/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2018 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/>.
*/
-#if !defined(THREAD_H_INCLUDED)
+#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
+#include <atomic>
+#include <condition_variable>
+#include <mutex>
+#include <thread>
#include <vector>
#include "material.h"
#include "pawns.h"
#include "position.h"
#include "search.h"
+#include "thread_win32.h"
-const int MAX_THREADS = 32;
-const int MAX_SPLITPOINTS_PER_THREAD = 8;
-
-class Thread;
-
-struct SplitPoint {
-
- // Const data after split point has been setup
- const Position* pos;
- const Search::Stack* ss;
- Depth depth;
- Value beta;
- int nodeType;
- Thread* master;
- Move threatMove;
-
- // Const pointers to shared data
- MovePicker* mp;
- SplitPoint* parent;
-
- // Shared data
- Lock lock;
- volatile uint64_t slavesMask;
- volatile uint64_t allSlavesMask;
- volatile int64_t nodes;
- volatile Value alpha;
- volatile Value bestValue;
- volatile Move bestMove;
- volatile int moveCount;
- volatile bool cutoff;
+
+/// Thread class keeps together all the thread-related stuff. We use
+/// per-thread pawn and material hash tables so that once we get a
+/// pointer to an entry its life time is unlimited and we don't have
+/// to care about someone changing the entry under our feet.
+
+class Thread {
+
+ Mutex mutex;
+ ConditionVariable cv;
+ size_t idx;
+ bool exit = false, searching = true; // Set before starting std::thread
+ std::thread stdThread;
+
+public:
+ explicit Thread(size_t);
+ virtual ~Thread();
+ virtual void search();
+ void clear();
+ void idle_loop();
+ void start_searching();
+ void wait_for_search_finished();
+
+ Pawns::Table pawnsTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ size_t PVIdx, PVLast;
+ int selDepth, nmp_ply, nmp_odd;
+ std::atomic<uint64_t> nodes, tbHits;
+
+ Position rootPos;
+ Search::RootMoves rootMoves;
+ Depth rootDepth, completedDepth;
+ CounterMoveHistory counterMoves;
+ ButterflyHistory mainHistory;
+ CapturePieceToHistory captureHistory;
+ ContinuationHistory contHistory;
+ Score contempt;
};
-/// Thread struct keeps together all the thread related stuff like locks, state
-/// and especially split points. We also use per-thread pawn and material hash
-/// tables so that once we get a pointer to an entry its life time is unlimited
-/// and we don't have to care about someone changing the entry under our feet.
+/// MainThread is a derived class specific for main thread
-class Thread {
+struct MainThread : public Thread {
- Thread(const Thread&); // Only declared to disable the default ones
- Thread& operator=(const Thread&); // that are not suitable in this case.
+ using Thread::Thread;
- typedef void (Thread::* Fn) ();
+ void search() override;
+ void check_time();
-public:
- Thread(Fn fn);
- ~Thread();
-
- void wake_up();
- bool cutoff_occurred() const;
- bool is_available_to(Thread* master) const;
- void idle_loop(SplitPoint* sp_master);
- void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn
- void main_loop();
- void timer_loop();
- void wait_for_stop_or_ponderhit();
-
- SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialTable materialTable;
- PawnTable pawnTable;
- int idx;
- int maxPly;
- Lock sleepLock;
- WaitCondition sleepCond;
- NativeHandle handle;
- Fn start_fn;
- SplitPoint* volatile curSplitPoint;
- volatile int splitPointsCnt;
- volatile bool is_searching;
- volatile bool do_sleep;
- volatile bool do_exit;
+ bool failedLow;
+ double bestMoveChanges, previousTimeReduction;
+ Value previousScore;
+ int callsCnt;
};
-/// ThreadsManager class handles all the threads related stuff like init, starting,
-/// parking and, the most important, launching a slave thread at a split point.
-/// All the access to shared thread data is done through this class.
+/// ThreadPool struct handles all the threads-related stuff like init, starting,
+/// parking and, most importantly, launching a thread. All the access to threads
+/// is done through this class.
-class ThreadsManager {
- /* As long as the single ThreadsManager object is defined as a global we don't
- need to explicitly initialize to zero its data members because variables with
- static storage duration are automatically set to zero before enter main()
- */
-public:
- void init(); // No c'tor becuase Threads is static and we need engine initialized
- ~ThreadsManager();
-
- Thread& operator[](int id) { return *threads[id]; }
- bool use_sleeping_threads() const { return useSleepingThreads; }
- int min_split_depth() const { return minimumSplitDepth; }
- int size() const { return (int)threads.size(); }
- Thread* main_thread() { return threads[0]; }
-
- void wake_up() const;
- void sleep() const;
- void read_uci_options();
- bool available_slave_exists(Thread* master) const;
- void set_timer(int msec);
- void wait_for_search_finished();
- void start_searching(const Position& pos, const Search::LimitsType& limits,
- const std::vector<Move>& searchMoves);
+struct ThreadPool : public std::vector<Thread*> {
+
+ void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false);
+ void clear();
+ void set(size_t);
+
+ MainThread* main() const { return static_cast<MainThread*>(front()); }
+ uint64_t nodes_searched() const { return accumulate(&Thread::nodes); }
+ uint64_t tb_hits() const { return accumulate(&Thread::tbHits); }
+
+ std::atomic_bool stop, ponder, stopOnPonderhit;
- template <bool Fake>
- Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
- Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
private:
- friend class Thread;
-
- std::vector<Thread*> threads;
- Thread* timer;
- Lock splitLock;
- WaitCondition sleepCond;
- Depth minimumSplitDepth;
- int maxThreadsPerSplitPoint;
- bool useSleepingThreads;
+ StateListPtr setupStates;
+
+ uint64_t accumulate(std::atomic<uint64_t> Thread::* member) const {
+
+ uint64_t sum = 0;
+ for (Thread* th : *this)
+ sum += (th->*member).load(std::memory_order_relaxed);
+ return sum;
+ }
};
-extern ThreadsManager Threads;
+extern ThreadPool Threads;
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED