/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Copyright (C) 2015-2019 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 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 "uci.h" #include "syzygy/tbprobe.h" #include "tt.h" ThreadPool Threads; // Global object /// Thread constructor launches the thread and waits until it goes to sleep /// in idle_loop(). Note that 'searching' and 'exit' should be alredy set. Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) { wait_for_search_finished(); } /// Thread destructor wakes up the thread in idle_loop() and waits /// for its termination. Thread should be already waiting. Thread::~Thread() { assert(!searching); exit = true; start_searching(); stdThread.join(); } /// Thread::clear() reset histories, usually before a new game void Thread::clear() { counterMoves.fill(MOVE_NONE); mainHistory.fill(0); captureHistory.fill(0); for (auto& to : continuationHistory) for (auto& h : to) h->fill(0); continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1); } /// Thread::start_searching() wakes up the thread that will start the search void Thread::start_searching() { std::lock_guard lk(mutex); searching = true; cv.notify_one(); // Wake up the thread in idle_loop() } /// Thread::wait_for_search_finished() blocks on the condition variable /// until the thread has finished searching. void Thread::wait_for_search_finished() { std::unique_lock lk(mutex); cv.wait(lk, [&]{ return !searching; }); } /// Thread::idle_loop() is where the thread is parked, blocked on the /// condition variable, when it has no work to do. void Thread::idle_loop() { // If OS already scheduled us on a different group than 0 then don't overwrite // the choice, eventually we are one of many one-threaded processes running on // some Windows NUMA hardware, for instance in fishtest. To make it simple, // just check if running threads are below a threshold, in this case all this // NUMA machinery is not needed. if (Options["Threads"] > 8) WinProcGroup::bindThisThread(idx); while (true) { std::unique_lock lk(mutex); searching = false; cv.notify_one(); // Wake up anyone waiting for search finished cv.wait(lk, [&]{ return searching; }); if (exit) return; lk.unlock(); search(); } } /// ThreadPool::set() creates/destroys threads to match the requested number. /// Created and launched threads will go immediately to sleep in idle_loop. /// Upon resizing, threads are recreated to allow for binding if necessary. void ThreadPool::set(size_t requested) { if (size() > 0) { // destroy any existing thread(s) main()->wait_for_search_finished(); while (size() > 0) delete back(), pop_back(); } if (requested > 0) { // create new thread(s) push_back(new MainThread(0)); while (size() < requested) push_back(new Thread(size())); clear(); } // Reallocate the hash with the new threadpool size TT.resize(Options["Hash"]); } /// ThreadPool::clear() sets threadPool data to initial values. void ThreadPool::clear() { for (Thread* th : *this) th->clear(); main()->callsCnt = 0; main()->previousScore = VALUE_INFINITE; main()->previousTimeReduction = 1.0; } /// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and /// returns immediately. Main thread will wake up other threads and start the search. void ThreadPool::start_thinking(Position& pos, StateListPtr& states, const Search::LimitsType& limits, bool ponderMode) { main()->wait_for_search_finished(); stopOnPonderhit = stop = false; ponder = ponderMode; Search::Limits = limits; Search::RootMoves rootMoves; for (const auto& m : MoveList(pos)) if ( limits.searchmoves.empty() || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) rootMoves.emplace_back(m); if (!rootMoves.empty()) Tablebases::rank_root_moves(pos, rootMoves); // After ownership transfer 'states' becomes empty, so if we stop the search // and call 'go' again without setting a new position states.get() == NULL. assert(states.get() || setupStates.get()); if (states.get()) setupStates = std::move(states); // Ownership transfer, states is now empty // We use Position::set() to set root position across threads. But there are // some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot // be deduced from a fen string, so set() clears them and to not lose the info // we need to backup and later restore setupStates->back(). Note that setupStates // is shared by threads but is accessed in read-only mode. StateInfo tmp = setupStates->back(); for (Thread* th : *this) { th->nodes = th->tbHits = th->nmpMinPly = 0; th->rootDepth = th->completedDepth = DEPTH_ZERO; th->rootMoves = rootMoves; th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th); } setupStates->back() = tmp; main()->start_searching(); }