/* 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 #include "movegen.h" #include "search.h" #include "thread.h" #include "ucioption.h" using namespace Search; ThreadPool Threads; // Global object namespace { extern "C" { // start_routine() is the C function which is called when a new thread // is launched. It is a wrapper to member function pointed by start_fn. long start_routine(Thread* th) { (th->*(th->start_fn))(); return 0; } } } // Thread c'tor starts a newly-created thread of execution that will call // the idle loop function pointed by start_fn going immediately to sleep. Thread::Thread(Fn fn) { is_searching = do_exit = false; maxPly = splitPointsCnt = 0; curSplitPoint = NULL; start_fn = fn; idx = Threads.size(); do_sleep = (fn != &Thread::main_loop); // Avoid a race with start_searching() if (!thread_create(handle, start_routine, this)) { std::cerr << "Failed to create thread number " << idx << std::endl; ::exit(EXIT_FAILURE); } } // Thread d'tor waits for thread termination before to return. Thread::~Thread() { assert(do_sleep); do_exit = true; // Search must be already finished wake_up(); thread_join(handle); // Wait for thread termination } // Thread::timer_loop() is where the timer thread waits maxPly milliseconds and // then calls check_time(). If maxPly is 0 thread sleeps until is woken up. extern void check_time(); void Thread::timer_loop() { while (!do_exit) { mutex.lock(); sleepCondition.wait_for(mutex, maxPly ? maxPly : INT_MAX); mutex.unlock(); check_time(); } } // 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) { mutex.lock(); do_sleep = true; // Always return to sleep after a search is_searching = false; while (do_sleep && !do_exit) { Threads.sleepCondition.notify_one(); // Wake up UI thread if needed sleepCondition.wait(mutex); } mutex.unlock(); if (do_exit) return; is_searching = true; Search::think(); assert(is_searching); } } // Thread::wake_up() wakes up the thread, normally at the beginning of the search // or, if "sleeping threads" is used at split time. void Thread::wake_up() { mutex.lock(); sleepCondition.notify_one(); mutex.unlock(); } // Thread::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 Thread::wait_for_stop_or_ponderhit() { Signals.stopOnPonderhit = true; mutex.lock(); while (!Signals.stop) sleepCondition.wait(mutex);; mutex.unlock(); } // 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 { for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent) if (sp->cutoff) return true; return false; } // Thread::is_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 active split point, it is only available as a slave to the // slaves which are busy searching the split point at the top of slaves split // point stack (the "helpful master concept" in YBWC terminology). bool Thread::is_available_to(Thread* 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 spCnt = splitPointsCnt; // 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. return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master->idx)); } // init() is called at startup. Initializes lock and condition variable and // launches requested threads sending them immediately to sleep. We cannot use // a c'tor becuase 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(&Thread::timer_loop); threads.push_back(new Thread(&Thread::main_loop)); read_uci_options(); } // exit() cleanly terminates the threads before the program exits. void ThreadPool::exit() { for (size_t i = 0; i < threads.size(); i++) delete threads[i]; delete timer; } // 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 in advance all possible // threads, with included pawns and material tables, if only few are used. void ThreadPool::read_uci_options() { maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; useSleepingThreads = Options["Use Sleeping Threads"]; size_t requested = Options["Threads"]; assert(requested > 0); while (threads.size() < requested) threads.push_back(new Thread(&Thread::idle_loop)); while (threads.size() > requested) { delete threads.back(); threads.pop_back(); } } // wake_up() is called before a new search to start the threads that are waiting // on the sleep condition and to reset maxPly. When useSleepingThreads is set // threads will be woken up at split time. void ThreadPool::wake_up() const { for (size_t i = 0; i < threads.size(); i++) { threads[i]->maxPly = 0; threads[i]->do_sleep = false; if (!useSleepingThreads) threads[i]->wake_up(); } } // sleep() is called after the search finishes to ask all the threads but the // main one to go waiting on a sleep condition. void ThreadPool::sleep() const { // Main thread will go to sleep by itself to avoid a race with start_searching() for (size_t i = 1; i < threads.size(); i++) threads[i]->do_sleep = true; } // available_slave_exists() tries to find an idle thread which is available as // a slave for the thread 'master'. bool ThreadPool::available_slave_exists(Thread* master) const { for (size_t i = 0; i < threads.size(); i++) if (threads[i]->is_available_to(master)) return true; return false; } // 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 ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove, 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); Thread* master = pos.this_thread(); if (master->splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD) return bestValue; // Pick the next available split point from the split point stack SplitPoint& sp = master->splitPoints[master->splitPointsCnt]; sp.parent = master->curSplitPoint; sp.master = master; sp.cutoff = false; sp.slavesMask = 1ULL << master->idx; sp.depth = depth; sp.bestMove = *bestMove; 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; assert(master->is_searching); master->curSplitPoint = &sp; int slavesCnt = 0; // 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. sp.mutex.lock(); mutex.lock(); for (size_t i = 0; i < threads.size() && !Fake; ++i) if (threads[i]->is_available_to(master)) { sp.slavesMask |= 1ULL << i; threads[i]->curSplitPoint = &sp; threads[i]->is_searching = true; // Slave leaves idle_loop() if (useSleepingThreads) threads[i]->wake_up(); if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included break; } master->splitPointsCnt++; mutex.unlock(); sp.mutex.unlock(); // 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. // The thread will return from the idle loop when all slaves have finished // their work at this split point. if (slavesCnt || Fake) { master->idle_loop(); // 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(!master->is_searching); } // We have returned from the idle loop, which means that all threads are // finished. Note that setting is_searching and decreasing splitPointsCnt is // done under lock protection to avoid a race with Thread::is_available_to(). sp.mutex.lock(); // To protect sp.nodes mutex.lock(); master->is_searching = true; master->splitPointsCnt--; master->curSplitPoint = sp.parent; pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); *bestMove = sp.bestMove; mutex.unlock(); sp.mutex.unlock(); return sp.bestValue; } // Explicit template instantiations template Value ThreadPool::split(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int); template Value ThreadPool::split(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int); // set_timer() is used to set the timer to trigger after msec milliseconds. // If msec is 0 then timer is stopped. void ThreadPool::set_timer(int msec) { timer->mutex.lock(); timer->maxPly = msec; timer->sleepCondition.notify_one(); // Wake up and restart the timer timer->mutex.unlock(); } // wait_for_search_finished() waits for main thread to go to sleep, this means // search is finished. Then returns. void ThreadPool::wait_for_search_finished() { Thread* t = main_thread(); t->mutex.lock(); t->sleepCondition.notify_one(); // In case is waiting for stop or ponderhit while (!t->do_sleep) sleepCondition.wait(t->mutex); t->mutex.unlock(); } // start_searching() wakes up the main thread sleeping in main_loop() so to start // a new search, then returns immediately. void ThreadPool::start_searching(const Position& pos, const LimitsType& limits, const std::vector& searchMoves, StateStackPtr& states) { wait_for_search_finished(); SearchTime = Time::now(); // As early as possible Signals.stopOnPonderhit = Signals.firstRootMove = false; Signals.stop = Signals.failedLowAtRoot = false; RootPosition = pos; Limits = limits; SetupStates = states; // Ownership transfer here RootMoves.clear(); for (MoveList ml(pos); !ml.end(); ++ml) if (searchMoves.empty() || std::count(searchMoves.begin(), searchMoves.end(), ml.move())) RootMoves.push_back(RootMove(ml.move())); main_thread()->do_sleep = false; main_thread()->wake_up(); }