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When a thread is allocated a bit is set in slavesMask. This bit corresponds to the thread's index field that, because it happens to be the position in the threads array, eventually it is equal to the loop index 'i'. But instead of relying on this 'coincidence', explicitly use the 'idx' field so to clarify slavesMask usage. Backported from c++11 branch. No functional change.
176 lines
4.8 KiB
C++
176 lines
4.8 KiB
C++
/*
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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) 2008-2012 Marco Costalba, Joona Kiiski, 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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#if !defined(THREAD_H_INCLUDED)
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#define THREAD_H_INCLUDED
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#include <vector>
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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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const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
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const int MAX_SPLITPOINTS_PER_THREAD = 8;
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struct Mutex {
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Mutex() { lock_init(l); }
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~Mutex() { lock_destroy(l); }
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void lock() { lock_grab(l); }
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void unlock() { lock_release(l); }
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private:
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friend struct ConditionVariable;
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Lock l;
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};
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struct ConditionVariable {
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ConditionVariable() { cond_init(c); }
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~ConditionVariable() { cond_destroy(c); }
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void wait(Mutex& m) { cond_wait(c, m.l); }
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void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); }
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void notify_one() { cond_signal(c); }
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private:
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WaitCondition c;
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};
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struct Thread;
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struct SplitPoint {
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// Const data after split point has been setup
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const Position* pos;
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const Search::Stack* ss;
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Thread* master;
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Depth depth;
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Value beta;
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int nodeType;
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Move threatMove;
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// Const pointers to shared data
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MovePicker* mp;
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SplitPoint* parent;
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// Shared data
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Mutex mutex;
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Position* slavesPositions[MAX_THREADS];
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volatile uint64_t slavesMask;
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volatile int64_t nodes;
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volatile Value alpha;
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volatile Value bestValue;
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volatile Move bestMove;
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volatile int moveCount;
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volatile bool cutoff;
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};
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/// Thread struct keeps together all the thread related stuff like locks, state
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/// and especially split points. We also use per-thread pawn and material hash
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/// tables so that once we get a pointer to an entry its life time is unlimited
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/// and we don't have to care about someone changing the entry under our feet.
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struct Thread {
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Thread();
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virtual ~Thread();
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virtual void idle_loop();
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void notify_one();
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bool cutoff_occurred() const;
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bool is_available_to(Thread* master) const;
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void wait_for(volatile const bool& b);
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SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
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Material::Table materialTable;
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Endgames endgames;
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Pawns::Table pawnsTable;
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size_t idx;
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int maxPly;
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Mutex mutex;
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ConditionVariable sleepCondition;
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NativeHandle handle;
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SplitPoint* volatile activeSplitPoint;
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volatile int splitPointsSize;
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volatile bool searching;
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volatile bool exit;
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};
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/// MainThread and TimerThread are sublassed from Thread to characterize the two
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/// special threads: the main one and the recurring timer.
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struct MainThread : public Thread {
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MainThread() : thinking(true) {} // Avoid a race with start_thinking()
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virtual void idle_loop();
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volatile bool thinking;
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};
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struct TimerThread : public Thread {
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TimerThread() : msec(0) {}
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virtual void idle_loop();
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int msec;
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};
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/// ThreadPool class handles all the threads related stuff like init, starting,
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/// parking and, the most important, launching a slave thread at a split point.
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/// All the access to shared thread data is done through this class.
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class ThreadPool {
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public:
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void init(); // No c'tor and d'tor, threads rely on globals that should
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void exit(); // be initialized and valid during the whole thread lifetime.
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Thread& operator[](size_t id) { return *threads[id]; }
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size_t size() const { return threads.size(); }
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MainThread* main_thread() { return static_cast<MainThread*>(threads[0]); }
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TimerThread* timer_thread() { return timer; }
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void read_uci_options();
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bool slave_available(Thread* master) const;
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void wait_for_think_finished();
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void start_thinking(const Position&, const Search::LimitsType&,
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const std::vector<Move>&, Search::StateStackPtr&);
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template <bool Fake>
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Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
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Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType);
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bool sleepWhileIdle;
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Depth minimumSplitDepth;
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Mutex mutex;
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ConditionVariable sleepCondition;
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private:
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std::vector<Thread*> threads;
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TimerThread* timer;
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size_t maxThreadsPerSplitPoint;
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};
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extern ThreadPool Threads;
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#endif // !defined(THREAD_H_INCLUDED)
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