mirror of
https://github.com/sockspls/badfish
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380 lines
11 KiB
C++
380 lines
11 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm> // For std::count
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#include <cassert>
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#include <iostream>
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#include "movegen.h"
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#include "search.h"
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#include "thread.h"
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#include "ucioption.h"
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using namespace Search;
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ThreadPool Threads; // Global object
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namespace { extern "C" {
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// start_routine() is the C function which is called when a new thread
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// is launched. It is a wrapper to the virtual function idle_loop().
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long start_routine(Thread* th) { th->idle_loop(); return 0; }
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} }
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// Thread c'tor starts a newly-created thread of execution that will call
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// the the virtual function idle_loop(), going immediately to sleep.
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Thread::Thread() : splitPoints() {
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searching = exit = false;
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maxPly = splitPointsSize = 0;
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activeSplitPoint = NULL;
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idx = Threads.size();
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if (!thread_create(handle, start_routine, this))
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{
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std::cerr << "Failed to create thread number " << idx << std::endl;
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::exit(EXIT_FAILURE);
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}
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}
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// Thread d'tor waits for thread termination before to return
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Thread::~Thread() {
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exit = true; // Search must be already finished
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notify_one();
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thread_join(handle); // Wait for thread termination
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}
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// TimerThread::idle_loop() is where the timer thread waits msec milliseconds
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// and then calls check_time(). If msec is 0 thread sleeps until is woken up.
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extern void check_time();
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void TimerThread::idle_loop() {
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while (!exit)
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{
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mutex.lock();
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if (!exit)
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sleepCondition.wait_for(mutex, msec ? msec : INT_MAX);
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mutex.unlock();
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if (msec)
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check_time();
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}
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}
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// MainThread::idle_loop() is where the main thread is parked waiting to be started
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// when there is a new search. Main thread will launch all the slave threads.
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void MainThread::idle_loop() {
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while (true)
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{
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mutex.lock();
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thinking = false;
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while (!thinking && !exit)
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{
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Threads.sleepCondition.notify_one(); // Wake up UI thread if needed
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sleepCondition.wait(mutex);
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}
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mutex.unlock();
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if (exit)
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return;
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searching = true;
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Search::think();
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assert(searching);
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searching = false;
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}
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}
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// Thread::notify_one() wakes up the thread when there is some search to do
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void Thread::notify_one() {
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mutex.lock();
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sleepCondition.notify_one();
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mutex.unlock();
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}
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// Thread::wait_for() set the thread to sleep until condition 'b' turns true
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void Thread::wait_for(volatile const bool& b) {
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mutex.lock();
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while (!b) sleepCondition.wait(mutex);
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mutex.unlock();
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}
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// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the
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// current active split point, or in some ancestor of the split point.
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bool Thread::cutoff_occurred() const {
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for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint)
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if (sp->cutoff)
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return true;
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return false;
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}
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// Thread::is_available_to() checks whether the thread is available to help the
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// thread 'master' at a split point. An obvious requirement is that thread must
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// be idle. With more than two threads, this is not sufficient: If the thread is
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// the master of some split point, it is only available as a slave to the slaves
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// which are busy searching the split point at the top of slaves split point
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// stack (the "helpful master concept" in YBWC terminology).
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bool Thread::is_available_to(Thread* master) const {
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if (searching)
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return false;
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// Make a local copy to be sure doesn't become zero under our feet while
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// testing next condition and so leading to an out of bound access.
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int size = splitPointsSize;
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// No split points means that the thread is available as a slave for any
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// other thread otherwise apply the "helpful master" concept if possible.
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return !size || (splitPoints[size - 1].slavesMask & (1ULL << master->idx));
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}
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// init() is called at startup to create and launch requested threads, that will
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// go immediately to sleep due to 'sleepWhileIdle' set to true. We cannot use
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// a c'tor becuase Threads is a static object and we need a fully initialized
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// engine at this point due to allocation of Endgames in Thread c'tor.
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void ThreadPool::init() {
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sleepWhileIdle = true;
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timer = new TimerThread();
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threads.push_back(new MainThread());
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read_uci_options();
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}
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// exit() cleanly terminates the threads before the program exits
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void ThreadPool::exit() {
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delete timer; // As first because check_time() accesses threads data
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for (size_t i = 0; i < threads.size(); i++)
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delete threads[i];
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}
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// read_uci_options() updates internal threads parameters from the corresponding
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// UCI options and creates/destroys threads to match the requested number. Thread
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// objects are dynamically allocated to avoid creating in advance all possible
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// threads, with included pawns and material tables, if only few are used.
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void ThreadPool::read_uci_options() {
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maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
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minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
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size_t requested = Options["Threads"];
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assert(requested > 0);
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while (threads.size() < requested)
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threads.push_back(new Thread());
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while (threads.size() > requested)
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{
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delete threads.back();
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threads.pop_back();
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}
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}
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// slave_available() tries to find an idle thread which is available as a slave
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// for the thread 'master'.
