1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-30 00:33:09 +00:00
BadFish/src/thread.cpp
Marco Costalba 3c0fe1d9b2 Rework lock protecting
When changing 'search' and 'splitPointsSize' we have to
use thread locks, not split point ones, because can_join()
is called under the formers.

Verified succesfully with 24 hours toruture tests with 20
cores machine by Louis Zulli: it does not hangs.

Verifyed for no regressions with STC, 7 threads:
LLR: 2.94 (-2.94,2.94) [-3.00,1.00]
Total: 52804 W: 8159 L: 8087 D: 36558

No functional change.
2015-09-30 10:47:20 +02:00

375 lines
11 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#include <algorithm> // For std::count
#include <cassert>
#include "movegen.h"
#include "search.h"
#include "thread.h"
#include "uci.h"
using namespace Search;
ThreadPool Threads; // Global object
extern void check_time();
namespace {
// Helpers to launch a thread after creation and joining before delete. Must be
// outside Thread c'tor and d'tor because the object must be fully initialized
// when start_routine (and hence virtual idle_loop) is called and when joining.
template<typename T> T* new_thread() {
std::thread* th = new T;
*th = std::thread(&T::idle_loop, (T*)th); // Will go to sleep
return (T*)th;
}
void delete_thread(ThreadBase* th) {
th->mutex.lock();
th->exit = true; // Search must be already finished
th->mutex.unlock();
th->notify_one();
th->join(); // Wait for thread termination
delete th;
}
}
// ThreadBase::notify_one() wakes up the thread when there is some work to do
void ThreadBase::notify_one() {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.notify_one();
}
// ThreadBase::wait_for() set the thread to sleep until 'condition' turns true
void ThreadBase::wait_for(volatile const bool& condition) {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.wait(lk, [&]{ return condition; });
}
// Thread c'tor makes some init but does not launch any execution thread that
// will be started only when c'tor returns.
Thread::Thread() /* : splitPoints() */ { // Initialization of non POD broken in MSVC
searching = false;
maxPly = 0;
splitPointsSize = 0;
activeSplitPoint = nullptr;
activePosition = nullptr;
idx = Threads.size(); // Starts from 0
}
// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the
// current active split point, or in some ancestor of the split point.
bool Thread::cutoff_occurred() const {
for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint)
if (sp->cutoff)
return true;
return false;
}
// Thread::can_join() checks whether the thread is available to join the split
// point 'sp'. An obvious requirement is that thread must be idle. With more than
// two threads, this is not sufficient: If the thread is the master of some split
// point, it is only available as a slave for the split points below his active
// one (the "helpful master" concept in YBWC terminology).
bool Thread::can_join(const SplitPoint* sp) const {
if (searching)
return false;
// Make a local copy to be sure it doesn't become zero under our feet while
// testing next condition and so leading to an out of bounds access.
const size_t size = splitPointsSize;
// No split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
return !size || splitPoints[size - 1].slavesMask.test(sp->master->idx);
}
// Thread::split() does the actual work of distributing the work at a node between
// several available threads. If it does not succeed in splitting the node
// (because no idle threads are available), the function immediately returns.
// If splitting is possible, a SplitPoint object is initialized with all the
// data that must be copied to the helper threads and then helper threads are
// informed that they have been assigned work. This will cause them to instantly
// leave their idle loops and call search(). When all threads have returned from
// search() then split() returns.
void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
Move* bestMove, Depth depth, int moveCount,
MovePicker* movePicker, int nodeType, bool cutNode) {
assert(searching);
assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
assert(depth >= Threads.minimumSplitDepth);
assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
// Pick and init the next available split point
SplitPoint& sp = splitPoints[splitPointsSize];
sp.spinlock.acquire(); // No contention here until we don't increment splitPointsSize
sp.master = this;
sp.parentSplitPoint = activeSplitPoint;
sp.slavesMask = 0, sp.slavesMask.set(idx);
sp.depth = depth;
sp.bestValue = *bestValue;
