/* 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 Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include #include "search.h" #include "thread.h" #include "ucioption.h" using namespace Search; ThreadsManager Threads; // Global object namespace { extern "C" { // start_routine() is the C function which is called when a new thread // is launched. It simply calls idle_loop() of the supplied thread. The first // and last thread are special. First one is the main search thread while the // last one mimics a timer, they run in main_loop() and timer_loop(). #if defined(_MSC_VER) DWORD WINAPI start_routine(LPVOID thread) { #else void* start_routine(void* thread) { #endif Thread* th = (Thread*)thread; if (th->threadID == 0) th->main_loop(); else if (th->threadID == MAX_THREADS) th->timer_loop(); else th->idle_loop(NULL); return 0; } } } // 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. void Thread::wake_up() { lock_grab(&sleepLock); cond_signal(&sleepCond); lock_release(&sleepLock); } // 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 { for (SplitPoint* sp = splitPoint; sp; sp = sp->parent) if (sp->is_betaCutoff) return true; return false; } // 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 { if (is_searching) return false; // 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; // 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; return false; } // read_uci_options() updates number of active threads and other parameters // according to the UCI options values. It is called before to start a new search. void ThreadsManager::read_uci_options() { maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; useSleepingThreads = Options["Use Sleeping Threads"]; set_size(Options["Threads"]); } // set_size() changes the number of active threads and raises do_sleep flag for // all the unused threads that will go immediately to sleep. void ThreadsManager::set_size(int cnt) { assert(cnt > 0 && cnt <= MAX_THREADS); activeThreads = cnt; for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread 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. threads[i].pawnTable.init(); threads[i].materialTable.init(); threads[i].do_sleep = false; } else threads[i].do_sleep = true; } // init() is called during startup. Initializes locks and condition variables // and launches all threads sending them immediately to sleep. void ThreadsManager::init() { // Initialize sleep condition and lock used by thread manager cond_init(&sleepCond); lock_init(&threadsLock); // Initialize thread's sleep conditions and split point locks for (int i = 0; i <= MAX_THREADS; i++) { lock_init(&threads[i].sleepLock); cond_init(&threads[i].sleepCond); for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) lock_init(&(threads[i].splitPoints[j].lock)); } // Allocate main thread tables to call evaluate() also when not searching threads[0].pawnTable.init(); threads[0].materialTable.init(); // Create and launch all the threads, threads will go immediately to sleep for (int i = 0; i <= MAX_THREADS; i++) { threads[i].is_searching = false; threads[i].do_sleep = true; threads[i].threadID = i; #if defined(_MSC_VER) threads[i].handle = CreateThread(NULL, 0, start_routine, &threads[i], 0, NULL); bool ok = (threads[i].handle != NULL); #else bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, &threads[i]); #endif if (!ok) { std::cerr << "Failed to create thread number " << i << std::endl; ::exit(EXIT_FAILURE); } } } // exit() is called to cleanly terminate the threads when the program finishes void ThreadsManager::exit() { for (int i = 0; i <= MAX_THREADS; i++) { threads[i].do_terminate = true; // Search must be already finished threads[i].wake_up(); // Wait for thread 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 associated locks and wait conditions lock_destroy(&threads[i].sleepLock); cond_destroy(&threads[i].sleepCond); for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) lock_destroy(&(threads[i].splitPoints[j].lock)); } lock_destroy(&threadsLock); cond_destroy(&sleepCond); } // 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); for (int i = 0; i < activeThreads; i++) if (threads[i].is_available_to(master)) return true; return false; } // split_point_finished() checks if all the slave threads of a given split // point have finished searching. bool ThreadsManager::split_point_finished(SplitPoint* sp) const { for (int i = 0; i < activeThreads; i++) if (sp->is_slave[i]) return false; return true; } // 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 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 Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta, Value bestValue, Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType) { assert(pos.