/*
 
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
 
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
 
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
 
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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/>.
 
*/
 
 
 
#include <algorithm> // For std::count
 
#include <cassert>
 
 
 
#include "movegen.h"
 
#include "search.h"
 
#include "thread.h"
 
#include "uci.h"
 
 
 
using namespace Search;
 
 
 
ThreadPool Threads; // Global object
 
 
 
/// Thread constructor launches the thread and then waits until it goes to sleep
 
/// in idle_loop().
 
 
 
Thread::Thread() {
 
 
 
  resetCalls = exit = false;
 
  maxPly = callsCnt = 0;
 
  history.clear();
 
  counterMoves.clear();
 
  idx = Threads.size(); // Start from 0
 
 
 
  std::unique_lock<Mutex> lk(mutex);
 
  searching = true;
 
  nativeThread = std::thread(&Thread::idle_loop, this);
 
  sleepCondition.wait(lk, [&]{ return !searching; });
 
}
 
 
 
 
 
/// Thread destructor waits for thread termination before returning
 
 
 
Thread::~Thread() {
 
 
 
  mutex.lock();
 
  exit = true;
 
  sleepCondition.notify_one();
 
  mutex.unlock();
 
  nativeThread.join();
 
}
 
 
 
 
 
/// Thread::wait_for_search_finished() waits on sleep condition
 
/// until not searching
 
 
 
void Thread::wait_for_search_finished() {
 
 
 
  std::unique_lock<Mutex> lk(mutex);
 
  sleepCondition.wait(lk, [&]{ return !searching; });
 
}
 
 
 
 
 
/// Thread::wait() waits on sleep condition until condition is true
 
 
 
void Thread::wait(std::atomic_bool& condition) {
 
 
 
  std::unique_lock<Mutex> lk(mutex);
 
  sleepCondition.wait(lk, [&]{ return bool(condition); });
 
}
 
 
 
 
 
/// Thread::start_searching() wakes up the thread that will start the search
 
 
 
void Thread::start_searching(bool resume) {
 
 
 
  std::unique_lock<Mutex> lk(mutex);
 
 
 
  if (!resume)
 
      searching = true;
 
 
 
  sleepCondition.notify_one();
 
}
 
 
 
 
 
/// Thread::idle_loop() is where the thread is parked when it has no work to do
 
 
 
void Thread::idle_loop() {
 
 
 
  while (!exit)
 
  {
 
      std::unique_lock<Mutex> lk(mutex);
 
 
 
      searching = false;
 
 
 
      while (!searching && !exit)
 
      {
 
          sleepCondition.notify_one(); // Wake up any waiting thread
 
          sleepCondition.wait(lk);
 
      }
 
 
 
      lk.unlock();
 
 
 
      if (!exit)
 
          search();
 
  }
 
}
 
 
 
 
 
/// ThreadPool::init() creates and launches requested threads that will go
 
/// immediately to sleep. We cannot use a constructor because Threads is a
 
/// static object and we need a fully initialized engine at this point due to
 
/// allocation of Endgames in the Thread constructor.
 
 
 
void ThreadPool::init() {
 
 
 
  push_back(new MainThread);
 
  read_uci_options();
 
}
 
 
 
 
 
/// ThreadPool::exit() terminates threads before the program exits. Cannot be
 
/// done in destructor because threads must be terminated before deleting any
 
/// static objects while still in main().
 
 
 
void ThreadPool::exit() {
 
 
 
  while (size())
 
      delete back(), pop_back();
 
}
 
 
 
 
 
/// ThreadPool::read_uci_options() updates internal threads parameters from the
 
/// corresponding UCI options and creates/destroys threads to match requested
 
/// number. Thread objects are dynamically allocated.
 
 
 
void ThreadPool::read_uci_options() {
 
 
 
  size_t requested = Options["Threads"];
 
 
 
  assert(requested > 0);
 
 
 
  while (size() < requested)
 
      push_back(new Thread);
 
 
 
  while (size() > requested)
 
      delete back(), pop_back();
 
}
 
 
 
 
 
/// ThreadPool::nodes_searched() returns the number of nodes searched
 
 
 
int64_t ThreadPool::nodes_searched() {
 
 
 
  int64_t nodes = 0;
 
  for (Thread* th : *this)
 
      nodes += th->rootPos.nodes_searched();
 
  return nodes;
 
}
 
 
 
 
 
/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop()
 
/// and starts a new search, then returns immediately.
 
 
 
void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
 
                                StateStackPtr& states) {
 
 
 
  main()->wait_for_search_finished();
 
 
 
  Signals.stopOnPonderhit = Signals.stop = false;
 
 
 
  main()->rootMoves.clear();
 
  main()->rootPos = pos;
 
  Limits = limits;
 
  if (states.get()) // If we don't set a new position, preserve current state
 
  {
 
      SetupStates = std::move(states); // Ownership transfer here
 
      assert(!states.get());
 
  }
 
 
 
  for (const auto& m : MoveList<LEGAL>(pos))
 
      if (   limits.searchmoves.empty()
 
          || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
 
          main()->rootMoves.push_back(RootMove(m));
 
 
 
  main()->start_searching();
 
}