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Move wait_for_stop_or_ponderhit() under Thread

This method belongs to Thread, not to ThreadsManager.

Reshuffle stuff in thread.cpp while there.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2012-02-03 16:07:13 +01:00
parent c94cfebb7e
commit b1cf1acb93
3 changed files with 78 additions and 78 deletions

View File

@ -348,7 +348,7 @@ finalize:
// but if we are pondering or in infinite search, we shouldn't print the best
// move before we are told to do so.
if (!Signals.stop && (Limits.ponder || Limits.infinite))
Threads.wait_for_stop_or_ponderhit();
Threads[pos.thread()].wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
@ -1061,7 +1061,9 @@ split_point_start: // At split points actual search starts from here
sp->bestValue = value;
sp->ss->bestMove = move;
sp->alpha = alpha;
sp->is_betaCutoff = (value >= beta);
if (value >= beta)
sp->cutoff = true;
}
}

View File

@ -59,8 +59,54 @@ namespace { extern "C" {
} }
// 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.
// 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() {
@ -70,13 +116,33 @@ void Thread::wake_up() {
}
// 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 = splitPoint; sp; sp = sp->parent)
if (sp->is_betaCutoff)
if (sp->cutoff)
return true;
return false;
@ -184,10 +250,10 @@ void ThreadsManager::init() {
void ThreadsManager::exit() {
assert(threads[0].is_searching == false);
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();
@ -253,7 +319,7 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
sp->parent = masterThread.splitPoint;
sp->master = master;
sp->is_betaCutoff = false;
sp->cutoff = false;
sp->slavesMask = 1ULL << master;
sp->depth = depth;
sp->threatMove = threatMove;
@ -327,22 +393,6 @@ template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Val
template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
// 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();
}
}
// ThreadsManager::set_timer() is used to set the timer to trigger after msec
// milliseconds. If msec is 0 then timer is stopped.
@ -357,36 +407,6 @@ void ThreadsManager::set_timer(int msec) {
}
// 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);
}
is_searching = true;
lock_release(sleepLock);
if (do_exit)
return;
Search::think();
}
}
// 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
@ -447,25 +467,3 @@ void ThreadsManager::stop_thinking() {
lock_release(main.sleepLock);
}
// ThreadsManager::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 ThreadsManager::wait_for_stop_or_ponderhit() {
Signals.stopOnPonderhit = true;
Thread& main = threads[0];
lock_grab(main.sleepLock);
while (!Signals.stop)
cond_wait(main.sleepCond, main.sleepLock);
lock_release(main.sleepLock);
}

View File

@ -54,7 +54,7 @@ struct SplitPoint {
volatile Value alpha;
volatile Value bestValue;
volatile int moveCount;
volatile bool is_betaCutoff;
volatile bool cutoff;
};
@ -71,6 +71,7 @@ struct Thread {
void idle_loop(SplitPoint* sp_master);
void main_loop();
void timer_loop();
void wait_for_stop_or_ponderhit();
SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
MaterialInfoTable materialTable;
@ -110,7 +111,6 @@ public:
void read_uci_options();
bool available_slave_exists(int master) const;
void set_timer(int msec);
void wait_for_stop_or_ponderhit();
void stop_thinking();
void start_thinking(const Position& pos, const Search::LimitsType& limits,
const std::set<Move>& = std::set<Move>(), bool async = false);