mirror of
https://github.com/HChaZZY/Stockfish.git
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224 lines
6.3 KiB
C++
224 lines
6.3 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2021 The Stockfish developers (see AUTHORS file)
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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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#ifndef THREAD_H_INCLUDED
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#define THREAD_H_INCLUDED
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include <vector>
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#include <functional>
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#include "material.h"
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#include "movepick.h"
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#include "pawns.h"
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#include "position.h"
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#include "search.h"
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#include "thread_win32_osx.h"
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namespace Stockfish {
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/// Thread class keeps together all the thread-related stuff. We use
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/// per-thread pawn and material hash tables so that once we get a
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/// pointer to an entry its life time is unlimited and we don't have
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/// to care about someone changing the entry under our feet.
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namespace Detail {
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template <typename T>
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struct TypeIdentity {
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using Type = T;
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};
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}
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class Thread {
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std::mutex mutex;
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std::condition_variable cv;
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size_t idx;
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bool exit = false, searching = true; // Set before starting std::thread
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std::function<void(Thread&)> worker;
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std::function<void(Position&)> on_eval_callback;
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NativeThread stdThread;
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public:
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explicit Thread(size_t);
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virtual ~Thread();
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virtual void search();
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// The function object to be executed is taken by value to remove
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// the need for separate lvalue and rvalue overloads.
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// The worker thread needs to have ownership of the task
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// to be executed because otherwise there's no way to manage its lifetime.
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virtual void execute_with_worker(std::function<void(Thread&)> t);
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void clear();
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void idle_loop();
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void start_searching();
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void wait_for_search_finished();
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int id() const { return idx; }
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void wait_for_worker_finished();
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size_t thread_idx() const { return idx; }
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template <typename FuncT>
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void set_eval_callback(FuncT&& f) { on_eval_callback = std::forward<FuncT>(f); }
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void clear_eval_callback() { on_eval_callback = nullptr; }
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void on_eval() { if (on_eval_callback) on_eval_callback(rootPos); }
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Pawns::Table pawnsTable;
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Material::Table materialTable;
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size_t pvIdx, pvLast;
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uint64_t ttHitAverage;
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int selDepth, nmpMinPly;
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Color nmpColor;
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std::atomic<uint64_t> nodes, tbHits, bestMoveChanges;
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Position rootPos;
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StateInfo rootState;
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Search::RootMoves rootMoves;
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Depth rootDepth, completedDepth;
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CounterMoveHistory counterMoves;
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ButterflyHistory mainHistory;
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LowPlyHistory lowPlyHistory;
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CapturePieceToHistory captureHistory;
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ContinuationHistory continuationHistory[2][2];
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Score contempt;
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int failedHighCnt;
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bool rootInTB;
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int Cardinality;
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bool UseRule50;
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Depth ProbeDepth;
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};
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/// MainThread is a derived class specific for main thread
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struct MainThread : public Thread {
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using Thread::Thread;
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void search() override;
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void check_time();
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double previousTimeReduction;
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Value bestPreviousScore;
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Value iterValue[4];
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int callsCnt;
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bool stopOnPonderhit;
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std::atomic_bool ponder;
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};
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/// ThreadPool struct handles all the threads-related stuff like init, starting,
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/// parking and, most importantly, launching a thread. All the access to threads
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/// is done through this class.
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struct ThreadPool : public std::vector<Thread*> {
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// Each thread gets its own copy of the `worker` function object.
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// This means that each worker thread will have exclusive access
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// to the state of the `worker` function object.
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void execute_with_workers(const std::function<void(Thread&)>& worker);
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template <typename IndexT, typename FuncT>
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void for_each_index_with_workers(
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IndexT begin,
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typename Detail::TypeIdentity<IndexT>::Type end,
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FuncT func)
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{
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// This value must outlive the function call.
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// It's fairly safe if we make it static
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// because for_each_index_with_workers
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// is not reentrant nor thread safe.
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static std::atomic<IndexT> i_atomic;
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i_atomic.store(begin);
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execute_with_workers(
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[end, func](Thread& th) mutable {
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for(;;) {
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const auto i = i_atomic.fetch_add(1);
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if (i >= end)
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break;
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func(th, i);
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}
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});
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}
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template <typename IndexT, typename FuncT>
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void for_each_index_chunk_with_workers(
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IndexT begin,
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typename Detail::TypeIdentity<IndexT>::Type end,
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FuncT func)
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{
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// This value must outlive the function call.
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// It's fairly safe if we make it static
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// because for_each_index_with_workers
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// is not reentrant nor thread safe.
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const IndexT size = end - begin;
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const IndexT chunk_size = (size + this->size()) / this->size();
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execute_with_workers(
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[chunk_size, end, func](Thread& th) mutable {
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const IndexT thread_id = th.thread_idx();
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const IndexT offset = chunk_size * thread_id;
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if (offset >= end)
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return;
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const IndexT count = offset + chunk_size > end ? end - offset : chunk_size;
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func(th, offset, count);
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});
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}
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void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false);
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void clear();
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void set(size_t);
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MainThread* main() const { return static_cast<MainThread*>(front()); }
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uint64_t nodes_searched() const { return accumulate(&Thread::nodes); }
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uint64_t tb_hits() const { return accumulate(&Thread::tbHits); }
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Thread* get_best_thread() const;
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void start_searching();
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void wait_for_search_finished() const;
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void wait_for_workers_finished() const;
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std::atomic_bool stop, increaseDepth;
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private:
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StateListPtr setupStates;
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uint64_t accumulate(std::atomic<uint64_t> Thread::* member) const {
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uint64_t sum = 0;
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for (Thread* th : *this)
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sum += (th->*member).load(std::memory_order_relaxed);
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return sum;
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}
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};
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extern ThreadPool Threads;
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} // namespace Stockfish
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#endif // #ifndef THREAD_H_INCLUDED
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