/
thread.cpp
259 lines (174 loc) · 6.56 KB
/
thread.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
/*
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
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 <http://www.gnu.org/licenses/>.
*/
#include <algorithm> // For std::count
#include <cassert>
#include "movegen.h"
#include "search.h"
#include "thread.h"
#include "uci.h"
using namespace Search;
ThreadPool Threads; // Global object
extern void check_time();
namespace {
// Helpers to launch a thread after creation and joining before delete. Must be
// outside Thread c'tor and d'tor because the object must be fully initialized
// when start_routine (and hence virtual idle_loop) is called and when joining.
template<typename T> T* new_thread() {
std::thread* th = new T;
*th = std::thread(&T::idle_loop, (T*)th); // Will go to sleep
return (T*)th;
}
void delete_thread(ThreadBase* th) {
th->mutex.lock();
th->exit = true; // Search must be already finished
th->mutex.unlock();
th->notify_one();
th->join(); // Wait for thread termination
delete th;
}
}
// ThreadBase::notify_one() wakes up the thread when there is some work to do
void ThreadBase::notify_one() {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.notify_one();
}
// ThreadBase::wait() set the thread to sleep until 'condition' turns true
void ThreadBase::wait(volatile const bool& condition) {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.wait(lk, [&]{ return condition; });
}
// ThreadBase::wait_while() set the thread to sleep until 'condition' turns false
void ThreadBase::wait_while(volatile const bool& condition) {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.wait(lk, [&]{ return !condition; });
}
// Thread c'tor makes some init but does not launch any execution thread that
// will be started only when c'tor returns.
Thread::Thread() /* : splitPoints() */ { // Initialization of non POD broken in MSVC
searching = false;
maxPly = 0;
idx = Threads.size(); // Starts from 0
}
// TimerThread::idle_loop() is where the timer thread waits Resolution milliseconds
// and then calls check_time(). When not searching, thread sleeps until it's woken up.
void TimerThread::idle_loop() {
while (!exit)
{
std::unique_lock<Mutex> lk(mutex);
if (!exit)
sleepCondition.wait_for(lk, std::chrono::milliseconds(run ? Resolution : INT_MAX));
lk.unlock();
if (!exit && run)
check_time();
}
}
// Thread::idle_loop() is where the thread is parked when it has no work to do
void Thread::idle_loop() {
while (!exit)
{
std::unique_lock<Mutex> lk(mutex);
while (!searching && !exit)
sleepCondition.wait(lk);
lk.unlock();
if (!exit && searching)
search();
}
}
// 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 (!exit)
{
std::unique_lock<Mutex> lk(mutex);
thinking = false;
while (!thinking && !exit)
{
sleepCondition.notify_one(); // Wake up the UI thread if needed
sleepCondition.wait(lk);
}
lk.unlock();
if (!exit)
think();
}
}
// MainThread::join() waits for main thread to finish thinking
void MainThread::join() {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.wait(lk, [&]{ return !thinking; });
}
// ThreadPool::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<TimerThread>();
push_back(new_thread<MainThread>());
read_uci_options();
}
// ThreadPool::exit() terminates the threads before the program exits. Cannot be
// done in d'tor because threads must be terminated before freeing us.
void ThreadPool::exit() {
delete_thread(timer); // As first because check_time() accesses threads data
timer = nullptr;
for (Thread* th : *this)
delete_thread(th);
clear(); // Get rid of stale pointers
}
// ThreadPool::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() {
size_t requested = Options["Threads"];
assert(requested > 0);
while (size() < requested)
push_back(new_thread<Thread>());
while (size() > requested)
{
delete_thread(back());
pop_back();
}
}
// ThreadPool::nodes_searched() returns the number of nodes searched
int64_t ThreadPool::nodes_searched() {
int64_t nodes = 0;
for (Thread *th : *this)
nodes += th->rootPos.nodes_searched();
return nodes;
}
// ThreadPool::start_thinking() wakes up the main thread sleeping in
// MainThread::idle_loop() and starts a new search, then returns immediately.
void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
StateStackPtr& states) {
main()->join();
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
main()->rootMoves.clear();
main()->rootPos = pos;
Limits = limits;
if (states.get()) // If we don't set a new position, preserve current state
{
SetupStates = std::move(states); // Ownership transfer here
assert(!states.get());
}
for (const auto& m : MoveList<LEGAL>(pos))
if ( limits.searchmoves.empty()
|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
main()->rootMoves.push_back(RootMove(m));
main()->thinking = true;
main()->notify_one(); // Wake up main thread: 'thinking' must be already set
}