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96 pmbaty 1
/*
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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) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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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#include <algorithm> // For std::count
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#include <cassert>
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#include "movegen.h"
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#include "search.h"
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#include "thread.h"
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#include "uci.h"
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#include "syzygy/tbprobe.h"
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ThreadPool Threads; // Global object
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/// Thread constructor launches the thread and then waits until it goes to sleep
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/// in idle_loop().
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Thread::Thread() {
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  resetCalls = exit = false;
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  maxPly = callsCnt = 0;
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  tbHits = 0;
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  history.clear();
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  counterMoves.clear();
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  idx = Threads.size(); // Start from 0
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  std::unique_lock<Mutex> lk(mutex);
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  searching = true;
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  nativeThread = std::thread(&Thread::idle_loop, this);
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  sleepCondition.wait(lk, [&]{ return !searching; });
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}
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/// Thread destructor waits for thread termination before returning
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Thread::~Thread() {
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  mutex.lock();
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  exit = true;
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  sleepCondition.notify_one();
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  mutex.unlock();
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  nativeThread.join();
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}
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/// Thread::wait_for_search_finished() waits on sleep condition
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/// until not searching
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void Thread::wait_for_search_finished() {
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  std::unique_lock<Mutex> lk(mutex);
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  sleepCondition.wait(lk, [&]{ return !searching; });
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}
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/// Thread::wait() waits on sleep condition until condition is true
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void Thread::wait(std::atomic_bool& condition) {
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  std::unique_lock<Mutex> lk(mutex);
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  sleepCondition.wait(lk, [&]{ return bool(condition); });
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}
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/// Thread::start_searching() wakes up the thread that will start the search
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void Thread::start_searching(bool resume) {
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  std::unique_lock<Mutex> lk(mutex);
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  if (!resume)
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      searching = true;
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  sleepCondition.notify_one();
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}
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/// Thread::idle_loop() is where the thread is parked when it has no work to do
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void Thread::idle_loop() {
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  while (!exit)
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  {
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      std::unique_lock<Mutex> lk(mutex);
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      searching = false;
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      while (!searching && !exit)
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      {
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          sleepCondition.notify_one(); // Wake up any waiting thread
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          sleepCondition.wait(lk);
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      }
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      lk.unlock();
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      if (!exit)
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          search();
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  }
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}
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/// ThreadPool::init() creates and launches requested threads that will go
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/// immediately to sleep. We cannot use a constructor because Threads is a
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/// static object and we need a fully initialized engine at this point due to
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/// allocation of Endgames in the Thread constructor.
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void ThreadPool::init() {
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  push_back(new MainThread);
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  read_uci_options();
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}
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/// ThreadPool::exit() terminates threads before the program exits. Cannot be
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/// done in destructor because threads must be terminated before deleting any
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/// static objects while still in main().
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void ThreadPool::exit() {
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  while (size())
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      delete back(), pop_back();
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}
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/// ThreadPool::read_uci_options() updates internal threads parameters from the
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/// corresponding UCI options and creates/destroys threads to match requested
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/// number. Thread objects are dynamically allocated.
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void ThreadPool::read_uci_options() {
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  size_t requested = Options["Threads"];
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  assert(requested > 0);
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  while (size() < requested)
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      push_back(new Thread);
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  while (size() > requested)
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      delete back(), pop_back();
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}
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/// ThreadPool::nodes_searched() returns the number of nodes searched
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uint64_t ThreadPool::nodes_searched() const {
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  uint64_t nodes = 0;
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  for (Thread* th : *this)
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      nodes += th->rootPos.nodes_searched();
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  return nodes;
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}
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/// ThreadPool::tb_hits() returns the number of TB hits
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uint64_t ThreadPool::tb_hits() const {
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  uint64_t hits = 0;
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  for (Thread* th : *this)
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      hits += th->tbHits;
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  return hits;
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}
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/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop()
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/// and starts a new search, then returns immediately.
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void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
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                                const Search::LimitsType& limits) {
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  main()->wait_for_search_finished();
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  Search::Signals.stopOnPonderhit = Search::Signals.stop = false;
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  Search::Limits = limits;
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  Search::RootMoves rootMoves;
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  for (const auto& m : MoveList<LEGAL>(pos))
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      if (   limits.searchmoves.empty()
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          || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
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          rootMoves.push_back(Search::RootMove(m));
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  if (!rootMoves.empty())
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      Tablebases::filter_root_moves(pos, rootMoves);
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  // After ownership transfer 'states' becomes empty, so if we stop the search
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  // and call 'go' again without setting a new position states.get() == NULL.
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  assert(states.get() || setupStates.get());
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  if (states.get())
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      setupStates = std::move(states); // Ownership transfer, states is now empty
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  StateInfo tmp = setupStates->back();
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  for (Thread* th : Threads)
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  {
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      th->maxPly = 0;
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      th->tbHits = 0;
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      th->rootDepth = DEPTH_ZERO;
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      th->rootMoves = rootMoves;
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      th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
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  }
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  setupStates->back() = tmp; // Restore st->previous, cleared by Position::set()
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  main()->start_searching();
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}