mirror of
https://github.com/sockspls/badfish
synced 2025-07-11 11:39:15 +00:00
Simplify locking usage
pass references (Windows style) instead of pointers (Posix style) as function arguments. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
04ff9c2548
commit
3d937e1e90
6 changed files with 81 additions and 91 deletions
42
src/lock.h
42
src/lock.h
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@ -26,16 +26,19 @@
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typedef pthread_mutex_t Lock;
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typedef pthread_cond_t WaitCondition;
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typedef pthread_t ThreadHandle;
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# define lock_init(x) pthread_mutex_init(x, NULL)
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# define lock_grab(x) pthread_mutex_lock(x)
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# define lock_release(x) pthread_mutex_unlock(x)
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# define lock_destroy(x) pthread_mutex_destroy(x)
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# define cond_destroy(x) pthread_cond_destroy(x)
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# define cond_init(x) pthread_cond_init(x, NULL)
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# define cond_signal(x) pthread_cond_signal(x)
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# define cond_wait(x,y) pthread_cond_wait(x,y)
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# define cond_timedwait(x,y,z) pthread_cond_timedwait(x,y,z)
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# define lock_init(x) pthread_mutex_init(&(x), NULL)
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# define lock_grab(x) pthread_mutex_lock(&(x))
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# define lock_release(x) pthread_mutex_unlock(&(x))
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# define lock_destroy(x) pthread_mutex_destroy(&(x))
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# define cond_destroy(x) pthread_cond_destroy(&(x))
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# define cond_init(x) pthread_cond_init(&(x), NULL)
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# define cond_signal(x) pthread_cond_signal(&(x))
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# define cond_wait(x,y) pthread_cond_wait(&(x),&(y))
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# define cond_timedwait(x,y,z) pthread_cond_timedwait(&(x),&(y),z)
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# define thread_create(x,f,id) !pthread_create(&(x),NULL,f,&(id))
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# define thread_join(x) pthread_join(x, NULL)
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#else
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@ -50,16 +53,19 @@ typedef pthread_cond_t WaitCondition;
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// but apart from this they have the same speed performance of SRW locks.
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typedef CRITICAL_SECTION Lock;
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typedef HANDLE WaitCondition;
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typedef HANDLE ThreadHandle;
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# define lock_init(x) InitializeCriticalSection(x)
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# define lock_grab(x) EnterCriticalSection(x)
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# define lock_release(x) LeaveCriticalSection(x)
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# define lock_destroy(x) DeleteCriticalSection(x)
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# define cond_init(x) { *x = CreateEvent(0, FALSE, FALSE, 0); }
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# define cond_destroy(x) CloseHandle(*x)
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# define cond_signal(x) SetEvent(*x)
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# define cond_wait(x,y) { lock_release(y); WaitForSingleObject(*x, INFINITE); lock_grab(y); }
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# define cond_timedwait(x,y,z) { lock_release(y); WaitForSingleObject(*x,z); lock_grab(y); }
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# define lock_init(x) InitializeCriticalSection(&(x))
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# define lock_grab(x) EnterCriticalSection(&(x))
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# define lock_release(x) LeaveCriticalSection(&(x))
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# define lock_destroy(x) DeleteCriticalSection(&(x))
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# define cond_init(x) { x = CreateEvent(0, FALSE, FALSE, 0); }
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# define cond_destroy(x) CloseHandle(x)
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# define cond_signal(x) SetEvent(x)
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# define cond_wait(x,y) { lock_release(y); WaitForSingleObject(x, INFINITE); lock_grab(y); }
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# define cond_timedwait(x,y,z) { lock_release(y); WaitForSingleObject(x,z); lock_grab(y); }
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# define thread_create(x,f,id) (x = CreateThread(NULL,0,f,&(id),0,NULL), x != NULL)
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# define thread_join(x) { WaitForSingleObject(x, INFINITE); CloseHandle(x); }
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#endif
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@ -153,7 +153,7 @@ int cpu_count() {
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/// timed_wait() waits for msec milliseconds. It is mainly an helper to wrap
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/// conversion from milliseconds to struct timespec, as used by pthreads.
