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https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00
Move idle_loop() under Thread
This greatly removes clutter from the difficult idle_loop() function No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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dafd5b5864
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3 changed files with 80 additions and 65 deletions
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@ -2130,50 +2130,56 @@ split_point_start: // At split points actual search starts from here
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} // namespace
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// ThreadsManager::idle_loop() is where the threads are parked when they have no work
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// to do. The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint
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// object for which the current thread is the master.
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// Little helper used by idle_loop() to check that all the slaves of a
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// master thread have finished searching.
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void ThreadsManager::idle_loop(int threadID, SplitPoint* sp) {
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static bool all_slaves_finished(SplitPoint* sp) {
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assert(threadID >= 0 && threadID < MAX_THREADS);
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assert(sp);
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int i;
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bool allFinished;
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for (int i = 0; i < Threads.size(); i++)
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if (sp->is_slave[i])
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return false;
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return true;
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}
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// Thread::idle_loop() is where the thread is parked when it has no work to do.
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// The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint object
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// for which the thread is the master.
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void Thread::idle_loop(SplitPoint* sp) {
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while (true)
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{
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// Slave threads can exit as soon as allThreadsShouldExit flag raises,
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// master should exit as last one.
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if (allThreadsShouldExit)
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{
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assert(!sp);
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threads[threadID].state = Thread::TERMINATED;
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return;
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}
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// If we are not searching, wait for a condition to be signaled
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// instead of wasting CPU time polling for work.
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while ( threadID >= activeThreads
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|| threads[threadID].state == Thread::INITIALIZING
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|| (useSleepingThreads && threads[threadID].state == Thread::AVAILABLE))
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while ( do_sleep
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|| do_terminate
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|| (Threads.use_sleeping_threads() && state == Thread::AVAILABLE))
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{
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assert(!sp || useSleepingThreads);
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assert(threadID != 0 || useSleepingThreads);
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assert(!sp || Threads.use_sleeping_threads());
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assert(threadID != 0 || Threads.use_sleeping_threads());
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if (threads[threadID].state == Thread::INITIALIZING)
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threads[threadID].state = Thread::AVAILABLE;
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// Slave thread should exit as soon as do_terminate flag raises
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if (do_terminate)
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{
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assert(!sp);
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state = Thread::TERMINATED;
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return;
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}
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if (state == Thread::INITIALIZING)
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state = Thread::AVAILABLE;
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// Grab the lock to avoid races with Thread::wake_up()
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lock_grab(&threads[threadID].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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for (i = 0; sp && i < activeThreads && !sp->is_slave[i]; i++) {}
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allFinished = (i == activeThreads);
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if (allFinished || allThreadsShouldExit)
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if (sp && all_slaves_finished(sp))
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{
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lock_release(&threads[threadID].sleepLock);
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lock_release(&sleepLock);
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break;
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}
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@ -2181,22 +2187,22 @@ void ThreadsManager::idle_loop(int threadID, SplitPoint* sp) {
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// particular we need to avoid a deadlock in case a master thread has,
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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 (threadID >= activeThreads || threads[threadID].state == Thread::AVAILABLE)
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cond_wait(&threads[threadID].sleepCond, &threads[threadID].sleepLock);
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if (do_sleep || state == Thread::AVAILABLE)
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cond_wait(&sleepCond, &sleepLock);
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lock_release(&threads[threadID].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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if (threads[threadID].state == Thread::WORKISWAITING)
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if (state == Thread::WORKISWAITING)
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{
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assert(!allThreadsShouldExit);
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assert(!do_terminate);
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threads[threadID].state = Thread::SEARCHING;
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state = Thread::SEARCHING;
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// Copy split point position and search stack and call search()
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SearchStack ss[PLY_MAX_PLUS_2];
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SplitPoint* tsp = threads[threadID].splitPoint;
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SplitPoint* tsp = splitPoint;
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Position pos(*tsp->pos, threadID);
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memcpy(ss, tsp->ss - 1, 4 * sizeof(SearchStack));
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@ -2211,24 +2217,21 @@ void ThreadsManager::idle_loop(int threadID, SplitPoint* sp) {
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else
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assert(false);
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assert(threads[threadID].state == Thread::SEARCHING);
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assert(state == Thread::SEARCHING);
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threads[threadID].state = Thread::AVAILABLE;
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state = Thread::AVAILABLE;
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// Wake up master thread so to allow it to return from the idle loop in
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// case we are the last slave of the split point.
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if ( useSleepingThreads
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if ( Threads.use_sleeping_threads()
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&& threadID != tsp->master
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&& threads[tsp->master].state == Thread::AVAILABLE)
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threads[tsp->master].wake_up();
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&& Threads[tsp->master].state == Thread::AVAILABLE)
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Threads[tsp->master].wake_up();
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}
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// If this thread is the master of a split point and all slaves have
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// finished their work at this split point, return from the idle loop.
