- /* 
-   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) 2015-2019 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" 
- #include "syzygy/tbprobe.h" 
- #include "tt.h" 
-   
- ThreadPool Threads; // Global object 
-   
-   
- /// Thread constructor launches the thread and waits until it goes to sleep 
- /// in idle_loop(). Note that 'searching' and 'exit' should be alredy set. 
-   
- Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) { 
-   
-   wait_for_search_finished(); 
- } 
-   
-   
- /// Thread destructor wakes up the thread in idle_loop() and waits 
- /// for its termination. Thread should be already waiting. 
-   
- Thread::~Thread() { 
-   
-   assert(!searching); 
-   
-   exit = true; 
-   start_searching(); 
-   stdThread.join(); 
- } 
-   
-   
- /// Thread::clear() reset histories, usually before a new game 
-   
- void Thread::clear() { 
-   
-   counterMoves.fill(MOVE_NONE); 
-   mainHistory.fill(0); 
-   captureHistory.fill(0); 
-   
-   for (auto& to : continuationHistory) 
-       for (auto& h : to) 
-           h->fill(0); 
-   
-   continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1); 
- } 
-   
- /// Thread::start_searching() wakes up the thread that will start the search 
-   
- void Thread::start_searching() { 
-   
-   std::lock_guard<Mutex> lk(mutex); 
-   searching = true; 
-   cv.notify_one(); // Wake up the thread in idle_loop() 
- } 
-   
-   
- /// Thread::wait_for_search_finished() blocks on the condition variable 
- /// until the thread has finished searching. 
-   
- void Thread::wait_for_search_finished() { 
-   
-   std::unique_lock<Mutex> lk(mutex); 
-   cv.wait(lk, [&]{ return !searching; }); 
- } 
-   
-   
- /// Thread::idle_loop() is where the thread is parked, blocked on the 
- /// condition variable, when it has no work to do. 
-   
- void Thread::idle_loop() { 
-   
-   // If OS already scheduled us on a different group than 0 then don't overwrite 
-   // the choice, eventually we are one of many one-threaded processes running on 
-   // some Windows NUMA hardware, for instance in fishtest. To make it simple, 
-   // just check if running threads are below a threshold, in this case all this 
-   // NUMA machinery is not needed. 
-   if (Options["Threads"] > 8) 
-       WinProcGroup::bindThisThread(idx); 
-   
-   while (true) 
-   { 
-       std::unique_lock<Mutex> lk(mutex); 
-       searching = false; 
-       cv.notify_one(); // Wake up anyone waiting for search finished 
-       cv.wait(lk, [&]{ return searching; }); 
-   
-       if (exit) 
-           return; 
-   
-       lk.unlock(); 
-   
-       search(); 
-   } 
- } 
-   
- /// ThreadPool::set() creates/destroys threads to match the requested number. 
- /// Created and launched threads will go immediately to sleep in idle_loop. 
- /// Upon resizing, threads are recreated to allow for binding if necessary. 
-   
- void ThreadPool::set(size_t requested) { 
-   
-   if (size() > 0) { // destroy any existing thread(s) 
-       main()->wait_for_search_finished(); 
-   
-       while (size() > 0) 
-           delete back(), pop_back(); 
-   } 
-   
-   if (requested > 0) { // create new thread(s) 
-       push_back(new MainThread(0)); 
-   
-       while (size() < requested) 
-           push_back(new Thread(size())); 
-       clear(); 
-   } 
-   
-   // Reallocate the hash with the new threadpool size 
-   TT.resize(Options["Hash"]); 
- } 
-   
- /// ThreadPool::clear() sets threadPool data to initial values. 
-   
- void ThreadPool::clear() { 
-   
-   for (Thread* th : *this) 
-       th->clear(); 
-   
-   main()->callsCnt = 0; 
-   main()->previousScore = VALUE_INFINITE; 
-   main()->previousTimeReduction = 1.0; 
- } 
-   
- /// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and 
- /// returns immediately. Main thread will wake up other threads and start the search. 
-   
- void ThreadPool::start_thinking(Position& pos, StateListPtr& states, 
-                                 const Search::LimitsType& limits, bool ponderMode) { 
-   
-   main()->wait_for_search_finished(); 
-   
-   stopOnPonderhit = stop = false; 
-   ponder = ponderMode; 
-   Search::Limits = limits; 
-   Search::RootMoves rootMoves; 
-   
-   for (const auto& m : MoveList<LEGAL>(pos)) 
-       if (   limits.searchmoves.empty() 
-           || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) 
-           rootMoves.emplace_back(m); 
-   
-   if (!rootMoves.empty()) 
-       Tablebases::rank_root_moves(pos, rootMoves); 
-   
-   // After ownership transfer 'states' becomes empty, so if we stop the search 
-   // and call 'go' again without setting a new position states.get() == NULL. 
-   assert(states.get() || setupStates.get()); 
-   
-   if (states.get()) 
-       setupStates = std::move(states); // Ownership transfer, states is now empty 
-   
-   // We use Position::set() to set root position across threads. But there are 
-   // some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot 
-   // be deduced from a fen string, so set() clears them and to not lose the info 
-   // we need to backup and later restore setupStates->back(). Note that setupStates 
-   // is shared by threads but is accessed in read-only mode. 
-   StateInfo tmp = setupStates->back(); 
-   
-   for (Thread* th : *this) 
-   { 
-       th->nodes = th->tbHits = th->nmpMinPly = 0; 
-       th->rootDepth = th->completedDepth = DEPTH_ZERO; 
-       th->rootMoves = rootMoves; 
-       th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th); 
-   } 
-   
-   setupStates->back() = tmp; 
-   
-   main()->start_searching(); 
- } 
-