitPoint& sp = splitPoints[splitPointsSize];
-
- sp.masterThread = this;
- sp.parentSplitPoint = activeSplitPoint;
- sp.slavesMask = 0, sp.slavesMask.set(idx);
- sp.depth = depth;
- sp.bestValue = *bestValue;
- sp.bestMove = *bestMove;
- sp.alpha = alpha;
- sp.beta = beta;
- sp.nodeType = nodeType;
- sp.cutNode = cutNode;
- sp.movePicker = movePicker;
- sp.moveCount = moveCount;
- sp.pos = &pos;
- sp.nodes = 0;
- sp.cutoff = false;
- sp.ss = ss;
-
- // Try to allocate available threads and ask them to start searching setting
- // 'searching' flag. This must be done under lock protection to avoid concurrent
- // allocation of the same slave by another master.
- Threads.mutex.lock();
- sp.mutex.lock();
-
- sp.allSlavesSearching = true; // Must be set under lock protection
- ++splitPointsSize;
- activeSplitPoint = &sp;
- activePosition = NULL;
-
- if (!Fake)
- for (Thread* slave; (slave = Threads.available_slave(this)) != NULL; )
- {
- sp.slavesMask.set(slave->idx);
- slave->activeSplitPoint = &sp;
- slave->searching = true; // Slave leaves idle_loop()
- slave->notify_one(); // Could be sleeping
- }
-
- // Everything is set up. The master thread enters the idle loop, from which
- // it will instantly launch a search, because its 'searching' flag is set.
- // The thread will return from the idle loop when all slaves have finished
- // their work at this split point.
- sp.mutex.unlock();
- Threads.mutex.unlock();
-
- Thread::idle_loop(); // Force a call to base class idle_loop()
-
- // In the helpful master concept, a master can help only a sub-tree of its
- // split point and because everything is finished here, it's not possible
- // for the master to be booked.
- assert(!searching);
- assert(!activePosition);
-
- // We have returned from the idle loop, which means that all threads are
- // finished. Note that setting 'searching' and decreasing splitPointsSize is
- // done under lock protection to avoid a race with Thread::available_to().
- Threads.mutex.lock();
- sp.mutex.lock();
-
- searching = true;
- --splitPointsSize;
- activeSplitPoint = sp.parentSplitPoint;
- activePosition = &pos;
- pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
- *bestMove = sp.bestMove;
- *bestValue = sp.bestValue;
-
- sp.mutex.unlock();
- Threads.mutex.unlock();
-}
-
-// Explicit template instantiations
-template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
-template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
-
-
-// wait_for_think_finished() waits for main thread to go to sleep then returns
+// ThreadPool::wait_for_think_finished() waits for main thread to finish the search
void ThreadPool::wait_for_think_finished() {
- MainThread* t = main();
- t->mutex.lock();
- while (t->thinking) sleepCondition.wait(t->mutex);
- t->mutex.unlock();
+ MainThread* th = main();
+ th->mutex.lock();
+ while (th->thinking) sleepCondition.wait(th->mutex);
+ th->mutex.unlock();
}
-// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop()
-// so to start a new search, then returns immediately.
-
-void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, StateStackPtr& states) {
+// ThreadPool::start_thinking() wakes up the main thread sleeping in
+// MainThread::idle_loop() and starts a new search, then returns immediately.
+void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
+ StateStackPtr& states) {
wait_for_think_finished();
SearchTime = Time::now(); // As early as possible