diff --git a/src/search.cpp b/src/search.cpp index 851797dd..320f480c 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -439,6 +439,10 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { << endl; } + // Start async mode to catch UCI commands sent to us while searching, + // like "quit", "stop", etc. + Threads.start_listener(); + // We're ready to start thinking. Call the iterative deepening loop function Move ponderMove = MOVE_NONE; Move bestMove = id_loop(pos, searchMoves, &ponderMove); @@ -462,6 +466,9 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { // This makes all the threads to go to sleep Threads.set_size(1); + // From now on any UCI command will be read in-sync with Threads.getline() + Threads.stop_listener(); + // If we are pondering or in infinite search, we shouldn't print the // best move before we are told to do so. if (!StopRequest && (Limits.ponder || Limits.infinite)) @@ -1912,38 +1919,6 @@ split_point_start: // At split points actual search starts from here static int lastInfoTime; int t = current_search_time(); - // Poll for input - if (input_available()) - { - // We are line oriented, don't read single chars - string command; - - if (!std::getline(std::cin, command) || command == "quit") - { - // Quit the program as soon as possible - Limits.ponder = false; - QuitRequest = StopRequest = true; - return; - } - else if (command == "stop") - { - // Stop calculating as soon as possible, but still send the "bestmove" - // and possibly the "ponder" token when finishing the search. - Limits.ponder = false; - StopRequest = true; - } - else if (command == "ponderhit") - { - // The opponent has played the expected move. GUI sends "ponderhit" if - // we were told to ponder on the same move the opponent has played. We - // should continue searching but switching from pondering to normal search. - Limits.ponder = false; - - if (StopOnPonderhit) - StopRequest = true; - } - } - // Print search information if (t < 1000) lastInfoTime = 0; @@ -1988,14 +1963,14 @@ split_point_start: // At split points actual search starts from here void wait_for_stop_or_ponderhit() { - string command; + string cmd; // Wait for a command from stdin - while ( std::getline(std::cin, command) - && command != "ponderhit" && command != "stop" && command != "quit") {}; + while (cmd != "ponderhit" && cmd != "stop" && cmd != "quit") + Threads.getline(cmd); - if (command != "ponderhit" && command != "stop") - QuitRequest = true; // Must be "quit" or getline() returned false + if (cmd == "quit") + QuitRequest = true; } @@ -2248,3 +2223,34 @@ void Thread::idle_loop(SplitPoint* sp) { } } } + + +// ThreadsManager::do_uci_async_cmd() processes the commands from GUI received +// by listener thread while the other threads are searching. + +void ThreadsManager::do_uci_async_cmd(const std::string& cmd) { + + if (cmd == "quit") + { + // Quit the program as soon as possible + Limits.ponder = false; + QuitRequest = StopRequest = true; + } + else if (cmd == "stop") + { + // Stop calculating as soon as possible, but still send the "bestmove" + // and possibly the "ponder" token when finishing the search. + Limits.ponder = false; + StopRequest = true; + } + else if (cmd == "ponderhit") + { + // The opponent has played the expected move. GUI sends "ponderhit" if + // we were told to ponder on the same move the opponent has played. We + // should continue searching but switching from pondering to normal search. + Limits.ponder = false; + + if (StopOnPonderhit) + StopRequest = true; + } +} diff --git a/src/thread.cpp b/src/thread.cpp index 16bda280..49a598f1 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -27,28 +27,23 @@ ThreadsManager Threads; // Global object definition namespace { extern "C" { // start_routine() is the C function which is called when a new thread - // is launched. It simply calls idle_loop() of the supplied thread. - // There are two versions of this function; one for POSIX threads and - // one for Windows threads. + // is launched. It simply calls idle_loop() of the supplied thread. The + // last thread is dedicated to I/O and so runs in listener_loop(). #if defined(_MSC_VER) - DWORD WINAPI start_routine(LPVOID thread) { +#else + void* start_routine(void* thread) { +#endif + + if (((Thread*)thread)->threadID == MAX_THREADS) + ((Thread*)thread)->listener_loop(); + else + ((Thread*)thread)->idle_loop(NULL); - ((Thread*)thread)->idle_loop(NULL); return 0; } -#else - - void* start_routine(void* thread) { - - ((Thread*)thread)->idle_loop(NULL); - return NULL; - } - -#endif - } } @@ -147,11 +142,14 @@ void ThreadsManager::set_size(int cnt) { void ThreadsManager::init() { + // Initialize sleep condition used to block waiting for GUI input + cond_init(&sleepCond); + // Initialize threads lock, used when allocating slaves during splitting lock_init(&threadsLock); // Initialize sleep and split point locks - for (int i = 0; i < MAX_THREADS; i++) + for (int i = 0; i <= MAX_THREADS; i++) { lock_init(&threads[i].sleepLock); cond_init(&threads[i].sleepCond); @@ -167,7 +165,7 @@ void ThreadsManager::init() { // Create and launch all the threads but the main that is already running, // threads will go immediately to sleep. - for (int i = 1; i < MAX_THREADS; i++) + for (int i = 1; i <= MAX_THREADS; i++) { threads[i].is_searching = false; threads[i].threadID = i; @@ -192,18 +190,13 @@ void ThreadsManager::init() { void