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for (i = 0; sp && i < activeThreads && !sp->is_slave[i]; i++) {}
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allFinished = (i == activeThreads);
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if (allFinished)
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if (sp && all_slaves_finished(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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@ -35,7 +35,7 @@ namespace { extern "C" {
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DWORD WINAPI start_routine(LPVOID threadID) {
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Threads.idle_loop(*(int*)threadID, NULL);
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Threads[*(int*)threadID].idle_loop(NULL);
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return 0;
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}
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@ -43,7 +43,7 @@ namespace { extern "C" {
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void* start_routine(void* threadID) {
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Threads.idle_loop(*(int*)threadID, NULL);
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Threads[*(int*)threadID].idle_loop(NULL);
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return NULL;
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}
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@ -111,7 +111,22 @@ void ThreadsManager::read_uci_options() {
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maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
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minimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
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useSleepingThreads = Options["Use Sleeping Threads"].value<bool>();
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activeThreads = Options["Threads"].value<int>();
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set_size(Options["Threads"].value<int>());
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}
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// set_size() changes the number of active threads and raises do_sleep flag for
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// all the unused threads that will go immediately to sleep.
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void ThreadsManager::set_size(int cnt) {
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assert(cnt > 0 && cnt <= MAX_THREADS);
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activeThreads = cnt;
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for (int i = 0; i < MAX_THREADS; i++)
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threads[i].do_sleep = !(i < activeThreads);
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}
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@ -120,14 +135,10 @@ void ThreadsManager::read_uci_options() {
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void ThreadsManager::init() {
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int threadID[MAX_THREADS];
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// This flag is needed to properly end the threads when program exits
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allThreadsShouldExit = false;
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// Threads will sent to sleep as soon as created, only main thread is kept alive
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activeThreads = 1;
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set_size(1);
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threads[0].state = Thread::SEARCHING;
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threads[0].threadID = 0;
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// Allocate pawn and material hash tables for main thread
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init_hash_tables();
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@ -149,13 +160,13 @@ void ThreadsManager::init() {
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for (int i = 1; i < MAX_THREADS; i++)
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{
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threads[i].state = Thread::INITIALIZING;
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threadID[i] = i;
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threads[i].threadID = i;
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#if defined(_MSC_VER)
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bool ok = (CreateThread(NULL, 0, start_routine, (LPVOID)&threadID[i], 0, NULL) != NULL);
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bool ok = (CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i].threadID , 0, NULL) != NULL);
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#else
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pthread_t pthreadID;
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bool ok = (pthread_create(&pthreadID, NULL, start_routine, (void*)&threadID[i]) == 0);
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bool ok = (pthread_create(&pthreadID, NULL, start_routine, (void*)&threads[i].threadID) == 0);
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pthread_detach(pthreadID);
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#endif
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if (!ok)
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@ -174,14 +185,12 @@ void ThreadsManager::init() {
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void ThreadsManager::exit() {
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// Force the woken up threads to exit idle_loop() and hence terminate
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allThreadsShouldExit = true;
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for (int i = 0; i < MAX_THREADS; i++)
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{
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// Wake up all the threads and wait for termination
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// Wake up all the slave threads and wait for termination
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if (i != 0)
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{
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threads[i].do_terminate = true;
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threads[i].wake_up();
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while (threads[i].state != Thread::TERMINATED) {}
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}
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@ -318,7 +327,7 @@ Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value b
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// Thread::WORKISWAITING. We send the split point as a second parameter to
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// the idle loop, which means that the main thread will return from the idle
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// loop when all threads have finished their work at this split point.
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idle_loop(master, sp);
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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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@ -77,16 +77,20 @@ struct Thread {
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void wake_up();
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bool cutoff_occurred() const;
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bool is_available_to(int master) const;
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void idle_loop(SplitPoint* sp);
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SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
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MaterialInfoTable materialTable;
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PawnInfoTable pawnTable;
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int threadID;
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int maxPly;
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Lock sleepLock;
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WaitCondition sleepCond;
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volatile ThreadState state;
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SplitPoint* volatile splitPoint;
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volatile int activeSplitPoints;
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volatile bool do_sleep;
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volatile bool do_terminate;
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};
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@ -105,13 +109,13 @@ public:
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void exit();
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void init_hash_tables();
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bool use_sleeping_threads() const { return useSleepingThreads; }
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int min_split_depth() const { return minimumSplitDepth; }
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int size() const { return activeThreads; }
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void set_size(int cnt) { activeThreads = cnt; }
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void set_size(int cnt);
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void read_uci_options();
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bool available_slave_exists(int master) const;
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void idle_loop(int threadID, SplitPoint* sp);
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template <bool Fake>
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Value split(Position& pos, SearchStack* ss, Value alpha, Value beta, Value bestValue,
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int maxThreadsPerSplitPoint;
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int activeThreads;
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bool useSleepingThreads;
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volatile bool allThreadsShouldExit;
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};
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extern ThreadsManager Threads;
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