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BadFish/src/thread.cpp
Marco Costalba 06f33ff1ee Remove last platform specific code form thread.cpp
A somewhat tricky function pointer cast allows us
to move the platform specifics to lock.h, the cast
is tricky because return type is not the same of the
casted function in Linux (for Windows return type is
a DWORD that is a long) but this should not be a
problem as long as the size is the same;

From: http://stackoverflow.com/questions/188839/function-pointer-cast-to-different-signature

"OpenSSL was only casting functions pointers to
other function types taking and returning the same
number of values of the same exact sizes, and this
(assuming you're not dealing with floating-point)
happens to be safe across all the platforms and
calling conventions I know of. However, anything
else is potentially unsafe."

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2012-03-23 19:28:20 +01:00

470 lines
14 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2012 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 <cassert>
#include <iostream>
#include "movegen.h"
#include "search.h"
#include "thread.h"
#include "ucioption.h"
using namespace Search;
ThreadsManager Threads; // Global object
namespace { extern "C" {
// start_routine() is the C function which is called when a new thread
// is launched. It simply calls idle_loop() of the supplied thread. The first
// and last thread are special. First one is the main search thread while the
// last one mimics a timer, they run in main_loop() and timer_loop().
long start_routine(Thread* th) {
if (th->threadID == 0)
th->main_loop();
else if (th->threadID == MAX_THREADS)
th->timer_loop();
else
th->idle_loop(NULL);
return 0;
}
} }
// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
extern void check_time();
void Thread::timer_loop() {
while (!do_exit)
{
lock_grab(sleepLock);
timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
lock_release(sleepLock);
check_time();
}
}
// Thread::main_loop() is where the main thread is parked waiting to be started
// when there is a new search. Main thread will launch all the slave threads.
void Thread::main_loop() {
while (true)
{
lock_grab(sleepLock);
do_sleep = true; // Always return to sleep after a search
is_searching = false;
while (do_sleep && !do_exit)
{
cond_signal(Threads.sleepCond); // Wake up UI thread if needed
cond_wait(sleepCond, sleepLock);
}
lock_release(sleepLock);
if (do_exit)
return;
is_searching = true;
Search::think();
}
}
// Thread::wake_up() wakes up the thread, normally at the beginning of the search
// or, if "sleeping threads" is used, when there is some work to do.
void Thread::wake_up() {
lock_grab(sleepLock);
cond_signal(sleepCond);
lock_release(sleepLock);
}
// Thread::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
// in the UCI protocol: When pondering, the engine is not allowed to give a
// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
// wait here until one of these commands (that raise StopRequest) is sent and
// then return, after which the bestmove and pondermove will be printed.
void Thread::wait_for_stop_or_ponderhit() {
Signals.stopOnPonderhit = true;
lock_grab(sleepLock);
while (!Signals.stop)
cond_wait(sleepCond, sleepLock);
lock_release(sleepLock);
}
// 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 = curSplitPoint; sp; sp = sp->parent)
if (sp->cutoff)
return true;
return false;
}
// is_available_to() checks whether the thread is available to help the thread with
// threadID "master" at a split point. An obvious requirement is that thread must be
// idle. With more than two threads, this is not by itself sufficient: If the thread
// is the master of some active split point, it is only available as a slave to the
// threads which are busy searching the split point at the top of "slave"'s split
// point stack (the "helpful master concept" in YBWC terminology).
bool Thread::is_available_to(int master) const {
if (is_searching)
return false;
// Make a local copy to be sure doesn't become zero under our feet while
// testing next condition and so leading to an out of bound access.
int spCnt = splitPointsCnt;
// No active split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master));
}
// read_uci_options() updates internal threads parameters from the corresponding
// UCI options. It is called before to start a new search.
void ThreadsManager::read_uci_options() {
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
useSleepingThreads = Options["Use Sleeping Threads"];
}
// set_size() changes the number of active threads and raises do_sleep flag for
// all the unused threads that will go immediately to sleep.
void ThreadsManager::set_size(int cnt) {
assert(cnt > 0 && cnt < MAX_THREADS);
activeThreads = cnt;
for (int i = 0; i < MAX_THREADS; i++)
if (i < activeThreads)
{
// Dynamically allocate pawn and material hash tables according to the
// number of active threads. This avoids preallocating memory for all
// possible threads if only few are used.
threads[i].pawnTable.init();
threads[i].materialTable.init();
threads[i].maxPly = 0;
threads[i].do_sleep = false;
if (!useSleepingThreads)
threads[i].wake_up();
}
else
threads[i].do_sleep = true;
}
// init() is called during startup. Initializes locks and condition variables
// and launches all threads sending them immediately to sleep.
void ThreadsManager::init() {
read_uci_options();
cond_init(sleepCond);
lock_init(splitLock);
// Allocate main thread tables to call evaluate() also when not searching
threads[0].pawnTable.init();
threads[0].materialTable.init();
// Create and launch all the threads, threads will go immediately to sleep
for (int i = 0; i <= MAX_THREADS; i++)
{
threads[i].is_searching = false;
threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
threads[i].threadID = i;
lock_init(threads[i].sleepLock);
cond_init(threads[i].sleepCond);
