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BadFish/src/thread.cpp
Marco Costalba 76ed0ab501 Retire ThreadBase
Now that we don't have anymore TimerThread, there is
no need of this long class hierarchy.

Also assorted reformatting while there.

To verify no regression, passed at STC with 7 threads:
LLR: 2.97 (-2.94,2.94) [-5.00,0.00]
Total: 30990 W: 4945 L: 4942 D: 21103

No functional change.
2015-11-13 08:22:44 +01:00

195 lines
5 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
// 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<Mutex> 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<Mutex> 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<Mutex> 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<Mutex> 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<LEGAL>(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
}