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At thread creation start_routine() is called and from there the virtual function idle_loop() because we do this inside Thread c'tor, where the virtual mechanism is disabled, it could happen that the base class idle_loop() is called instead. The issue happens with TimerThread and MainThread where, at launch, start_routine calls Thread::idle_loop instead of the derived ones. Normally this bug is hidden because c'tor finishes before start_routine() is actually called in the just created execution thread, but on some platforms and in some cases this is not guaranteed and the engine hangs. Reported by Ted Wong on talkchess No functional change.
169 lines
4.6 KiB
C++
169 lines
4.6 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) 2008-2013 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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#ifndef THREAD_H_INCLUDED
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#define THREAD_H_INCLUDED
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#include <vector>
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#include "material.h"
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#include "movepick.h"
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#include "pawns.h"
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#include "position.h"
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#include "search.h"
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const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
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const int MAX_SPLITPOINTS_PER_THREAD = 8;
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struct Mutex {
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Mutex() { lock_init(l); }
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~Mutex() { lock_destroy(l); }
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void lock() { lock_grab(l); }
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void unlock() { lock_release(l); }
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private:
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friend struct ConditionVariable;
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Lock l;
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};
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struct ConditionVariable {
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ConditionVariable() { cond_init(c); }
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~ConditionVariable() { cond_destroy(c); }
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void wait(Mutex& m) { cond_wait(c, m.l); }
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void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); }
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void notify_one() { cond_signal(c); }
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private:
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WaitCondition c;
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};
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struct Thread;
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struct SplitPoint {
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// Const data after split point has been setup
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const Position* pos;
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const Search::Stack* ss;
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Thread* masterThread;
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Depth depth;
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Value beta;
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int nodeType;
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Move threatMove;
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bool cutNode;
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// Const pointers to shared data
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MovePicker* movePicker;
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SplitPoint* parentSplitPoint;
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// Shared data
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Mutex mutex;
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volatile uint64_t slavesMask;
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volatile int64_t nodes;
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volatile Value alpha;
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volatile Value bestValue;
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volatile Move bestMove;
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volatile int moveCount;
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volatile bool cutoff;
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};
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/// Thread struct keeps together all the thread related stuff like locks, state
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/// and especially split points. We also use per-thread pawn and material hash
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/// tables so that once we get a pointer to an entry its life time is unlimited
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/// and we don't have to care about someone changing the entry under our feet.
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struct Thread {
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Thread();
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virtual ~Thread() {}
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virtual void idle_loop();
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void notify_one();
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bool cutoff_occurred() const;
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bool is_available_to(Thread* master) const;
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void wait_for(volatile const bool& b);
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template <bool Fake>
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void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
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Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
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SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
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Material::Table materialTable;
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Endgames endgames;
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Pawns::Table pawnsTable;
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Position* activePosition;
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size_t idx;
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int maxPly;
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Mutex mutex;
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ConditionVariable sleepCondition;
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NativeHandle handle;
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SplitPoint* volatile activeSplitPoint;
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volatile int splitPointsSize;
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volatile bool searching;
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volatile bool exit;
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};
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/// MainThread and TimerThread are sublassed from Thread to characterize the two
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/// special threads: the main one and the recurring timer.
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struct MainThread : public Thread {
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MainThread() : thinking(true) {} // Avoid a race with start_thinking()
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virtual void idle_loop();
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volatile bool thinking;
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};
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struct TimerThread : public Thread {
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TimerThread() : msec(0) {}
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virtual void idle_loop();
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int msec;
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};
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/// ThreadPool struct handles all the threads related stuff like init, starting,
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/// parking and, the most important, launching a slave thread at a split point.
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/// All the access to shared thread data is done through this class.
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struct ThreadPool : public std::vector<Thread*> {
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void init(); // No c'tor and d'tor, threads rely on globals that should
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void exit(); // be initialized and valid during the whole thread lifetime.
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MainThread* main_thread() { return static_cast<MainThread*>((*this)[0]); }
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void read_uci_options();
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Thread* available_slave(Thread* master) const;
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void wait_for_think_finished();
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void start_thinking(const Position&, const Search::LimitsType&,
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const std::vector<Move>&, Search::StateStackPtr&);
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bool sleepWhileIdle;
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Depth minimumSplitDepth;
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size_t maxThreadsPerSplitPoint;
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Mutex mutex;
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ConditionVariable sleepCondition;
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TimerThread* timer;
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};
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extern ThreadPool Threads;
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#endif // #ifndef THREAD_H_INCLUDED
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