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https://github.com/sockspls/badfish
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Tidy up comments in thread.cpp
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 57 additions and 58 deletions
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@ -23,14 +23,14 @@
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#include "thread.h"
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#include "ucioption.h"
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ThreadsManager Threads; // Global object definition
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ThreadsManager Threads; // Global object
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namespace { extern "C" {
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// start_routine() is the C function which is called when a new thread
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// is launched. It simply calls idle_loop() of the supplied thread. The
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// last two threads are dedicated to read input from GUI and to mimic a
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// timer, so they run in listener_loop() and timer_loop() respectively.
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// is launched. It simply calls idle_loop() of the supplied thread. The first
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// and last thread are special. First one is the main search thread while the
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// last one mimics a timer, they run in main_loop() and timer_loop().
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#if defined(_MSC_VER)
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DWORD WINAPI start_routine(LPVOID thread) {
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@ -38,13 +38,16 @@ namespace { extern "C" {
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void* start_routine(void* thread) {
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#endif
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if (((Thread*)thread)->threadID == 0)
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((Thread*)thread)->main_loop();
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Thread* th = (Thread*)thread;
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if (th->threadID == 0)
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th->main_loop();
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else if (th->threadID == MAX_THREADS)
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th->timer_loop();
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else if (((Thread*)thread)->threadID == MAX_THREADS)
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((Thread*)thread)->timer_loop();
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else
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((Thread*)thread)->idle_loop(NULL);
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th->idle_loop(NULL);
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return 0;
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}
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@ -71,6 +74,7 @@ bool Thread::cutoff_occurred() const {
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for (SplitPoint* sp = splitPoint; sp; sp = sp->parent)
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if (sp->is_betaCutoff)
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return true;
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return false;
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}
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@ -101,9 +105,8 @@ bool Thread::is_available_to(int master) const {
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}
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// read_uci_options() updates number of active threads and other internal
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// parameters according to the UCI options values. It is called before
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// to start a new search.
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// read_uci_options() updates number of active threads and other parameters
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// according to the UCI options values. It is called before to start a new search.
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void ThreadsManager::read_uci_options() {
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@ -129,9 +132,7 @@ void ThreadsManager::set_size(int cnt) {
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{
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// Dynamically allocate pawn and material hash tables according to the
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// number of active threads. This avoids preallocating memory for all
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// possible threads if only few are used as, for instance, on mobile
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// devices where memory is scarce and allocating for MAX_THREADS could
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// even result in a crash.
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// possible threads if only few are used.
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threads[i].pawnTable.init();
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threads[i].materialTable.init();
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@ -147,13 +148,11 @@ void ThreadsManager::set_size(int cnt) {
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void ThreadsManager::init() {
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// Initialize sleep condition used to block waiting for end of searching
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// Initialize sleep condition and lock used by thread manager
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cond_init(&sleepCond);
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// Initialize threads lock, used when allocating slaves during splitting
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lock_init(&threadsLock);
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// Initialize sleep and split point locks
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// Initialize thread's sleep conditions and split point locks
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for (int i = 0; i <= MAX_THREADS; i++)
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{
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lock_init(&threads[i].sleepLock);
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@ -163,7 +162,7 @@ void ThreadsManager::init() {
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lock_init(&(threads[i].splitPoints[j].lock));
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}
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// Initialize main thread's associated data
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// Allocate main thread tables to call evaluate() also when not searching
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threads[0].pawnTable.init();
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threads[0].materialTable.init();
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@ -178,7 +177,7 @@ void ThreadsManager::init() {
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threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL);
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bool ok = (threads[i].handle != NULL);
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#else
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bool ok = (pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]) == 0);
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bool ok = !pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]);
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#endif
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if (!ok)
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@ -199,7 +198,7 @@ void ThreadsManager::exit() {
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threads[i].do_terminate = true;
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threads[i].wake_up();
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// Wait for slave termination
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// Wait for thread termination
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#if defined(_MSC_VER)
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WaitForSingleObject(threads[i].handle, 0);
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CloseHandle(threads[i].handle);
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@ -207,7 +206,7 @@ void ThreadsManager::exit() {
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pthread_join(threads[i].handle, NULL);
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#endif
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// Now we can safely destroy locks and wait conditions
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// Now we can safely destroy associated locks and wait conditions
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lock_destroy(&threads[i].sleepLock);
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cond_destroy(&threads[i].sleepCond);
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@ -221,14 +220,14 @@ void ThreadsManager::exit() {
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// available_slave_exists() tries to find an idle thread which is available as
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// a slave for the thread with threadID "master".
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// a slave for the thread with threadID 'master'.
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bool ThreadsManager::available_slave_exists(int master) const {
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assert(master >= 0 && master < activeThreads);
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for (int i = 0; i < activeThreads; i++)
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if (i != master && threads[i].is_available_to(master))
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if (threads[i].is_available_to(master))
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return true;
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return false;
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@ -249,13 +248,13 @@ bool ThreadsManager::split_point_finished(SplitPoint* sp) const {
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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
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// node (because no idle threads are available, or because we have no unused
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// split point objects), the function immediately returns. If splitting is
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// possible, a SplitPoint object is initialized with all the data that must be
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// copied to the helper threads and we tell our helper threads that they have
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// been assigned work. This will cause them to instantly leave their idle loops and
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// call search().When all threads have returned from search() then split() returns.
