mirror of
https://github.com/peterosterlund2/droidfish.git
synced 2025-12-12 17:12:40 +01:00
DroidFish: Updated stockfish to version 2.3.
This commit is contained in:
@@ -27,7 +27,7 @@
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using namespace Search;
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ThreadsManager Threads; // Global object
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ThreadPool Threads; // Global object
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namespace { extern "C" {
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@@ -52,12 +52,6 @@ Thread::Thread(Fn fn) {
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do_sleep = (fn != &Thread::main_loop); // Avoid a race with start_searching()
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lock_init(sleepLock);
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cond_init(sleepCond);
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for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
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lock_init(splitPoints[j].lock);
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if (!thread_create(handle, start_routine, this))
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{
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std::cerr << "Failed to create thread number " << idx << std::endl;
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@@ -74,14 +68,7 @@ Thread::~Thread() {
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do_exit = true; // Search must be already finished
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wake_up();
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thread_join(handle); // Wait for thread termination
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lock_destroy(sleepLock);
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cond_destroy(sleepCond);
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for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
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lock_destroy(splitPoints[j].lock);
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}
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@@ -93,9 +80,9 @@ void Thread::timer_loop() {
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while (!do_exit)
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{
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lock_grab(sleepLock);
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timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
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lock_release(sleepLock);
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mutex.lock();
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sleepCondition.wait_for(mutex, maxPly ? maxPly : INT_MAX);
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mutex.unlock();
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check_time();
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}
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}
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@@ -108,18 +95,18 @@ void Thread::main_loop() {
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while (true)
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{
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lock_grab(sleepLock);
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mutex.lock();
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do_sleep = true; // Always return to sleep after a search
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is_searching = false;
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while (do_sleep && !do_exit)
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{
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cond_signal(Threads.sleepCond); // Wake up UI thread if needed
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cond_wait(sleepCond, sleepLock);
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Threads.sleepCondition.notify_one(); // Wake up UI thread if needed
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sleepCondition.wait(mutex);
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}
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lock_release(sleepLock);
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mutex.unlock();
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if (do_exit)
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return;
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@@ -127,6 +114,8 @@ void Thread::main_loop() {
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is_searching = true;
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Search::think();
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assert(is_searching);
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}
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}
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@@ -136,9 +125,9 @@ void Thread::main_loop() {
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void Thread::wake_up() {
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lock_grab(sleepLock);
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cond_signal(sleepCond);
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lock_release(sleepLock);
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mutex.lock();
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sleepCondition.notify_one();
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mutex.unlock();
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}
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@@ -153,9 +142,9 @@ void Thread::wait_for_stop_or_ponderhit() {
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Signals.stopOnPonderhit = true;
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lock_grab(sleepLock);
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while (!Signals.stop) cond_wait(sleepCond, sleepLock);
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lock_release(sleepLock);
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mutex.lock();
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while (!Signals.stop) sleepCondition.wait(mutex);;
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mutex.unlock();
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}
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@@ -199,26 +188,22 @@ bool Thread::is_available_to(Thread* master) const {
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// a c'tor becuase Threads is a static object and we need a fully initialized
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// engine at this point due to allocation of endgames in Thread c'tor.
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void ThreadsManager::init() {
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void ThreadPool::init() {
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cond_init(sleepCond);
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lock_init(splitLock);
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timer = new Thread(&Thread::timer_loop);
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threads.push_back(new Thread(&Thread::main_loop));
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read_uci_options();
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}
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// d'tor cleanly terminates the threads when the program exits.
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// exit() cleanly terminates the threads before the program exits.
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ThreadsManager::~ThreadsManager() {
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void ThreadPool::exit() {
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for (int i = 0; i < size(); i++)
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for (size_t i = 0; i < threads.size(); i++)
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delete threads[i];
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delete timer;
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lock_destroy(splitLock);
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cond_destroy(sleepCond);
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}
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@@ -227,19 +212,19 @@ ThreadsManager::~ThreadsManager() {
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// objects are dynamically allocated to avoid creating in advance all possible
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// threads, with included pawns and material tables, if only few are used.
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void ThreadsManager::read_uci_options() {
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void ThreadPool::read_uci_options() {
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maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
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minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
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useSleepingThreads = Options["Use Sleeping Threads"];
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int requested = Options["Threads"];
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size_t requested = Options["Threads"];
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assert(requested > 0);
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while (size() < requested)
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while (threads.size() < requested)
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threads.push_back(new Thread(&Thread::idle_loop));
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while (size() > requested)
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while (threads.size() > requested)
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{
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delete threads.back();
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threads.pop_back();
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@@ -251,9 +236,9 @@ void ThreadsManager::read_uci_options() {
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// on the sleep condition and to reset maxPly. When useSleepingThreads is set
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// threads will be woken up at split time.
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void ThreadsManager::wake_up() const {
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void ThreadPool::wake_up() const {
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for (int i = 0; i < size(); i++)
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for (size_t i = 0; i < threads.size(); i++)
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{
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threads[i]->maxPly = 0;
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threads[i]->do_sleep = false;
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@@ -267,19 +252,20 @@ void ThreadsManager::wake_up() const {
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// sleep() is called after the search finishes to ask all the threads but the
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// main one to go waiting on a sleep condition.
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void ThreadsManager::sleep() const {
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void ThreadPool::sleep() const {
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for (int i = 1; i < size(); i++) // Main thread will go to sleep by itself
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threads[i]->do_sleep = true; // to avoid a race with start_searching()
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// Main thread will go to sleep by itself to avoid a race with start_searching()
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for (size_t i = 1; i < threads.size(); i++)
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threads[i]->do_sleep = true;
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}
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// available_slave_exists() tries to find an idle thread which is available as
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// a slave for the thread 'master'.