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void timed_wait(WaitCondition* sleepCond, Lock* sleepLock, int msec) {
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void timed_wait(WaitCondition& sleepCond, Lock& sleepLock, int msec) {
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#if defined(_MSC_VER)
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int tm = msec;
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@ -29,7 +29,7 @@
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extern const std::string engine_info(bool to_uci = false);
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extern int system_time();
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extern int cpu_count();
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extern void timed_wait(WaitCondition*, Lock*, int);
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extern void timed_wait(WaitCondition&, Lock&, int);
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extern void prefetch(char* addr);
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extern void dbg_hit_on(bool b);
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@ -822,7 +822,7 @@ split_point_start: // At split points actual search starts from here
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&& tte->depth() >= depth - 3 * ONE_PLY;
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if (SpNode)
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{
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lock_grab(&(sp->lock));
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lock_grab(sp->lock);
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bestValue = sp->bestValue;
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moveCount = sp->moveCount;
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@ -854,7 +854,7 @@ split_point_start: // At split points actual search starts from here
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if (SpNode)
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{
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moveCount = ++sp->moveCount;
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lock_release(&(sp->lock));
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lock_release(sp->lock);
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}
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else
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moveCount++;
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@ -925,7 +925,7 @@ split_point_start: // At split points actual search starts from here
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&& (!threatMove || !connected_threat(pos, move, threatMove)))
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{
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if (SpNode)
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lock_grab(&(sp->lock));
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lock_grab(sp->lock);
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continue;
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}
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@ -940,7 +940,7 @@ split_point_start: // At split points actual search starts from here
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if (futilityValue < beta)
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{
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if (SpNode)
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lock_grab(&(sp->lock));
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lock_grab(sp->lock);
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continue;
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}
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@ -950,7 +950,7 @@ split_point_start: // At split points actual search starts from here
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&& pos.see_sign(move) < 0)
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{
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if (SpNode)
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lock_grab(&(sp->lock));
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lock_grab(sp->lock);
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continue;
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}
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@ -1015,7 +1015,7 @@ split_point_start: // At split points actual search starts from here
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// Step 18. Check for new best move
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if (SpNode)
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{
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lock_grab(&(sp->lock));
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lock_grab(sp->lock);
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bestValue = sp->bestValue;
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alpha = sp->alpha;
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}
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@ -1134,7 +1134,7 @@ split_point_start: // At split points actual search starts from here
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// Here we have the lock still grabbed
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sp->is_slave[pos.thread()] = false;
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sp->nodes += pos.nodes_searched();
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lock_release(&(sp->lock));
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lock_release(sp->lock);
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}
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assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
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@ -1858,12 +1858,12 @@ void Thread::idle_loop(SplitPoint* sp) {
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}
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// Grab the lock to avoid races with Thread::wake_up()
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lock_grab(&sleepLock);
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lock_grab(sleepLock);
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// If we are master and all slaves have finished don't go to sleep
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if (sp && Threads.split_point_finished(sp))
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{
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lock_release(&sleepLock);
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lock_release(sleepLock);
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break;
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}
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@ -1872,9 +1872,9 @@ void Thread::idle_loop(SplitPoint* sp) {
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// in the meanwhile, allocated us and sent the wake_up() call before we
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// had the chance to grab the lock.
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if (do_sleep || !is_searching)
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cond_wait(&sleepCond, &sleepLock);
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cond_wait(sleepCond, sleepLock);
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lock_release(&sleepLock);
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lock_release(sleepLock);
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}
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// If this thread has been assigned work, launch a search
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@ -1917,8 +1917,8 @@ void Thread::idle_loop(SplitPoint* sp) {
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{
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// Because sp->is_slave[] is reset under lock protection,
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// be sure sp->lock has been released before to return.
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lock_grab(&(sp->lock));
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lock_release(&(sp->lock));
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lock_grab(sp->lock);
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lock_release(sp->lock);
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return;
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}
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}
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@ -64,9 +64,9 @@ namespace { extern "C" {
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void Thread::wake_up() {
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lock_grab(&sleepLock);
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cond_signal(&sleepCond);
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lock_release(&sleepLock);
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lock_grab(sleepLock);
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cond_signal(sleepCond);
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lock_release(sleepLock);
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}
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@ -153,17 +153,17 @@ void ThreadsManager::set_size(int cnt) {
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void ThreadsManager::init() {
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// Initialize sleep condition and lock used by thread manager
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cond_init(&sleepCond);
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lock_init(&threadsLock);
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cond_init(sleepCond);
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lock_init(threadsLock);
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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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cond_init(&threads[i].sleepCond);
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lock_init(threads[i].sleepLock);
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cond_init(threads[i].sleepCond);
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for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
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lock_init(&(threads[i].splitPoints[j].lock));
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lock_init(threads[i].splitPoints[j].lock);
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}
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// Allocate main thread tables to call evaluate() also when not searching
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@ -177,12 +177,7 @@ void ThreadsManager::init() {
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threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
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threads[i].threadID = i;
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#if defined(_MSC_VER)
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threads[i].handle = CreateThread(NULL, 0, start_routine, &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, &threads[i]);
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#endif
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bool ok = thread_create(threads[i].handle, start_routine, threads[i]);
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if (!ok)
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{
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threads[i].do_terminate = true; // Search must be already finished
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threads[i].wake_up();
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// Wait for thread termination
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#if defined(_MSC_VER)
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WaitForSingleObject(threads[i].handle, INFINITE);
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CloseHandle(threads[i].handle);
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#else
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pthread_join(threads[i].handle, NULL);
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#endif
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thread_join(threads[i].handle); // Wait for thread termination
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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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lock_destroy(threads[i].sleepLock);
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cond_destroy(threads[i].sleepCond);
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for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
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lock_destroy(&(threads[i].splitPoints[j].lock));
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lock_destroy(threads[i].splitPoints[j].lock);
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}
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lock_destroy(&threadsLock);
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cond_destroy(&sleepCond);
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lock_destroy(threadsLock);
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cond_destroy(sleepCond);
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}
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// Try to allocate available threads and ask them to start searching setting
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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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lock_grab(threadsLock);
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for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
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if (threads[i].is_available_to(master))
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threads[i].wake_up();
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}
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lock_release(&threadsLock);
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lock_release(threadsLock);
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// We failed to allocate even one slave, return
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if (!Fake && workersCnt == 1)
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// We have returned from the idle loop, which means that all threads are
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// finished. Note that changing state and decreasing activeSplitPoints is done
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// under lock protection to avoid a race with Thread::is_available_to().
