/* 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 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 // For std::count #include #include "movegen.h" #include "search.h" #include "thread.h" #include "ucioption.h" using namespace Search; ThreadPool Threads; // Global object extern void check_time(); namespace { // start_routine() is the C function which is called when a new thread // is launched. It is a wrapper to the virtual function idle_loop(). extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } } // 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 // when start_routine (and hence virtual idle_loop) is called and when joining. template T* new_thread() { T* th = new T(); thread_create(th->handle, start_routine, th); // Will go to sleep return th; } void delete_thread(ThreadBase* th) { th->exit = true; // Search must be already finished 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 void ThreadBase::notify_one() { mutex.lock(); sleepCondition.notify_one(); mutex.unlock(); } // wait_for() set the thread to sleep until condition 'b' turns true void ThreadBase::wait_for(volatile const bool& b) { mutex.lock(); while (!b) 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::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC searching = false; maxPly = splitPointsSize = 0; activeSplitPoint = NULL; activePosition = NULL; idx = Threads.size(); // Starts from 0 } // 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 = activeSplitPoint; sp; sp = sp->parentSplitPoint) if (sp->cutoff) return true; return false; } // Thread::available_to() checks whether the thread is available to help the // thread 'master' at a split point. An obvious requirement is that thread must // be idle. With more than two threads, this is not sufficient: If the thread is // the master of some split point, it is only available as a slave to the slaves // 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::available_to(const Thread* master) const { if (searching) return false; // 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; // No split points means that the thread is available as a slave for any // other thread otherwise apply the "helpful master" concept if possible. return !size || splitPoints[size - 1].slavesMask.test(master->idx); } // 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. void TimerThread::idle_loop() { while (!exit) { mutex.lock(); if (!exit) sleepCondition.wait_for(mutex, run ? Resolution : INT_MAX); mutex.unlock(); if (run) check_time(); } } // MainThread::idle_loop() is where the main thread is parked waiting to be started // when there is a new search. The main thread will launch all the slave threads. void MainThread::idle_loop() { while (true) { mutex.lock(); thinking = false; while (!thinking && !exit) { Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed sleepCondition.wait(mutex); } mutex.unlock(); if (exit) return; searching = true; Search::think(); assert(searching); searching = false; } } // 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() { timer = new_thread(); push_back(new_thread()); read_uci_options(); } // exit() cleanly terminates the threads before the program exits. Cannot be done in // d'tor because we have to terminate the threads before to free ThreadPool object. void ThreadPool::exit() { delete_thread(timer); // As first because check_time() accesses threads data for (iterator it = begin(); it != end(); ++it) delete_thread(*it); } // 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() { minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; size_t requested = Options["Threads"]; assert(requested > 0); // If zero (default) then set best minimum split depth automatically if (!minimumSplitDepth) minimumSplitDepth = requested < 8 ? 4 * ONE_PLY : 7 * ONE_PLY; while (size() < requested) push_back(new_thread()); while (size() > requested) { delete_thread(back()); pop_back(); } } // 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 { for (const_iterator it = begin(); it != end(); ++it) if ((*it)->available_to(master)) return *it; return NULL; } // 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 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(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 void ThreadPool::wait_for_think_finished() { MainThread* t = main(); t->mutex.lock(); while (t->thinking) sleepCondition.wait(t->mutex); t->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) { wait_for_think_finished(); SearchTime = Time::now(); // As early as possible Signals.stopOnPonderhit = Signals.firstRootMove = false; Signals.stop = Signals.failedLowAtRoot = false; RootMoves.clear(); RootPos = pos; Limits = limits; if (states.get()) // If we don't set a new position, preserve current state { SetupStates = states; // Ownership transfer here assert(!states.get()); } for (MoveList it(pos); *it; ++it) if ( limits.searchmoves.empty() || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), *it)) RootMoves.push_back(RootMove(*it)); main()->thinking = true; main()->notify_one(); // Starts main thread }