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stockfish/src/thread.cpp

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2010 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 <iostream>
#include "thread.h"
#include "ucioption.h"
ThreadsManager Threads; // Global object definition
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
// last thread is dedicated to I/O and so runs in listener_loop().
#if defined(_MSC_VER)
DWORD WINAPI start_routine(LPVOID thread) {
#else
void* start_routine(void* thread) {
#endif
if (((Thread*)thread)->threadID == MAX_THREADS)
((Thread*)thread)->listener_loop();
else
((Thread*)thread)->idle_loop(NULL);
return 0;
}
} }
// 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);
}
// 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 = splitPoint; sp; sp = sp->parent)
if (sp->is_betaCutoff)
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 localActiveSplitPoints = activeSplitPoints;
// 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.
if ( !localActiveSplitPoints
|| splitPoints[localActiveSplitPoints - 1].is_slave[master])
return true;
return false;
}
// read_uci_options() updates number of active threads and other internal
// parameters according to the UCI options values. It is called before
// to start a new search.
void ThreadsManager::read_uci_options() {
maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
minimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
useSleepingThreads = Options["Use Sleeping Threads"].value<bool>();
set_size(Options["Threads"].value<int>());
}
// 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 as, for instance, on mobile
// devices where memory is scarce and allocating for MAX_THREADS could
// even result in a crash.
threads[i].pawnTable.init();
threads[i].materialTable.init();
threads[i].do_sleep = false;
}
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() {
// Initialize sleep condition used to block waiting for GUI input
cond_init(&sleepCond);
// Initialize threads lock, used when allocating slaves during splitting
lock_init(&threadsLock);
// Initialize sleep and split point locks
for (int i = 0; i <= MAX_THREADS; i++)
{
lock_init(&threads[i].sleepLock);
cond_init(&threads[i].sleepCond);
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
lock_init(&(threads[i].splitPoints[j].lock));
}
// Initialize main thread's associated data
threads[0].is_searching = true;
threads[0].threadID = 0;
set_size(1); // This makes all the threads but the main to go to sleep
// Create and launch all the threads but the main that is already running,
// threads will go immediately to sleep.
for (int i = 1; i <= MAX_THREADS; i++)
{
threads[i].is_searching = false;
threads[i].threadID = i;
#if defined(_MSC_VER)
threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL);
bool ok = (threads[i].handle != NULL);
#else
bool ok = (pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]) == 0);
#endif
if (!ok)
{
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++)
{
if (i != 0)
{
threads[i].do_terminate = true;
threads[i].wake_up();
// Wait for slave termination
#if defined(_MSC_VER)
WaitForSingleObject(threads[i].handle, 0);
CloseHandle(threads[i].handle);
#else
pthread_join(threads[i].handle, NULL);
#endif
}
// Now we can safely destroy locks and wait conditions
lock_destroy(&threads[i].sleepLock);
cond_destroy(&threads[i].sleepCond);
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
lock_destroy(&(threads[i].splitPoints[j].lock));
}
lock_destroy(&threadsLock);
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 (i != master && 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 we tell our helper threads 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, SearchStack* ss, Value alpha, Value beta,
Value bestValue, 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 i, master = pos.thread();
Thread& masterThread = threads[master];
// If we already have too many active split points, don't split
if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
return bestValue;
// Pick the next available split point object from the split point stack
SplitPoint* sp = masterThread.splitPoints + masterThread.activeSplitPoints;
// Initialize the split point object
sp->parent = masterThread.splitPoint;
sp->master = master;
sp->is_betaCutoff = false;
sp->depth = depth;
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;
for (i = 0; i < activeThreads; i++)
sp->is_slave[i] = false;
// If we are here it means we are not available
assert(masterThread.is_searching);
int workersCnt = 1; // At least the master is included
// Try to allocate available threads and ask them to start searching setting
// the state to Thread::WORKISWAITING, this must be done under lock protection
// to avoid concurrent allocation of the same slave by another master.
