#include <iostream>
+#include "search.h"
#include "thread.h"
#include "ucioption.h"
namespace { extern "C" {
// 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.
+ // is launched. It simply calls idle_loop() of the supplied thread. The
+ // last two threads are dedicated to read input from GUI and to mimic a
+ // timer, so they run in listener_loop() and timer_loop() respectively.
#if defined(_MSC_VER)
-
- DWORD WINAPI start_routine(LPVOID threadID) {
-
- Threads[*(int*)threadID].idle_loop(NULL);
- return 0;
- }
-
+ DWORD WINAPI start_routine(LPVOID thread) {
#else
+ void* start_routine(void* thread) {
+#endif
- void* start_routine(void* threadID) {
+ if (((Thread*)thread)->threadID == MAX_THREADS)
+ ((Thread*)thread)->listener_loop();
- Threads[*(int*)threadID].idle_loop(NULL);
- return NULL;
- }
+ else if (((Thread*)thread)->threadID == MAX_THREADS + 1)
+ ((Thread*)thread)->timer_loop();
+ else
+ ((Thread*)thread)->idle_loop(NULL);
-#endif
+ return 0;
+ }
} }
}
-// 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.
+// 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 {
bool Thread::is_available_to(int master) const {
- if (state != AVAILABLE)
+ if (is_searching)
return false;
// Make a local copy to be sure doesn't become zero under our feet while
activeThreads = cnt;
for (int i = 0; i < MAX_THREADS; i++)
- threads[i].do_sleep = !(i < activeThreads);
+ if (i < activeThreads)
+ {
+ // Dynamically allocate 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 could
+ // even result in a crash.
+ threads[i].pawnTable.init();
+ threads[i].materialTable.init();
+
+ threads[i].do_sleep = false;
+ }
+ else
+ threads[i].do_sleep = true;
}
void ThreadsManager::init() {
- // Threads will sent to sleep as soon as created, only main thread is kept alive
- set_size(1);
- threads[0].state = Thread::SEARCHING;
- threads[0].threadID = 0;
-
- // Allocate pawn and material hash tables for main thread
- init_hash_tables();
+ // Initialize sleep condition used to block waiting for GUI input
+ cond_init(&sleepCond);
// Initialize threads lock, used when allocating slaves during splitting
lock_init(&threadsLock);
// Initialize sleep and split point locks
- for (int i = 0; i < MAX_THREADS; i++)
+ for (int i = 0; i < MAX_THREADS + 2; i++)
{
lock_init(&threads[i].sleepLock);
cond_init(&threads[i].sleepCond);
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++)
+ // Initialize main thread's associated data
+ threads[0].is_searching = true;
+ threads[0].threadID = 0;
+ set_size(1); // This makes all the threads but the main to go to sleep
+
+ // Create and launch all the threads but the main that is already running,
+ // threads will go immediately to sleep.
+ for (int i = 1; i < MAX_THREADS + 2; i++)
{
- threads[i].state = Thread::INITIALIZING;
+ threads[i].is_searching = false;
threads[i].threadID = i;
#if defined(_MSC_VER)
- bool ok = (CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i].threadID , 0, NULL) != NULL);
+ threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL);
+ bool ok = (threads[i].handle != NULL);
#else
- pthread_t pthreadID;
- bool ok = (pthread_create(&pthreadID, NULL, start_routine, (void*)&threads[i].threadID) == 0);
- pthread_detach(pthreadID);
+ bool ok = (pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]) == 0);
#endif
+
if (!ok)
{
- std::cout << "Failed to create thread number " << i << std::endl;
+ std::cerr << "Failed to create thread number " << i << std::endl;
::exit(EXIT_FAILURE);
}
-
- // Wait until the thread has finished launching and is gone to sleep
- while (threads[i].state == Thread::INITIALIZING) {}
}
}
void ThreadsManager::exit() {
- for (int i = 0; i < MAX_THREADS; i++)
+ for (int i = 0; i < MAX_THREADS + 2; i++)
{
- // Wake up all the slave threads and wait for termination
if (i != 0)
{
threads[i].do_terminate = true;
threads[i].wake_up();
- while (threads[i].state != Thread::TERMINATED) {}
+
+ // Wait for slave termination
+#if defined(_MSC_VER)
+ WaitForSingleObject(threads[i].handle, 0);
+ CloseHandle(threads[i].handle);
+#else
+ pthread_join(threads[i].handle, NULL);
+#endif
}
// Now we can safely destroy locks and wait conditions
}
lock_destroy(&threadsLock);
-}
-
-
-// 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.
-
-void ThreadsManager::init_hash_tables() {
-
- for (int i = 0; i < activeThreads; i++)
- {
- threads[i].pawnTable.init();
- threads[i].materialTable.init();
- }
+ cond_destroy(&sleepCond);
}
Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta,
Value bestValue, Depth depth, Move threatMove,
int moveCount, MovePicker* mp, int nodeType) {
- assert(pos.is_ok());
+ assert(pos.pos_is_ok());
assert(bestValue >= -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(alpha < beta);
sp->is_slave[i] = false;
// If we are here it means we are not available
- assert(masterThread.state == Thread::SEARCHING);
+ assert(masterThread.is_searching);
int workersCnt = 1; // At least the master is included
threads[i].splitPoint = sp;
// This makes the slave to exit from idle_loop()
- threads[i].state = Thread::WORKISWAITING;
+ threads[i].is_searching = true;
if (useSleepingThreads)
threads[i].wake_up();
masterThread.splitPoint = sp;
masterThread.activeSplitPoints++;
- masterThread.state = Thread::WORKISWAITING;
- // 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.
