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https://github.com/HChaZZY/Stockfish.git
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Move split() under Thread
Previous renaming patch suggested this reformat: when a better naming leads to a better code! No functional change.
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@@ -249,26 +249,24 @@ bool ThreadPool::slave_available(Thread* master) const {
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// search() then split() returns.
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template <bool Fake>
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Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
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Value bestValue, Move* bestMove, Depth depth, Move threatMove,
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int moveCount, MovePicker& mp, int nodeType) {
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Value Thread::split(Position& pos, Stack* ss, Value alpha, Value beta,
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Value bestValue, Move* bestMove, Depth depth, Move threatMove,
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int moveCount, MovePicker& mp, int nodeType) {
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assert(pos.pos_is_ok());
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assert(bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
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assert(bestValue > -VALUE_INFINITE);
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assert(depth >= Threads.minimumSplitDepth);
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Thread* thisThread = pos.this_thread();
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assert(thisThread->searching);
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assert(thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
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assert(searching);
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assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
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// Pick the next available split point from the split point stack
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SplitPoint& sp = thisThread->splitPoints[thisThread->splitPointsSize];
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SplitPoint& sp = splitPoints[splitPointsSize];
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sp.masterThread = thisThread;
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sp.parentSplitPoint = thisThread->activeSplitPoint;
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sp.slavesMask = 1ULL << thisThread->idx;
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sp.masterThread = this;
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sp.parentSplitPoint = activeSplitPoint;
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sp.slavesMask = 1ULL << idx;
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sp.depth = depth;
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sp.bestMove = *bestMove;
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sp.threatMove = threatMove;
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@@ -286,25 +284,25 @@ Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
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// Try to allocate available threads and ask them to start searching setting
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// 'searching' flag. This must be done under lock protection to avoid concurrent
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// allocation of the same slave by another master.
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mutex.lock();
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Threads.mutex.lock();
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sp.mutex.lock();
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thisThread->splitPointsSize++;
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thisThread->activeSplitPoint = &sp;
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splitPointsSize++;
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activeSplitPoint = &sp;
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size_t slavesCnt = 1; // Master is always included
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for (size_t i = 0; i < threads.size() && !Fake; ++i)
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if (threads[i]->is_available_to(thisThread) && ++slavesCnt <= maxThreadsPerSplitPoint)
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for (size_t i = 0; i < Threads.size() && !Fake; ++i)
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if (Threads[i].is_available_to(this) && ++slavesCnt <= Threads.maxThreadsPerSplitPoint)
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{
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sp.slavesMask |= 1ULL << threads[i]->idx;
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threads[i]->activeSplitPoint = &sp;
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threads[i]->searching = true; // Slave leaves idle_loop()
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threads[i]->notify_one(); // Could be sleeping
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sp.slavesMask |= 1ULL << Threads[i].idx;
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Threads[i].activeSplitPoint = &sp;
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Threads[i].searching = true; // Slave leaves idle_loop()
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Threads[i].notify_one(); // Could be sleeping
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}
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sp.mutex.unlock();
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mutex.unlock();
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Threads.mutex.unlock();
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// Everything is set up. The master thread enters the idle loop, from which
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// it will instantly launch a search, because its 'searching' flag is set.
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@@ -312,34 +310,34 @@ Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
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// their work at this split point.
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if (slavesCnt > 1 || Fake)
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{
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thisThread->Thread::idle_loop(); // Force a call to base class idle_loop()
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Thread::idle_loop(); // Force a call to base class idle_loop()
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// In helpful master concept a master can help only a sub-tree of its split
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// point, and because here is all finished is not possible master is booked.
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assert(!thisThread->searching);
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assert(!searching);
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}
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// We have returned from the idle loop, which means that all threads are
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// finished. Note that setting 'searching' and decreasing splitPointsSize is
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// done under lock protection to avoid a race with Thread::is_available_to().
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mutex.lock();
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Threads.mutex.lock();
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sp.mutex.lock();
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thisThread->searching = true;
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thisThread->splitPointsSize--;
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thisThread->activeSplitPoint = sp.parentSplitPoint;
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searching = true;
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splitPointsSize--;
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activeSplitPoint = sp.parentSplitPoint;
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pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
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*bestMove = sp.bestMove;
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sp.mutex.unlock();
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mutex.unlock();
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Threads.mutex.unlock();
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return sp.bestValue;
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}
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// Explicit template instantiations
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template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
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template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
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template Value Thread::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
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template Value Thread::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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