lock_grab(&threadsLock);
for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
if (i != master && threads[i].is_available_to(master))
{
workersCnt++;
sp->is_slave[i] = true;
threads[i].splitPoint = sp;
// This makes the slave to exit from idle_loop()
threads[i].is_searching = true;
if (useSleepingThreads)
threads[i].wake_up();
}
lock_release(&threadsLock);
// We failed to allocate even one slave, return
if (!Fake && workersCnt == 1)
return bestValue;
masterThread.splitPoint = sp;
masterThread.activeSplitPoints++;
// 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.
masterThread.idle_loop(sp);
// In helpful master concept a master can help only a sub-tree, 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 changing state and decreasing activeSplitPoints is done
// under lock protection to avoid a race with Thread::is_available_to().
lock_grab(&threadsLock);
masterThread.is_searching = true;
masterThread.activeSplitPoints--;
lock_release(&threadsLock);
masterThread.splitPoint = sp->parent;
pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
return sp->bestValue;
}
// Explicit template instantiations
template Value ThreadsManager::split<false>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
template Value ThreadsManager::split<true>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
// Thread::listner_loop() is where the last thread, used for IO, waits for input.
// Input is read in sync with main thread (that blocks) when is_searching is set
// to false, otherwise IO thread reads any input asynchronously and processes
// the input line calling do_uci_async_cmd().
void Thread::listener_loop() {
std::string cmd;
while (true)
{
lock_grab(&sleepLock);
Threads.inputLine = cmd;
do_sleep = !is_searching;
// Here the thread is parked in sync mode after a line has been read
while (do_sleep && !do_terminate) // Catches spurious wake ups
{
cond_signal(&Threads.sleepCond); // Wake up main thread
cond_wait(&sleepCond, &sleepLock); // Sleep here
}
lock_release(&sleepLock);
if (do_terminate)
return;
if (!std::getline(std::cin, cmd)) // Block waiting for input
cmd = "quit";
lock_grab(&sleepLock);
// If we are in async mode then process the command now
if (is_searching)
{
// Command "quit" is the last one received by the GUI, so park the
// thread waiting for exiting.
if (cmd == "quit")
is_searching = false;
Threads.do_uci_async_cmd(cmd);
cmd = ""; // Input has been consumed
}
lock_release(&sleepLock);
}
}
// ThreadsManager::getline() is used by main thread to block and wait for input,
// the behaviour mimics std::getline().
void ThreadsManager::getline(std::string& cmd) {
Thread& listener = threads[MAX_THREADS];
lock_grab(&listener.sleepLock);
listener.is_searching = false; // Set sync mode
// If there is already some input to grab then skip without to wake up the
// listener. This can happen if after we send the "bestmove", the GUI sends
// a command that the listener buffers in inputLine before going to sleep.
if (inputLine.empty())
{
listener.do_sleep = false;
cond_signal(&listener.sleepCond); // Wake up listener thread
while (!listener.do_sleep)
cond_wait(&sleepCond, &listener.sleepLock); // Wait for input
}
cmd = inputLine;
inputLine = ""; // Input has been consumed
lock_release(&listener.sleepLock);
}
// ThreadsManager::start_listener() is called at the beginning of the search to
// swith from sync behaviour (default) to async and so be able to read from UCI
// while other threads are searching. This avoids main thread polling for input.
void ThreadsManager::start_listener() {
Thread& listener = threads[MAX_THREADS];
lock_grab(&listener.sleepLock);
listener.is_searching = true;
listener.do_sleep = false;
cond_signal(&listener.sleepCond); // Wake up listener thread
lock_release(&listener.sleepLock);
}
// ThreadsManager::stop_listener() is called before to send "bestmove" to GUI to
// return to in-sync behaviour. This is needed because while in async mode any
// command is discarded without being processed (except for a very few ones).
void ThreadsManager::stop_listener() {
Thread& listener = threads[MAX_THREADS];
lock_grab(&listener.sleepLock);
listener.is_searching = false;
lock_release(&listener.sleepLock);
}