/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include // For std::count #include #include "movegen.h" #include "search.h" #include "thread.h" #include "uci.h" using namespace Search; ThreadPool Threads; // Global object // Thread constructor makes some init and launches the thread that will go to // sleep in idle_loop(). Thread::Thread() { searching = true; // Avoid a race with start_thinking() exit = resetCalls = false; maxPly = callsCnt = 0; history.clear(); counterMoves.clear(); idx = Threads.size(); // Starts from 0 std::thread::operator=(std::thread(&Thread::idle_loop, this)); } // Thread destructor waits for thread termination before deleting Thread::~Thread() { mutex.lock(); exit = true; // Search must be already finished mutex.unlock(); notify_one(); std::thread::join(); // Wait for thread termination } // Thread::join() waits for the thread to finish searching void Thread::join() { std::unique_lock lk(mutex); sleepCondition.wait(lk, [&]{ return !searching; }); } // Thread::notify_one() wakes up the thread when there is some work to do void Thread::notify_one() { std::unique_lock lk(mutex); sleepCondition.notify_one(); } // Thread::wait() set the thread to sleep until 'condition' turns true void Thread::wait(std::atomic_bool& condition) { std::unique_lock lk(mutex); sleepCondition.wait(lk, [&]{ return bool(condition); }); } // Thread::idle_loop() is where the thread is parked when it has no work to do void Thread::idle_loop() { while (!exit) { std::unique_lock lk(mutex); searching = false; while (!searching && !exit) { sleepCondition.notify_one(); // Wake up main thread if needed sleepCondition.wait(lk); } lk.unlock(); if (!exit && searching) search(); } } // ThreadPool::init() is called at startup to create and launch requested threads, // that will go immediately to sleep. We cannot use a constructor because Threads // is a static object and we need a fully initialized engine at this point due to // allocation of Endgames in the Thread constructor. void ThreadPool::init() { push_back(new MainThread); read_uci_options(); } // ThreadPool::exit() terminates the threads before the program exits. Cannot be // done in destructor because threads must be terminated before freeing us. void ThreadPool::exit() { for (Thread* th : *this) delete th; clear(); // Get rid of stale pointers } // ThreadPool::read_uci_options() updates internal threads parameters from the // corresponding UCI options and creates/destroys threads to match the requested // number. Thread objects are dynamically allocated to avoid creating all possible // threads in advance (which include pawns and material tables), even if only a // few are to be used. void ThreadPool::read_uci_options() { size_t requested = Options["Threads"]; assert(requested > 0); while (size() < requested) push_back(new Thread); while (size() > requested) { delete back(); pop_back(); } } // ThreadPool::nodes_searched() returns the number of nodes searched int64_t ThreadPool::nodes_searched() { int64_t nodes = 0; for (Thread *th : *this) nodes += th->rootPos.nodes_searched(); return nodes; } // ThreadPool::start_thinking() wakes up the main thread sleeping in // MainThread::idle_loop() and starts a new search, then returns immediately. void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, StateStackPtr& states) { for (Thread* th : Threads) th->join(); Signals.stopOnPonderhit = Signals.firstRootMove = false; Signals.stop = Signals.failedLowAtRoot = false; main()->rootMoves.clear(); main()->rootPos = pos; Limits = limits; if (states.get()) // If we don't set a new position, preserve current state { SetupStates = std::move(states); // Ownership transfer here assert(!states.get()); } for (const auto& m : MoveList(pos)) if ( limits.searchmoves.empty() || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) main()->rootMoves.push_back(RootMove(m)); main()->searching = true; main()->notify_one(); // Wake up main thread: 'searching' must be already set }