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387 lines
12 KiB
C++
387 lines
12 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm> // For std::count
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#include <cassert>
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#include "movegen.h"
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#include "search.h"
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#include "thread.h"
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#include "ucioption.h"
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using namespace Search;
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ThreadPool Threads; // Global object
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extern void check_time();
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namespace {
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// start_routine() is the C function which is called when a new thread
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// is launched. It is a wrapper to the virtual function idle_loop().
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extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } }
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// Helpers to launch a thread after creation and joining before delete. Must be
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// outside Thread c'tor and d'tor because the object will be fully initialized
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// when start_routine (and hence virtual idle_loop) is called and when joining.
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template<typename T> T* new_thread() {
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T* th = new T();
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thread_create(th->handle, start_routine, th); // Will go to sleep
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return th;
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}
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void delete_thread(ThreadBase* th) {
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th->exit = true; // Search must be already finished
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th->notify_one();
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thread_join(th->handle); // Wait for thread termination
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delete th;
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}
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}
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// notify_one() wakes up the thread when there is some work to do
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void ThreadBase::notify_one() {
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mutex.lock();
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sleepCondition.notify_one();
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mutex.unlock();
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}
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// wait_for() set the thread to sleep until condition 'b' turns true
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void ThreadBase::wait_for(volatile const bool& b) {
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mutex.lock();
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while (!b) sleepCondition.wait(mutex);
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mutex.unlock();
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}
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// Thread c'tor just inits data and does not launch any execution thread.
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// Such a thread will only be started when c'tor returns.
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Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
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searching = false;
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maxPly = splitPointsSize = 0;
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activeSplitPoint = NULL;
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activePosition = NULL;
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idx = Threads.size(); // Starts from 0
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}
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// cutoff_occurred() checks whether a beta cutoff has occurred in the
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// current active split point, or in some ancestor of the split point.
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bool Thread::cutoff_occurred() const {
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for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint)
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if (sp->cutoff)
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return true;
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return false;
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}
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// Thread::available_to() checks whether the thread is available to help the
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// thread 'master' at a split point. An obvious requirement is that thread must
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// be idle. With more than two threads, this is not sufficient: If the thread is
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// the master of some split point, it is only available as a slave to the slaves
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// which are busy searching the split point at the top of slave's split point
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// stack (the "helpful master concept" in YBWC terminology).
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bool Thread::available_to(const Thread* master) const {
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if (searching)
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return false;
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// Make a local copy to be sure it doesn't become zero under our feet while
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// testing next condition and so leading to an out of bounds access.
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int size = splitPointsSize;
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// No split points means that the thread is available as a slave for any
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// other thread otherwise apply the "helpful master" concept if possible.
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return !size || splitPoints[size - 1].slavesMask.test(master->idx);
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}
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// TimerThread::idle_loop() is where the timer thread waits msec milliseconds
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// and then calls check_time(). If msec is 0 thread sleeps until it's woken up.
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void TimerThread::idle_loop() {
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while (!exit)
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{
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mutex.lock();
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if (!exit)
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sleepCondition.wait_for(mutex, run ? Resolution : INT_MAX);
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mutex.unlock();
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if (run)
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check_time();
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}
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}
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// MainThread::idle_loop() is where the main thread is parked waiting to be started
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// when there is a new search. The main thread will launch all the slave threads.
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void MainThread::idle_loop() {
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while (true)
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{
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mutex.lock();
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thinking = false;
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while (!thinking && !exit)
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{
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Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed
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sleepCondition.wait(mutex);
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}
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mutex.unlock();
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if (exit)
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return;
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searching = true;
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Search::think();
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assert(searching);
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searching = false;
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}
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}
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// init() is called at startup to create and launch requested threads, that will
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// go immediately to sleep. We cannot use a c'tor because Threads is a static
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// object and we need a fully initialized engine at this point due to allocation
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// of Endgames in Thread c'tor.
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void ThreadPool::init() {
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timer = new_thread<TimerThread>();
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push_back(new_thread<MainThread>());
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read_uci_options();
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}
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// exit() cleanly terminates the threads before the program exits. Cannot be done in
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// d'tor because we have to terminate the threads before to free ThreadPool object.
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void ThreadPool::exit() {
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delete_thread(timer); // As first because check_time() accesses threads data
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for (iterator it = begin(); it != end(); ++it)
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delete_thread(*it);
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}
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// read_uci_options() updates internal threads parameters from the corresponding
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// UCI options and creates/destroys threads to match the requested number. Thread
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// objects are dynamically allocated to avoid creating all possible threads
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// in advance (which include pawns and material tables), even if only a few
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// are to be used.