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bool ThreadPool::slave_available(Thread* master) const {
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for (size_t i = 0; i < threads.size(); i++)
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if (threads[i]->is_available_to(master))
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return true;
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return false;
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}
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// split() does the actual work of distributing the work at a node between
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// several available threads. If it does not succeed in splitting the node
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// (because no idle threads are available), the function immediately returns.
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// If splitting is possible, a SplitPoint object is initialized with all the
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// data that must be copied to the helper threads and then helper threads are
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// told that they have been assigned work. This will cause them to instantly
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// leave their idle loops and call search(). When all threads have returned from
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// search() then split() returns.
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template <bool Fake>
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Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
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Value bestValue, Move* bestMove, Depth depth, Move threatMove,
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int moveCount, MovePicker& mp, int nodeType) {
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assert(pos.pos_is_ok());
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assert(bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
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assert(bestValue > -VALUE_INFINITE);
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assert(depth >= Threads.minimumSplitDepth);
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Thread* thisThread = pos.this_thread();
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assert(thisThread->searching);
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assert(thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
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// Pick the next available split point from the split point stack
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SplitPoint& sp = thisThread->splitPoints[thisThread->splitPointsSize];
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sp.masterThread = thisThread;
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sp.parentSplitPoint = thisThread->activeSplitPoint;
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sp.slavesMask = 1ULL << thisThread->idx;
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sp.depth = depth;
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sp.bestMove = *bestMove;
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sp.threatMove = threatMove;
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sp.alpha = alpha;
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sp.beta = beta;
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sp.nodeType = nodeType;
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sp.bestValue = bestValue;
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sp.movePicker = ∓
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sp.moveCount = moveCount;
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sp.pos = &pos;
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sp.nodes = 0;
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sp.cutoff = false;
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sp.ss = ss;
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// Try to allocate available threads and ask them to start searching setting
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// 'searching' flag. This must be done under lock protection to avoid concurrent
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// allocation of the same slave by another master.
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mutex.lock();
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sp.mutex.lock();
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thisThread->splitPointsSize++;
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thisThread->activeSplitPoint = &sp;
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size_t slavesCnt = 1; // Master is always included
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for (size_t i = 0; i < threads.size() && !Fake; ++i)
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if (threads[i]->is_available_to(thisThread) && ++slavesCnt <= maxThreadsPerSplitPoint)
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{
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sp.slavesMask |= 1ULL << threads[i]->idx;
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threads[i]->activeSplitPoint = &sp;
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threads[i]->searching = true; // Slave leaves idle_loop()
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threads[i]->notify_one(); // Could be sleeping
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}
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sp.mutex.unlock();
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mutex.unlock();
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// Everything is set up. The master thread enters the idle loop, from which
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// it will instantly launch a search, because its 'searching' flag is set.
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// The thread will return from the idle loop when all slaves have finished
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// their work at this split point.
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if (slavesCnt > 1 || Fake)
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{
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thisThread->Thread::idle_loop(); // Force a call to base class idle_loop()
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// In helpful master concept a master can help only a sub-tree of its split
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// point, and because here is all finished is not possible master is booked.
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assert(!thisThread->searching);
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}
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// We have returned from the idle loop, which means that all threads are
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// finished. Note that setting 'searching' and decreasing splitPointsSize is
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// done under lock protection to avoid a race with Thread::is_available_to().
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mutex.lock();
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sp.mutex.lock();
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thisThread->searching = true;
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thisThread->splitPointsSize--;
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thisThread->activeSplitPoint = sp.parentSplitPoint;
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pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
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*bestMove = sp.bestMove;
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sp.mutex.unlock();
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mutex.unlock();
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return sp.bestValue;
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}
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// Explicit template instantiations
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template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
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template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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void ThreadPool::wait_for_think_finished() {
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MainThread* t = main_thread();
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t->mutex.lock();
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while (t->thinking) sleepCondition.wait(t->mutex);
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t->mutex.unlock();
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}
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// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop()
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// so to start a new search, then returns immediately.
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void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
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const std::vector<Move>& searchMoves, StateStackPtr& states) {
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wait_for_think_finished();
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SearchTime = Time::now(); // As early as possible
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Signals.stopOnPonderhit = Signals.firstRootMove = false;
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Signals.stop = Signals.failedLowAtRoot = false;
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RootPos = pos;
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Limits = limits;
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SetupStates = states; // Ownership transfer here
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RootMoves.clear();
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for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)
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if ( searchMoves.empty()
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|| std::count(searchMoves.begin(), searchMoves.end(), ml.move()))
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RootMoves.push_back(RootMove(ml.move()));
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main_thread()->thinking = true;
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main_thread()->notify_one(); // Starts main thread
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}
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