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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, or because we have no unused split
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// point objects), the function immediately returns. If splitting is possible, a
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// SplitPoint object is initialized with all the data that must be copied to the
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// helper threads and then helper threads are told that they have been assigned
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// work. This will cause them to instantly leave their idle loops and call
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// search(). When all threads have returned from search() then split() returns.
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template <bool Fake>
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Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta,
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@ -277,10 +276,10 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b
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if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
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return bestValue;
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// Pick the next available split point object from the split point stack
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SplitPoint* sp = masterThread.splitPoints + masterThread.activeSplitPoints;
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// Pick the next available split point from the split point stack
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SplitPoint* sp = &masterThread.splitPoints[masterThread.activeSplitPoints];
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// Initialize the split point object
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// Initialize the split point
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sp->parent = masterThread.splitPoint;
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sp->master = master;
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sp->is_betaCutoff = false;
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@ -295,6 +294,7 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b
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sp->pos = &pos;
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sp->nodes = 0;
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sp->ss = ss;
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for (i = 0; i < activeThreads; i++)
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sp->is_slave[i] = false;
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@ -304,12 +304,12 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b
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int workersCnt = 1; // At least the master is included
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// Try to allocate available threads and ask them to start searching setting
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// the state to Thread::WORKISWAITING, this must be done under lock protection
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// to avoid concurrent allocation of the same slave by another master.
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// is_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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lock_grab(&threadsLock);
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for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
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if (i != master && threads[i].is_available_to(master))
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if (threads[i].is_available_to(master))
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{
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workersCnt++;
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sp->is_slave[i] = true;
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@ -338,8 +338,8 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b
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// their work at this split point.
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masterThread.idle_loop(sp);
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// In helpful master concept a master can help only a sub-tree, and
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// because here is all finished is not possible master is booked.
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// In helpful master concept a master can help only a sub-tree of its split
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// point, and because here is all finished is not possible master is booked.
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assert(!masterThread.is_searching);
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// We have returned from the idle loop, which means that all threads are
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@ -363,8 +363,8 @@ template Value ThreadsManager::split<false>(Position&, SearchStack*, Value, Valu
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template Value ThreadsManager::split<true>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
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// Thread::timer_loop() is where the timer thread waits maxPly milliseconds
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// and then calls do_timer_event().
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// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
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// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
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void Thread::timer_loop() {
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@ -402,7 +402,6 @@ void Thread::main_loop() {
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lock_grab(&sleepLock);
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do_sleep = true; // Always return to sleep after a search
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is_searching = false;
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while (do_sleep && !do_terminate)
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if (do_terminate)
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return;
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Search::think();
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Search::think(); // This is the search entry point
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}
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}
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@ -438,16 +437,16 @@ void ThreadsManager::start_thinking(const Position& pos, const Search::LimitsTyp
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while (!main.do_sleep)
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cond_wait(&sleepCond, &main.sleepLock);
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// Copy input arguments to Search global variables
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// Copy input arguments to initialize the search
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Search::RootPosition.copy(pos, 0);
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Search::Limits = limits;
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Search::RootMoves = searchMoves;
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// Reset signals before to start the search
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// Reset signals before to start the new search
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memset((void*)&Search::Signals, 0, sizeof(Search::Signals));
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main.do_sleep = false;
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cond_signal(&main.sleepCond); // Wake up main thread
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cond_signal(&main.sleepCond); // Wake up main thread and start searching
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if (!asyncMode)
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cond_wait(&sleepCond, &main.sleepLock);
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@ -459,9 +458,9 @@ void ThreadsManager::start_thinking(const Position& pos, const Search::LimitsTyp
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// ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth
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// is reached while the program is pondering. The point is to work around a wrinkle
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// in the UCI protocol: When pondering, the engine is not allowed to give a
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// "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
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// We simply wait here until one of these commands (that raise StopRequest) is
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// sent, and return, after which the bestmove and pondermove will be printed.
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// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
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// wait here until one of these commands (that raise StopRequest) is sent and
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// then return, after which the bestmove and pondermove will be printed.
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void ThreadsManager::wait_for_stop_or_ponderhit() {
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16
src/thread.h
16
src/thread.h
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@ -59,10 +59,10 @@ struct SplitPoint {
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};
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/// Thread struct is used to keep together all the thread related stuff like locks,
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/// state and especially split points. We also use per-thread pawn and material hash
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/// tables so that once we get a pointer to an entry its life time is unlimited and
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/// we don't have to care about someone changing the entry under our feet.
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/// Thread struct keeps together all the thread related stuff like locks, state
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/// and especially split points. We also use per-thread pawn and material hash
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/// tables so that once we get a pointer to an entry its life time is unlimited
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/// and we don't have to care about someone changing the entry under our feet.
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struct Thread {
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};
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/// ThreadsManager class is used to handle all the threads related stuff like init,
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/// starting, parking and, the most important, launching a slave thread at a split
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/// point. All the access to shared thread data is done through this class.
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/// ThreadsManager class handles all the threads related stuff like init, starting,
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/// parking and, the most important, launching a slave thread at a split point.
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/// All the access to shared thread data is done through this class.
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class ThreadsManager {
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/* As long as the single ThreadsManager object is defined as a global we don't
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private:
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friend struct Thread;
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Thread threads[MAX_THREADS + 2]; // Last 2 are the listener and the timer
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Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
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Lock threadsLock;
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Depth minimumSplitDepth;
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int maxThreadsPerSplitPoint;
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