for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
lock_init(threads[i].splitPoints[j].lock);
if (!thread_create(threads[i].handle, start_routine, threads[i]))
{
std::cerr << "Failed to create thread number " << i << std::endl;
::exit(EXIT_FAILURE);
}
}
}
// exit() is called to cleanly terminate the threads when the program finishes
void ThreadsManager::exit() {
for (int i = 0; i <= MAX_THREADS; i++)
{
assert(threads[i].do_sleep);
threads[i].do_exit = true; // Search must be already finished
threads[i].wake_up();
thread_join(threads[i].handle); // Wait for thread termination
lock_destroy(threads[i].sleepLock);
cond_destroy(threads[i].sleepCond);
for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
lock_destroy(threads[i].splitPoints[j].lock);
}
lock_destroy(splitLock);
cond_destroy(sleepCond);
}
// available_slave_exists() tries to find an idle thread which is available as
// a slave for the thread with threadID 'master'.
bool ThreadsManager::available_slave_exists(int master) const {
assert(master >= 0 && master < activeThreads);
for (int i = 0; i < activeThreads; i++)
if (threads[i].is_available_to(master))
return true;
return false;
}
// 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, or because we have no unused split
// point objects), 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 told 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.
template <bool Fake>
Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
Value bestValue, Move* bestMove, Depth depth,
Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(alpha < beta);
assert(beta <= VALUE_INFINITE);
assert(depth > DEPTH_ZERO);
assert(pos.thread() >= 0 && pos.thread() < activeThreads);
assert(activeThreads > 1);
int master = pos.thread();
Thread& masterThread = threads[master];
if (masterThread.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
return bestValue;
// Pick the next available split point from the split point stack
SplitPoint* sp = &masterThread.splitPoints[masterThread.splitPointsCnt++];
sp->parent = masterThread.curSplitPoint;
sp->master = master;
sp->cutoff = false;
sp->slavesMask = 1ULL << master;
sp->depth = depth;
sp->bestMove = *bestMove;
sp->threatMove = threatMove;
sp->alpha = alpha;
sp->beta = beta;
sp->nodeType = nodeType;
sp->bestValue = bestValue;
sp->mp = mp;
sp->moveCount = moveCount;
sp->pos = &pos;
sp->nodes = 0;
sp->ss = ss;
assert(masterThread.is_searching);
masterThread.curSplitPoint = sp;
int slavesCnt = 0;
// Try to allocate available threads and ask them to start searching setting
// is_searching flag. This must be done under lock protection to avoid concurrent
// allocation of the same slave by another master.
lock_grab(sp->lock);
lock_grab(splitLock);
for (int i = 0; i < activeThreads && !Fake; i++)
if (threads[i].is_available_to(master))
{
sp->slavesMask |= 1ULL << i;
threads[i].curSplitPoint = sp;
threads[i].is_searching = true; // Slave leaves idle_loop()
if (useSleepingThreads)
threads[i].wake_up();
if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
break;
}
lock_release(splitLock);
lock_release(sp->lock);
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its is_searching flag is set.
// We pass the split point as a parameter to the idle loop, which means that
// the thread will return from the idle loop when all slaves have finished
// their work at this split point.
if (slavesCnt || Fake)
{
masterThread.idle_loop(sp);
// In helpful master concept a master can help only a sub-tree of its split
// point, and because here is all finished is not possible master is booked.
assert(!masterThread.is_searching);
}
// We have returned from the idle loop, which means that all threads are
// finished. Note that setting is_searching and decreasing splitPointsCnt is
// done under lock protection to avoid a race with Thread::is_available_to().
lock_grab(sp->lock); // To protect sp->nodes
lock_grab(splitLock);
masterThread.is_searching = true;
masterThread.splitPointsCnt--;
masterThread.curSplitPoint = sp->parent;
pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
*bestMove = sp->bestMove;
lock_release(splitLock);
lock_release(sp->lock);
return sp->bestValue;
}
// Explicit template instantiations
template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
// ThreadsManager::set_timer() is used to set the timer to trigger after msec
// milliseconds. If msec is 0 then timer is stopped.
void ThreadsManager::set_timer(int msec) {
Thread& timer = threads[MAX_THREADS];
lock_grab(timer.sleepLock);
timer.maxPly = msec;
cond_signal(timer.sleepCond); // Wake up and restart the timer
lock_release(timer.sleepLock);
}
// ThreadsManager::start_thinking() is used by UI thread to wake up the main
// thread parked in main_loop() and starting a new search. If asyncMode is true
// then function returns immediately, otherwise caller is blocked waiting for
// the search to finish.
void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
const std::set<Move>& searchMoves, bool async) {
Thread& main = threads[0];
lock_grab(main.sleepLock);
// Wait main thread has finished before to launch a new search
while (!main.do_sleep)
cond_wait(sleepCond, main.sleepLock);
// Copy input arguments to initialize the search
RootPosition.copy(pos, 0);
Limits = limits;
RootMoves.clear();
// Populate RootMoves with all the legal moves (default) or, if a searchMoves
// set is given, with the subset of legal moves to search.
for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
if (searchMoves.empty() || searchMoves.count(ml.move()))
RootMoves.push_back(RootMove(ml.move()));
// Reset signals before to start the new search
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
main.do_sleep = false;
cond_signal(main.sleepCond); // Wake up main thread and start searching
if (!async)
while (!main.do_sleep)
cond_wait(sleepCond, main.sleepLock);
lock_release(main.sleepLock);
}
// 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);
}