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void ThreadPool::read_uci_options() {
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minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
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size_t requested = Options["Threads"];
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assert(requested > 0);
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// If zero (default) then set best minimum split depth automatically
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if (!minimumSplitDepth)
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minimumSplitDepth = requested < 8 ? 4 * ONE_PLY : 7 * ONE_PLY;
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while (size() < requested)
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push_back(new_thread<Thread>());
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while (size() > requested)
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{
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delete_thread(back());
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pop_back();
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}
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}
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// available_slave() tries to find an idle thread which is available as a slave
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// for the thread 'master'.
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Thread* ThreadPool::available_slave(const Thread* master) const {
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for (const_iterator it = begin(); it != end(); ++it)
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if ((*it)->available_to(master))
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return *it;
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return NULL;
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}
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// split() does the actual work of distributing the work at a node between
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// several available threads. If it does not succeed in splitting the node
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// (because no idle threads are available), the function immediately returns.
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// If splitting is possible, a SplitPoint object is initialized with all the
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// data that must be copied to the helper threads and then helper threads are
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// told that they have been assigned work. This will cause them to instantly
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// leave their idle loops and call search(). When all threads have returned from
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// search() then split() returns.
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template <bool Fake>
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void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
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Move* bestMove, Depth depth, int moveCount,
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MovePicker* movePicker, int nodeType, bool cutNode) {
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assert(pos.pos_is_ok());
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assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
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assert(depth >= Threads.minimumSplitDepth);
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assert(searching);
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assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
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// Pick the next available split point from the split point stack
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SplitPoint& sp = splitPoints[splitPointsSize];
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sp.masterThread = this;
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sp.parentSplitPoint = activeSplitPoint;
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sp.slavesMask = 0, sp.slavesMask.set(idx);
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sp.depth = depth;
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sp.bestValue = *bestValue;
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sp.bestMove = *bestMove;
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sp.alpha = alpha;
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sp.beta = beta;
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sp.nodeType = nodeType;
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sp.cutNode = cutNode;
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sp.movePicker = movePicker;
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sp.moveCount = moveCount;
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sp.pos = &pos;
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sp.nodes = 0;
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sp.cutoff = false;
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sp.ss = ss;
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// Try to allocate available threads and ask them to start searching setting
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// 'searching' flag. This must be done under lock protection to avoid concurrent
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// allocation of the same slave by another master.
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Threads.mutex.lock();
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sp.mutex.lock();
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sp.allSlavesSearching = true; // Must be set under lock protection
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++splitPointsSize;
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activeSplitPoint = &sp;
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activePosition = NULL;
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if (!Fake)
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for (Thread* slave; (slave = Threads.available_slave(this)) != NULL; )
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{
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sp.slavesMask.set(slave->idx);
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slave->activeSplitPoint = &sp;
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slave->searching = true; // Slave leaves idle_loop()
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slave->notify_one(); // Could be sleeping
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}
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// Everything is set up. The master thread enters the idle loop, from which
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// it will instantly launch a search, because its 'searching' flag is set.
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// The thread will return from the idle loop when all slaves have finished
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// their work at this split point.
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sp.mutex.unlock();
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Threads.mutex.unlock();
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Thread::idle_loop(); // Force a call to base class idle_loop()
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// In the helpful master concept, a master can help only a sub-tree of its
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// split point and because everything is finished here, it's not possible
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// for the master to be booked.
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assert(!searching);
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assert(!activePosition);
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// We have returned from the idle loop, which means that all threads are
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// finished. Note that setting 'searching' and decreasing splitPointsSize is
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// done under lock protection to avoid a race with Thread::available_to().
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Threads.mutex.lock();
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sp.mutex.lock();
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searching = true;
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--splitPointsSize;
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activeSplitPoint = sp.parentSplitPoint;
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activePosition = &pos;
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pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
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*bestMove = sp.bestMove;
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*bestValue = sp.bestValue;
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sp.mutex.unlock();
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Threads.mutex.unlock();
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}
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// Explicit template instantiations
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template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
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template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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void ThreadPool::wait_for_think_finished() {
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MainThread* t = main();
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t->mutex.lock();
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while (t->thinking) sleepCondition.wait(t->mutex);
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t->mutex.unlock();
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}
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// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop()
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// so to start a new search, then returns immediately.
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void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, StateStackPtr& states) {
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wait_for_think_finished();
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SearchTime = Time::now(); // As early as possible
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Signals.stopOnPonderhit = Signals.firstRootMove = false;
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Signals.stop = Signals.failedLowAtRoot = false;
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RootMoves.clear();
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RootPos = pos;
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Limits = limits;
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if (states.get()) // If we don't set a new position, preserve current state
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{
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SetupStates = states; // Ownership transfer here
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assert(!states.get());
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}
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for (MoveList<LEGAL> it(pos); *it; ++it)
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if ( limits.searchmoves.empty()
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|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), *it))
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RootMoves.push_back(RootMove(*it));
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main()->thinking = true;
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main()->notify_one(); // Starts main thread
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}
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