+ // Everything is set up. The master thread enters the idle loop, from which
+ // it will instantly launch a search, because its is_searching flag is set.
+ // We pass the split point as a parameter to the idle loop, which means that
+ // the thread will return from the idle loop when all slaves have finished
+ // their work at this split point.
masterThread.idle_loop(sp);
// In helpful master concept a master can help only a sub-tree, and
// because here is all finished is not possible master is booked.
- assert(masterThread.state == Thread::AVAILABLE);
+ assert(!masterThread.is_searching);
// 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);
- masterThread.state = Thread::SEARCHING;
+ masterThread.is_searching = true;
masterThread.activeSplitPoints--;
lock_release(&threadsLock);
// Explicit template instantiations
template Value ThreadsManager::split<false>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
template Value ThreadsManager::split<true>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
+
+
+// Thread::timer_loop() is where the timer thread waits maxPly milliseconds
+// and then calls do_timer_event().
+
+void Thread::timer_loop() {
+
+ while (!do_terminate)
+ {
+ lock_grab(&sleepLock);
+ timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX);
+ lock_release(&sleepLock);
+ do_timer_event();
+ }
+}
+
+
+// ThreadsManager::set_timer() is used to set the timer to trigger after msec
+// milliseconds. If msec is 0 then timer is stopped.
+
+void ThreadsManager::set_timer(int msec) {
+
+ Thread& timer = threads[MAX_THREADS + 1];
+
+ lock_grab(&timer.sleepLock);
+ timer.maxPly = msec;
+ cond_signal(&timer.sleepCond); // Wake up and restart the timer
+ lock_release(&timer.sleepLock);
+}
+
+
+// Thread::listener_loop() is where the listener thread, used for I/O, waits for
+// input. When is_searching is false then input is read in sync with main thread
+// (that blocks), otherwise the listener thread reads any input asynchronously
+// and processes the input line calling do_uci_async_cmd().
+
+void Thread::listener_loop() {
+
+ std::string cmd;
+
+ while (true)
+ {
+ lock_grab(&sleepLock);
+
+ Threads.inputLine = cmd;
+ do_sleep = !is_searching;
+
+ // Here the thread is parked in sync mode after a line has been read
+ while (do_sleep && !do_terminate) // Catches spurious wake ups
+ {
+ cond_signal(&Threads.sleepCond); // Wake up main thread
+ cond_wait(&sleepCond, &sleepLock); // Sleep here
+ }
+
+ lock_release(&sleepLock);
+
+ if (do_terminate)
+ return;
+
+ if (!std::getline(std::cin, cmd)) // Block waiting for input
+ cmd = "quit";
+
+ lock_grab(&sleepLock);
+
+ // If we are in async mode then process the command now
+ if (is_searching)
+ {
+ // Command "quit" is the last one received by the GUI, so park the
+ // thread waiting for exiting.
+ if (cmd == "quit")
+ is_searching = false;
+
+ do_uci_async_cmd(cmd);
+ cmd = ""; // Input has been consumed
+ }
+
+ lock_release(&sleepLock);
+ }
+}
+
+
+// ThreadsManager::getline() is used by main thread to block and wait for input,
+// the behaviour mimics std::getline().
+
+void ThreadsManager::getline(std::string& cmd) {
+
+ Thread& listener = threads[MAX_THREADS];
+
+ lock_grab(&listener.sleepLock);
+
+ listener.is_searching = false; // Set sync mode
+
+ // If there is already some input to grab then skip without to wake up the
+ // listener. This can happen if after we send the "bestmove", the GUI sends
+ // a command that the listener buffers in inputLine before going to sleep.
+ if (inputLine.empty())
+ {
+ listener.do_sleep = false;
+ cond_signal(&listener.sleepCond); // Wake up listener thread
+
+ while (!listener.do_sleep)
+ cond_wait(&sleepCond, &listener.sleepLock); // Wait for input
+ }
+
+ cmd = inputLine;
+ inputLine = ""; // Input has been consumed
+
+ lock_release(&listener.sleepLock);
+}
+
+
+// ThreadsManager::start_listener() is called at the beginning of the search to
+// swith from sync behaviour (default) to async and so be able to read from UCI
+// while other threads are searching. This avoids main thread polling for input.
+
+void ThreadsManager::start_listener() {
+
+ Thread& listener = threads[MAX_THREADS];
+
+ lock_grab(&listener.sleepLock);
+ listener.is_searching = true;
+ listener.do_sleep = false;
+ cond_signal(&listener.sleepCond); // Wake up listener thread
+ lock_release(&listener.sleepLock);
+}
+
+
+// ThreadsManager::stop_listener() is called before to send "bestmove" to GUI to
+// return to in-sync behaviour. This is needed because while in async mode any
+// command is discarded without being processed (except for a very few ones).
+
+void ThreadsManager::stop_listener() {
+
+ Thread& listener = threads[MAX_THREADS];
+
+ lock_grab(&listener.sleepLock);
+ listener.is_searching = false;
+ lock_release(&listener.sleepLock);
+}