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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) 2008-2015 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
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#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
}