/* 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 . */ #include #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() with the supplied threadID. // There are two versions of this function; one for POSIX threads and // one for Windows threads. #if defined(_MSC_VER) DWORD WINAPI start_routine(LPVOID threadID) { Threads[*(int*)threadID].idle_loop(NULL); return 0; } #else void* start_routine(void* threadID) { Threads[*(int*)threadID].idle_loop(NULL); return NULL; } #endif } } // 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 thread's currently active split point, or in some ancestor of // the current 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 (state != AVAILABLE) 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(); minimumSplitDepth = Options["Minimum Split Depth"].value() * ONE_PLY; useSleepingThreads = Options["Use Sleeping Threads"].value(); set_size(Options["Threads"].value()); } // 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++) threads[i].do_sleep = !(i < activeThreads); } // init() is called during startup. Initializes locks and condition variables // and launches all threads sending them immediately to sleep. void ThreadsManager::init() { // Threads will sent to sleep as soon as created, only main thread is kept alive set_size(1); threads[0].state = Thread::SEARCHING; threads[0].threadID = 0; // Allocate pawn and material hash tables for main thread init_hash_tables(); // 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)); } // Create and startup all the threads but the main that is already running for (int i = 1; i < MAX_THREADS; i++) { threads[i].state = Thread::INITIALIZING; threads[i].threadID = i; #if defined(_MSC_VER) bool ok = (CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i].threadID , 0, NULL) != NULL); #else pthread_t pthreadID; bool ok = (pthread_create(&pthreadID, NULL, start_routine, (void*)&threads[i].threadID) == 0); pthread_detach(pthreadID); #endif if (!ok) { std::cout << "Failed to create thread number " << i << std::endl; ::exit(EXIT_FAILURE); } // Wait until the thread has finished launching and is gone to sleep while (threads[i].state == Thread::INITIALIZING) {} } } // exit() is called to cleanly terminate the threads when the program finishes void ThreadsManager::exit() { for (int i = 0; i < MAX_THREADS; i++) { // Wake up all the slave threads and wait for termination if (i != 0) { threads[i].do_terminate = true; threads[i].wake_up(); while (threads[i].state != Thread::TERMINATED) {} } // 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); } // init_hash_tables() dynamically allocates 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 // threads could even result in a crash. void ThreadsManager::init_hash_tables() { for (int i = 0; i < activeThreads; i++) { threads[i].pawnTable.init(); threads[i].materialTable.init(); } } // 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 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.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.state == Thread::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].state = Thread::WORKISWAITING; 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++; masterThread.state = Thread::WORKISWAITING; // Everything is set up. The master thread enters the idle loop, from // which it will instantly launch a search, because its state is // Thread::WORKISWAITING. We send the split point as a second parameter to // the idle loop, which means that the main thread will return from the idle // loop when all threads 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.state == Thread::AVAILABLE); // 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.state = Thread::SEARCHING; 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(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);