Files
stockfish/src/thread.h
T
Marco Costalba ce159b16b9 Fix endless reaparenting loop
The check for detecting when a split point has all the
slaves still running is done with:

   slavesMask == allSlavesMask

When a thread reparents, slavesMask is increased, then, if
the same thread finishes, because there are no more moves,
slavesMask returns to original value and the above condition
returns to be true. So that the just finished thread immediately
reparents again with the same split point, then starts and
then immediately exits in a tight loop that ends only when a
second slave finishes, so that slavesMask decrements and the
condition becomes false. This gives a spurious and anomaly
high number of faked reparents.

With this patch, that rewrites the logic to avoid this pitfall,
the reparenting success rate drops to a more realistical 5-10%
for 4 threads case.

As a side effect note that now there is no more the limit of
maxThreadsPerSplitPoint when reparenting.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2012-04-17 18:51:49 +01:00

152 lines
4.5 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2012 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/>.
*/
#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
#include <vector>
#include "material.h"
#include "movepick.h"
#include "pawns.h"
#include "position.h"
#include "search.h"
const int MAX_THREADS = 32;
const int MAX_SPLITPOINTS_PER_THREAD = 8;
class Thread;
struct SplitPoint {
// Const data after split point has been setup
const Position* pos;
const Search::Stack* ss;
Depth depth;
Value beta;
int nodeType;
Thread* master;
Move threatMove;
// Const pointers to shared data
MovePicker* mp;
SplitPoint* parent;
// Shared data
Lock lock;
volatile uint64_t slavesMask;
volatile int64_t nodes;
volatile Value alpha;
volatile Value bestValue;
volatile Move bestMove;
volatile int moveCount;
volatile bool cutoff;
volatile bool allSlavesRunning;
};
/// Thread struct keeps together all the thread related stuff like locks, state
/// and especially split points. We also use per-thread pawn and material hash
/// tables so that once we get a pointer to an entry its life time is unlimited
/// and we don't have to care about someone changing the entry under our feet.
class Thread {
Thread(const Thread&); // Only declared to disable the default ones
Thread& operator=(const Thread&); // that are not suitable in this case.
typedef void (Thread::* Fn) ();
public:
Thread(Fn fn);
~Thread();
void wake_up();
bool cutoff_occurred() const;
bool is_available_to(Thread* master) const;
void idle_loop(SplitPoint* sp_master);
void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn
void main_loop();
void timer_loop();
void wait_for_stop_or_ponderhit();
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
MaterialTable materialTable;
PawnTable pawnTable;
int idx;
int maxPly;
Lock sleepLock;
WaitCondition sleepCond;
NativeHandle handle;
Fn start_fn;
SplitPoint* volatile curSplitPoint;
volatile int splitPointsCnt;
volatile bool is_searching;
volatile bool do_sleep;
volatile bool do_exit;
};
/// ThreadsManager class handles all the threads related stuff like init, starting,
/// parking and, the most important, launching a slave thread at a split point.
/// All the access to shared thread data is done through this class.
class ThreadsManager {
/* As long as the single ThreadsManager object is defined as a global we don't
need to explicitly initialize to zero its data members because variables with
static storage duration are automatically set to zero before enter main()
*/
public:
void init(); // No c'tor becuase Threads is static and we need engine initialized
~ThreadsManager();
Thread& operator[](int id) { return *threads[id]; }
bool use_sleeping_threads() const { return useSleepingThreads; }
int min_split_depth() const { return minimumSplitDepth; }
int size() const { return (int)threads.size(); }
Thread* main_thread() { return threads[0]; }
void wake_up() const;
void sleep() const;
void read_uci_options();
bool available_slave_exists(Thread* master) const;
void set_timer(int msec);
void wait_for_search_finished();
void start_searching(const Position& pos, const Search::LimitsType& limits,
const std::vector<Move>& searchMoves);
template <bool Fake>
Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
private:
friend class Thread;
std::vector<Thread*> threads;
Thread* timer;
Lock splitLock;
WaitCondition sleepCond;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
bool useSleepingThreads;
};
extern ThreadsManager Threads;
#endif // !defined(THREAD_H_INCLUDED)