ThreadsManager::exit() { - // Wake up all the slave threads at once. This is faster than "wake and wait" - // for each thread and avoids a rare crash once every 10K games under Linux. - for (int i = 1; i < MAX_THREADS; i++) - { - threads[i].do_terminate = true; - threads[i].wake_up(); - } - - for (int i = 0; i < MAX_THREADS; i++) + for (int i = 0; i <= MAX_THREADS; i++) { if (i != 0) { + threads[i].do_terminate = true; + threads[i].wake_up(); + // Wait for slave termination #if defined(_MSC_VER) WaitForSingleObject(threads[i].handle, 0); @@ -222,6 +215,7 @@ void ThreadsManager::exit() { } lock_destroy(&threadsLock); + cond_destroy(&sleepCond); } @@ -353,3 +347,113 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b // Explicit template instantiations template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); + + +// Thread::listner_loop() is where the last thread, used for IO, waits for input. +// Input is read in sync with main thread (that blocks) when is_searching is set +// to false, otherwise IO thread reads any input asynchronously and processes +// the input line calling do_uci_async_cmd(). + +void Thread::listener_loop() { + + std::string cmd; + + while (true) + { + lock_grab(&sleepLock); + + Threads.inputLine = cmd; + do_sleep = !is_searching; + + // Here the thread is parked in sync mode after a line has been read + while (do_sleep && !do_terminate) // Catches spurious wake ups + { + cond_signal(&Threads.sleepCond); // Wake up main thread + cond_wait(&sleepCond, &sleepLock); // Sleep here + } + + lock_release(&sleepLock); + + if (do_terminate) + return; + + if (!std::getline(std::cin, cmd)) // Block waiting for input + cmd = "quit"; + + lock_grab(&sleepLock); + + // If we are in async mode then process the command now + if (is_searching) + { + // Command "quit" is the last one received by the GUI, so park the + // thread waiting for exiting. + if (cmd == "quit") + is_searching = false; + + Threads.do_uci_async_cmd(cmd); + cmd = ""; // Input has been consumed + } + + lock_release(&sleepLock); + } +} + + +// ThreadsManager::getline() is used by main thread to block and wait for input, +// the behaviour mimics std::getline(). + +void ThreadsManager::getline(std::string& cmd) { + + Thread& listener = threads[MAX_THREADS]; + + lock_grab(&listener.sleepLock); + + listener.is_searching = false; // Set sync mode + + // If there is already some input to grab then skip without to wake up the + // listener. This can happen if after we send the "bestmove", the GUI sends + // a command that the listener buffers in inputLine before going to sleep. + if (inputLine.empty()) + { + listener.do_sleep = false; + cond_signal(&listener.sleepCond); // Wake up listener thread + + while (!listener.do_sleep) + cond_wait(&sleepCond, &listener.sleepLock); // Wait for input + } + + cmd = inputLine; + inputLine = ""; // Input has been consumed + + lock_release(&listener.sleepLock); +} + + +// ThreadsManager::start_listener() is called at the beginning of the search to +// swith from sync behaviour (default) to async and so be able to read from UCI +// while other threads are searching. This avoids main thread polling for input. + +void ThreadsManager::start_listener() { + + Thread& listener = threads[MAX_THREADS]; + + lock_grab(&listener.sleepLock); + listener.is_searching = true; + listener.do_sleep = false; + cond_signal(&listener.sleepCond); // Wake up listener thread + lock_release(&listener.sleepLock); +} + + +// ThreadsManager::stop_listener() is called before to send "bestmove" to GUI to +// return to in-sync behaviour. This is needed because while in async mode any +// command is discarded without being processed (except for a very few ones). + +void ThreadsManager::stop_listener() { + + Thread& listener = threads[MAX_THREADS]; + + lock_grab(&listener.sleepLock); + listener.is_searching = false; + lock_release(&listener.sleepLock); +} diff --git a/src/thread.h b/src/thread.h index b7d426e2..124815b4 100644 --- a/src/thread.h +++ b/src/thread.h @@ -69,6 +69,7 @@ struct Thread { bool cutoff_occurred() const; bool is_available_to(int master) const; void idle_loop(SplitPoint* sp); + void listener_loop(); SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; MaterialInfoTable materialTable; @@ -113,16 +114,25 @@ public: void read_uci_options(); bool available_slave_exists(int master) const; + void getline(std::string& cmd); + void do_uci_async_cmd(const std::string& cmd); + void start_listener(); + void stop_listener(); + template Value split(Position& pos, SearchStack* ss, Value alpha, Value beta, Value bestValue, Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); private: - Thread threads[MAX_THREADS]; + friend struct Thread; + + Thread threads[MAX_THREADS + 1]; Lock threadsLock; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; int activeThreads; bool useSleepingThreads; + WaitCondition sleepCond; + std::string inputLine; }; extern ThreadsManager Threads; diff --git a/src/uci.cpp b/src/uci.cpp index 86fe629a..b7f72d9d 100644 --- a/src/uci.cpp +++ b/src/uci.cpp @@ -28,6 +28,7 @@ #include "move.h" #include "position.h" #include "search.h" +#include "thread.h" #include "ucioption.h" using namespace std; @@ -60,8 +61,10 @@ void uci_loop() { string cmd, token; bool quit = false; - while (!quit && getline(cin, cmd)) + while (!quit) { + Threads.getline(cmd); + istringstream is(cmd); is >> skipws >> token;