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]; // If we already have too many active split points, don't split if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) return bestValue; // Pick the next available split point from the split point stack SplitPoint* sp = &masterThread.splitPoints[masterThread.activeSplitPoints]; // Initialize the split point sp->parent = masterThread.splitPoint; sp->master = master; sp->is_betaCutoff = false; sp->depth = depth; sp->threatMove = threatMove; sp->alpha = alpha; sp->beta = beta; sp->nodeType = nodeType; sp->bestValue = bestValue; sp->mp = mp; sp->moveCount = moveCount; sp->pos = &pos; sp->nodes = 0; sp->ss = ss; for (i = 0; i < activeThreads; i++) sp->is_slave[i] = false; // If we are here it means we are not available assert(masterThread.is_searching); int workersCnt = 1; // At least the master is included // Try to allocate available threads and ask them to start searching setting // is_searching flag. This must be done under lock protection to avoid concurrent // allocation of the same slave by another master. lock_grab(&threadsLock); for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++) if (threads[i].is_available_to(master)) { workersCnt++; sp->is_slave[i] = true; threads[i].splitPoint = sp; // This makes the slave to exit from idle_loop() threads[i].is_searching = true; if (useSleepingThreads) threads[i].wake_up(); } lock_release(&threadsLock); // We failed to allocate even one slave, return if (!Fake && workersCnt == 1) return bestValue; masterThread.splitPoint = sp; masterThread.activeSplitPoints++; // 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 of its split // point, and because here is all finished is not possible master is booked. 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.is_searching = true; masterThread.activeSplitPoints--; lock_release(&threadsLock); masterThread.splitPoint = sp->parent; pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); return sp->bestValue; } // Explicit template instantiations template Value ThreadsManager::split(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); template Value ThreadsManager::split(Position&, Stack*, 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(). If maxPly is 0 thread sleeps until is woken up. extern void 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]; lock_grab(&timer.sleepLock); timer.maxPly = msec; cond_signal(&timer.sleepCond); // Wake up and restart the timer lock_release(&timer.sleepLock); } // Thread::main_loop() is where the main thread is parked waiting to be started // when there is a new search. Main thread will launch all the slave threads. void Thread::main_loop() { while (true) { lock_grab(&sleepLock); do_sleep = true; // Always return to sleep after a search is_searching = false; while (do_sleep && !do_terminate) { cond_signal(&Threads.sleepCond); // Wake up UI thread if needed cond_wait(&sleepCond, &sleepLock); } is_searching = true; lock_release(&sleepLock); if (do_terminate) return; think(); // This is the search entry point } } // ThreadsManager::start_thinking() is used by UI thread to wake up the main // thread parked in main_loop() and starting a new search. If asyncMode is true // then function returns immediately, otherwise caller is blocked waiting for // the search to finish. void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits, const std::vector& searchMoves, bool asyncMode) { Thread& main = threads[0]; lock_grab(&main.sleepLock); // Wait main thread has finished before to launch a new search while (!main.do_sleep) cond_wait(&sleepCond, &main.sleepLock); // Copy input arguments to initialize the search RootPosition.copy(pos, 0); Limits = limits; SearchMoves = searchMoves; // Reset signals before to start the new search memset((void*)&Signals, 0, sizeof(Signals)); main.do_sleep = false; cond_signal(&main.sleepCond); // Wake up main thread and start searching if (!asyncMode) cond_wait(&sleepCond, &main.sleepLock); lock_release(&main.sleepLock); } // ThreadsManager::stop_thinking() is used by UI thread to raise a stop request // and to wait for the main thread finishing the search. Needed to wait exiting // and terminate the threads after a 'quit' command. void ThreadsManager::stop_thinking() { Thread& main = threads[0]; Search::Signals.stop = true; lock_grab(&main.sleepLock); cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit while (!main.do_sleep) cond_wait(&sleepCond, &main.sleepLock); lock_release(&main.sleepLock); } // ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth // is reached while the program is pondering. The point is to work around a wrinkle // in the UCI protocol: When pondering, the engine is not allowed to give a // "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply // wait here until one of these commands (that raise StopRequest) is sent and // then return, after which the bestmove and pondermove will be printed. void ThreadsManager::wait_for_stop_or_ponderhit() { Signals.stopOnPonderhit = true; Thread& main = threads[0]; lock_grab(&main.sleepLock); while (!Signals.stop) cond_wait(&main.sleepCond, &main.sleepLock); lock_release(&main.sleepLock); }