mirror of
https://github.com/sockspls/badfish
synced 2025-04-30 00:33:09 +00:00
Fix comments in thread.cpp
And reshuffle a bit the functions to place them in a consistent order. To be on the safe side, patch has been validated for no regression/crashes with a small 8K games test with 3 threads: ELO: 3.98 +-4.4 (95%) LOS: 96.3% Total: 8388 W: 1500 L: 1404 D: 5484 No functional change.
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parent
91cc82aa25
commit
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1 changed files with 144 additions and 138 deletions
282
src/thread.cpp
282
src/thread.cpp
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@ -40,7 +40,7 @@ namespace {
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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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// outside Thread c'tor and d'tor because the object must 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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@ -50,7 +50,11 @@ namespace {
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}
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void delete_thread(ThreadBase* th) {
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th->mutex.lock();
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th->exit = true; // Search must be already finished
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th->mutex.unlock();
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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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@ -59,7 +63,7 @@ namespace {
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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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// ThreadBase::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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@ -69,7 +73,7 @@ void ThreadBase::notify_one() {
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}
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// wait_for() set the thread to sleep until 'condition' turns true
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// ThreadBase::wait_for() set the thread to sleep until 'condition' turns true
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void ThreadBase::wait_for(volatile const bool& condition) {
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@ -79,8 +83,8 @@ void ThreadBase::wait_for(volatile const bool& condition) {
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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 c'tor makes some init but does not launch any execution thread that
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// will be started only when c'tor returns.
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Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
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@ -92,7 +96,7 @@ Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
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}
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// cutoff_occurred() checks whether a beta cutoff has occurred in the
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// Thread::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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@ -127,131 +131,12 @@ bool Thread::available_to(const Thread* master) const {
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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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// Thread::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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// informed 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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@ -259,13 +144,12 @@ void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bes
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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(searching);
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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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// Pick and init the next available split point
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SplitPoint& sp = splitPoints[splitPointsSize];
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sp.masterThread = this;
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@ -296,7 +180,9 @@ void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bes
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activeSplitPoint = &sp;
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activePosition = NULL;
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for (Thread* slave; (slave = Threads.available_slave(this)) != NULL; )
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Thread* slave;
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while ((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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@ -320,8 +206,8 @@ void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bes
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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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// finished. Note that setting 'searching' and decreasing splitPointsSize must
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// be 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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@ -337,7 +223,127 @@ void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bes
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Threads.mutex.unlock();
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}
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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// TimerThread::idle_loop() is where the timer thread waits Resolution milliseconds
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// and then calls check_time(). When not searching, 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 (!exit)
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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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{
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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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}
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// ThreadPool::init() is called at startup to create and launch requested threads,
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// that will go immediately to sleep. We cannot use a c'tor because Threads is a
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// static object and we need a fully initialized engine at this point due to
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// allocation 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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// ThreadPool::exit() terminates the threads before the program exits. Cannot be
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// done in d'tor because threads must be terminated before freeing us.
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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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// ThreadPool::read_uci_options() updates internal threads parameters from the
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// corresponding UCI options and creates/destroys threads to match the requested
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// number. Thread objects are dynamically allocated to avoid creating all possible
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// threads in advance (which include pawns and material tables), even if only a
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// few 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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// ThreadPool::available_slave() tries to find an idle thread which is available
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// as a slave 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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// ThreadPool::wait_for_think_finished() waits for main thread to finish the search
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void ThreadPool::wait_for_think_finished() {
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@ -348,11 +354,11 @@ void ThreadPool::wait_for_think_finished() {
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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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// ThreadPool::start_thinking() wakes up the main thread sleeping in
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// MainThread::idle_loop() and starts a new search, then returns immediately.
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void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
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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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