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lock_grab(&threadsLock);
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lock_grab(threadsLock);
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masterThread.is_searching = true;
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masterThread.activeSplitPoints--;
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lock_release(&threadsLock);
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lock_release(threadsLock);
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masterThread.splitPoint = sp->parent;
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pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
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while (!do_terminate)
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{
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lock_grab(&sleepLock);
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timed_wait(&sleepCond, &sleepLock, maxPly ? maxPly : INT_MAX);
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lock_release(&sleepLock);
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lock_grab(sleepLock);
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timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
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lock_release(sleepLock);
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check_time();
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}
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}
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@ -390,10 +379,10 @@ void ThreadsManager::set_timer(int msec) {
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Thread& timer = threads[MAX_THREADS];
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lock_grab(&timer.sleepLock);
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lock_grab(timer.sleepLock);
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timer.maxPly = msec;
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cond_signal(&timer.sleepCond); // Wake up and restart the timer
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lock_release(&timer.sleepLock);
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cond_signal(timer.sleepCond); // Wake up and restart the timer
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lock_release(timer.sleepLock);
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}
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while (true)
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{
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lock_grab(&sleepLock);
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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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{
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cond_signal(&Threads.sleepCond); // Wake up UI thread if needed
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cond_wait(&sleepCond, &sleepLock);
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cond_signal(Threads.sleepCond); // Wake up UI thread if needed
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cond_wait(sleepCond, sleepLock);
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}
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is_searching = true;
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lock_release(&sleepLock);
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lock_release(sleepLock);
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if (do_terminate)
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return;
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@ -436,11 +425,11 @@ void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limit
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const std::set<Move>& searchMoves, bool async) {
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Thread& main = threads[0];
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lock_grab(&main.sleepLock);
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lock_grab(main.sleepLock);
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// Wait main thread has finished before to launch a new search
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while (!main.do_sleep)
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cond_wait(&sleepCond, &main.sleepLock);
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cond_wait(sleepCond, main.sleepLock);
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// Copy input arguments to initialize the search
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RootPosition.copy(pos, 0);
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Signals.stop = Signals.failedLowAtRoot = false;
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main.do_sleep = false;
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cond_signal(&main.sleepCond); // Wake up main thread and start searching
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cond_signal(main.sleepCond); // Wake up main thread and start searching
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if (!async)
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while (!main.do_sleep)
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cond_wait(&sleepCond, &main.sleepLock);
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cond_wait(sleepCond, main.sleepLock);
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lock_release(&main.sleepLock);
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lock_release(main.sleepLock);
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}
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@ -478,14 +467,14 @@ void ThreadsManager::stop_thinking() {
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Search::Signals.stop = true;
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lock_grab(&main.sleepLock);
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lock_grab(main.sleepLock);
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cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit
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cond_signal(main.sleepCond); // In case is waiting for stop or ponderhit
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while (!main.do_sleep)
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cond_wait(&sleepCond, &main.sleepLock);
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cond_wait(sleepCond, main.sleepLock);
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lock_release(&main.sleepLock);
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lock_release(main.sleepLock);
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}
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@ -502,10 +491,10 @@ void ThreadsManager::wait_for_stop_or_ponderhit() {
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Thread& main = threads[0];
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lock_grab(&main.sleepLock);
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lock_grab(main.sleepLock);
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while (!Signals.stop)
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cond_wait(&main.sleepCond, &main.sleepLock);
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cond_wait(main.sleepCond, main.sleepLock);
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lock_release(&main.sleepLock);
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lock_release(main.sleepLock);
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}
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@ -80,17 +80,12 @@ struct Thread {
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int maxPly;
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Lock sleepLock;
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WaitCondition sleepCond;
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ThreadHandle handle;
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SplitPoint* volatile splitPoint;
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volatile int activeSplitPoints;
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volatile bool is_searching;
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volatile bool do_sleep;
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volatile bool do_terminate;
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#if defined(_MSC_VER)
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HANDLE handle;
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#else
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pthread_t handle;
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#endif
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};
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