sp.bestMove = *bestMove;
sp.alpha = alpha;
sp.beta = beta;
sp.nodeType = nodeType;
sp.cutNode = cutNode;
sp.movePicker = movePicker;
sp.moveCount = moveCount;
sp.pos = &pos;
sp.nodes = 0;
sp.cutoff = false;
sp.ss = ss;
sp.allSlavesSearching = true; // Must be set under lock protection
++splitPointsSize;
activeSplitPoint = &sp;
activePosition = nullptr;
// Try to allocate available threads
Thread* slave;
while ( sp.slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT
&& (slave = Threads.available_slave(&sp)) != nullptr)
{
slave->spinlock.acquire();
if (slave->can_join(activeSplitPoint))
{
activeSplitPoint->slavesMask.set(slave->idx);
slave->activeSplitPoint = activeSplitPoint;
slave->searching = true;
}
slave->spinlock.release();
}
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its 'searching' flag is set.
// The thread will return from the idle loop when all slaves have finished
// their work at this split point.
sp.spinlock.release();
Thread::idle_loop(); // Force a call to base class idle_loop()
// In the helpful master concept, a master can help only a sub-tree of its
// split point and because everything is finished here, it's not possible
// for the master to be booked.
assert(!searching);
assert(!activePosition);
// We have returned from the idle loop, which means that all threads are
// finished. Note that decreasing splitPointsSize must be done under lock
// protection to avoid a race with Thread::can_join().
spinlock.acquire();
searching = true;
--splitPointsSize;
activeSplitPoint = sp.parentSplitPoint;
activePosition = &pos;
spinlock.release();
// Split point data cannot be changed now, so no need to lock protect
pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
*bestMove = sp.bestMove;
*bestValue = sp.bestValue;
}
// TimerThread::idle_loop() is where the timer thread waits Resolution milliseconds
// and then calls check_time(). When not searching, thread sleeps until it's woken up.
void TimerThread::idle_loop() {
while (!exit)
{
std::unique_lock<Mutex> lk(mutex);
if (!exit)
sleepCondition.wait_for(lk, std::chrono::milliseconds(run ? Resolution : INT_MAX));
lk.unlock();
if (run)
check_time();
}
}
// MainThread::idle_loop() is where the main thread is parked waiting to be started
// when there is a new search. The main thread will launch all the slave threads.
void MainThread::idle_loop() {
while (!exit)
{
std::unique_lock<Mutex> lk(mutex);
thinking = false;
while (!thinking && !exit)
{
sleepCondition.notify_one(); // Wake up the UI thread if needed
sleepCondition.wait(lk);
}
lk.unlock();
if (!exit)
{
searching = true;
Search::think();
assert(searching);
searching = false;
}
}
}
// MainThread::join() waits for main thread to finish the search
void MainThread::join() {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.wait(lk, [&]{ return !thinking; });
}
// ThreadPool::init() is called at startup to create and launch requested threads,
// that will go immediately to sleep. We cannot use a c'tor because Threads is a
// static object and we need a fully initialized engine at this point due to
// allocation of Endgames in Thread c'tor.
void ThreadPool::init() {
timer = new_thread<TimerThread>();
push_back(new_thread<MainThread>());
read_uci_options();
}
// ThreadPool::exit() terminates the threads before the program exits. Cannot be
// done in d'tor because threads must be terminated before freeing us.
void ThreadPool::exit() {
delete_thread(timer); // As first because check_time() accesses threads data
timer = nullptr;
for (Thread* th : *this)
delete_thread(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() {
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
size_t requested = Options["Threads"];
assert(requested > 0);
while (size() < requested)
push_back(new_thread<Thread>());
while (size() > requested)
{
delete_thread(back());
pop_back();
}
}
// ThreadPool::available_slave() tries to find an idle thread which is available
// to join SplitPoint 'sp'.
Thread* ThreadPool::available_slave(const SplitPoint* sp) const {
for (Thread* th : *this)
if (th->can_join(sp))
return th;
return nullptr;
}
// 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) {
main()->join();
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
RootMoves.clear();
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<LEGAL>(pos))
if ( limits.searchmoves.empty()
|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
RootMoves.push_back(RootMove(m));
main()->thinking = true;
main()->notify_one(); // Wake up main thread: 'thinking' must be already set
}