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Wait for main thread to finish before to exit

Currently after a 'quit' command UI thread raises stop
signal, exits from uci_loop() and calls Threads.exit()
while the search threads are still active.

In Threads.exit() main thread is asked to terminate, but
if it is parked in idle_loop() it will exit and free its
resources (in particular the shared Movepicker object) while
sibling slaves are still active and this leads to a crash.

The fix is to let the UI thread always wait for main thread
to finish the search before to return from uci_loop().

Found by Valgrind when running with 8 threads.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2011-12-29 09:55:09 +01:00
parent 4a8c1b2470
commit 9cb187762a
3 changed files with 25 additions and 8 deletions

View file

@ -197,7 +197,7 @@ void ThreadsManager::exit() {
for (int i = 0; i <= MAX_THREADS; i++) for (int i = 0; i <= MAX_THREADS; i++)
{ {
threads[i].do_terminate = true; threads[i].do_terminate = true; // Search must be already finished
threads[i].wake_up(); threads[i].wake_up();
// Wait for thread termination // Wait for thread termination
@ -458,6 +458,27 @@ void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limit
} }
// ThreadsManager::stop_thinking() is used by UI thread to raise a stop request
// and to wait for the main thread finishing the search. Needed to wait exiting
// and terminate the threads after a 'quit' command.
void ThreadsManager::stop_thinking() {
Thread& main = threads[0];
Search::Signals.stop = true;
lock_grab(&main.sleepLock);
cond_signal(&main.sleepCond); // In case is waiting for stop or ponderhit
while (!main.do_sleep)
cond_wait(&sleepCond, &main.sleepLock);
lock_release(&main.sleepLock);
}
// ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth // ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth
// is reached while the program is pondering. The point is to work around a wrinkle // is reached while the program is pondering. The point is to work around a wrinkle
// in the UCI protocol: When pondering, the engine is not allowed to give a // in the UCI protocol: When pondering, the engine is not allowed to give a

View file

@ -118,6 +118,7 @@ public:
bool split_point_finished(SplitPoint* sp) const; bool split_point_finished(SplitPoint* sp) const;
void set_timer(int msec); void set_timer(int msec);
void wait_for_stop_or_ponderhit(); void wait_for_stop_or_ponderhit();
void stop_thinking();
void start_thinking(const Position& pos, const Search::LimitsType& limits, void start_thinking(const Position& pos, const Search::LimitsType& limits,
const std::vector<Move>& searchMoves, bool asyncMode); const std::vector<Move>& searchMoves, bool asyncMode);

View file

@ -68,10 +68,7 @@ void uci_loop() {
is >> skipws >> token; is >> skipws >> token;
if (token == "quit" || token == "stop") if (token == "quit" || token == "stop")
{ Threads.stop_thinking();
Search::Signals.stop = true;
Threads[0].wake_up(); // In case is waiting for stop or ponderhit
}
else if (token == "ponderhit") else if (token == "ponderhit")
{ {
@ -81,9 +78,7 @@ void uci_loop() {
Search::Limits.ponder = false; Search::Limits.ponder = false;
if (Search::Signals.stopOnPonderhit) if (Search::Signals.stopOnPonderhit)
Search::Signals.stop = true; Threads.stop_thinking();
Threads[0].wake_up(); // In case is waiting for stop or ponderhit
} }
else if (token == "go") else if (token == "go")