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With this patch series we want to introduce a per-thread evaluation cache to store node evaluation and do not rely anymore on the TT table for this. This patch just introduces the infrastructure. No functional change.
173 lines
4.6 KiB
C++
173 lines
4.6 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 "evaluate.h"
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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 = 32;
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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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class 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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Depth depth;
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Value beta;
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int nodeType;
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Thread* master;
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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* activePositions[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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class Thread {
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typedef void (Thread::* Fn) (); // Pointer to member function
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public:
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Thread(Fn fn);
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~Thread();
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void wake_up();
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bool cutoff_occurred() const;
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bool is_available_to(Thread* master) const;
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void idle_loop();
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void main_loop();
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void timer_loop();
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void wait_for_stop_or_ponderhit();
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SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
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Eval::Table evalTable;
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MaterialTable materialTable;
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PawnTable pawnTable;
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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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Fn start_fn;
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SplitPoint* volatile curSplitPoint;
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volatile int splitPointsCnt;
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volatile bool is_searching;
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volatile bool do_sleep;
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volatile bool do_exit;
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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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bool use_sleeping_threads() const { return useSleepingThreads; }
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int min_split_depth() const { return minimumSplitDepth; }
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size_t size() const { return threads.size(); }
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Thread* main_thread() { return threads[0]; }
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void wake_up() const;
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void sleep() const;
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void read_uci_options();
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bool available_slave_exists(Thread* master) const;
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void set_timer(int msec);
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void wait_for_search_finished();
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void start_searching(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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private:
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friend class Thread;
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friend void check_time();
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std::vector<Thread*> threads;
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Thread* timer;
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Mutex mutex;
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ConditionVariable sleepCondition;
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Depth minimumSplitDepth;
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int maxThreadsPerSplitPoint;
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bool useSleepingThreads;
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};
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extern ThreadPool Threads;
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#endif // !defined(THREAD_H_INCLUDED)
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