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bool ThreadsManager::available_slave_exists(Thread* master) const {
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bool ThreadPool::available_slave_exists(Thread* master) const {
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for (int i = 0; i < size(); i++)
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for (size_t i = 0; i < threads.size(); i++)
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if (threads[i]->is_available_to(master))
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return true;
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@@ -297,9 +283,10 @@ bool ThreadsManager::available_slave_exists(Thread* master) const {
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// search(). When all threads have returned from search() then split() returns.
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template <bool Fake>
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Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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Value bestValue, Move* bestMove, Depth depth,
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Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
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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,
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Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
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assert(pos.pos_is_ok());
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assert(bestValue > -VALUE_INFINITE);
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assert(bestValue <= alpha);
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@@ -313,41 +300,41 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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return bestValue;
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// Pick the next available split point from the split point stack
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SplitPoint* sp = &master->splitPoints[master->splitPointsCnt];
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SplitPoint& sp = master->splitPoints[master->splitPointsCnt];
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sp->parent = master->curSplitPoint;
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sp->master = master;
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sp->cutoff = false;
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sp->slavesMask = 1ULL << master->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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sp->alpha = alpha;
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sp->beta = beta;
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sp->nodeType = nodeType;
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sp->bestValue = bestValue;
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sp->mp = mp;
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sp->moveCount = moveCount;
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sp->pos = &pos;
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sp->nodes = 0;
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sp->ss = ss;
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sp.parent = master->curSplitPoint;
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sp.master = master;
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sp.cutoff = false;
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sp.slavesMask = 1ULL << master->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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sp.alpha = alpha;
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sp.beta = beta;
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sp.nodeType = nodeType;
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sp.bestValue = bestValue;
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sp.mp = mp;
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sp.moveCount = moveCount;
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sp.pos = &pos;
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sp.nodes = 0;
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sp.ss = ss;
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assert(master->is_searching);
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master->curSplitPoint = sp;
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master->curSplitPoint = &sp;
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int slavesCnt = 0;
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// Try to allocate available threads and ask them to start searching setting
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// is_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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lock_grab(sp->lock);
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lock_grab(splitLock);
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sp.mutex.lock();
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mutex.lock();
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for (int i = 0; i < size() && !Fake; ++i)
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for (size_t i = 0; i < threads.size() && !Fake; ++i)
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if (threads[i]->is_available_to(master))
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{
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sp->slavesMask |= 1ULL << i;
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threads[i]->curSplitPoint = sp;
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sp.slavesMask |= 1ULL << i;
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threads[i]->curSplitPoint = &sp;
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threads[i]->is_searching = true; // Slave leaves idle_loop()
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if (useSleepingThreads)
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@@ -359,17 +346,16 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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master->splitPointsCnt++;
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lock_release(splitLock);
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lock_release(sp->lock);
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mutex.unlock();
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sp.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 is_searching flag is set.
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// We pass the split point as a parameter to the idle loop, which means that
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// the thread will return from the idle loop when all slaves have finished
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// The thread will return from the idle loop when all slaves have finished
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// their work at this split point.
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if (slavesCnt || Fake)
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{
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master->idle_loop(sp);
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master->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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@@ -379,68 +365,69 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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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 is_searching and decreasing splitPointsCnt is
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// done under lock protection to avoid a race with Thread::is_available_to().
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lock_grab(sp->lock); // To protect sp->nodes
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lock_grab(splitLock);
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sp.mutex.lock(); // To protect sp.nodes
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mutex.lock();
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master->is_searching = true;
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master->splitPointsCnt--;
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master->curSplitPoint = sp->parent;
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pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
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*bestMove = sp->bestMove;
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master->curSplitPoint = sp.parent;
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pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
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*bestMove = sp.bestMove;
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lock_release(splitLock);
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lock_release(sp->lock);
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mutex.unlock();
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sp.mutex.unlock();
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return sp->bestValue;
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return sp.bestValue;
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}
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// Explicit template instantiations
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template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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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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// ThreadsManager::set_timer() is used to set the timer to trigger after msec
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// milliseconds. If msec is 0 then timer is stopped.
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// set_timer() is used to set the timer to trigger after msec milliseconds.
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// If msec is 0 then timer is stopped.
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void ThreadsManager::set_timer(int msec) {
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void ThreadPool::set_timer(int msec) {
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lock_grab(timer->sleepLock);
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timer->mutex.lock();
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timer->maxPly = msec;
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cond_signal(timer->sleepCond); // Wake up and restart the timer
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lock_release(timer->sleepLock);
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timer->sleepCondition.notify_one(); // Wake up and restart the timer
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timer->mutex.unlock();
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}
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// ThreadsManager::wait_for_search_finished() waits for main thread to go to
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// sleep, this means search is finished. Then returns.
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// wait_for_search_finished() waits for main thread to go to sleep, this means
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// search is finished. Then returns.
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void ThreadsManager::wait_for_search_finished() {
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void ThreadPool::wait_for_search_finished() {
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Thread* t = main_thread();
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lock_grab(t->sleepLock);
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cond_signal(t->sleepCond); // In case is waiting for stop or ponderhit
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while (!t->do_sleep) cond_wait(sleepCond, t->sleepLock);
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lock_release(t->sleepLock);
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t->mutex.lock();
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t->sleepCondition.notify_one(); // In case is waiting for stop or ponderhit
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while (!t->do_sleep) sleepCondition.wait(t->mutex);
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t->mutex.unlock();
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}
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// ThreadsManager::start_searching() wakes up the main thread sleeping in
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// main_loop() so to start a new search, then returns immediately.
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// start_searching() wakes up the main thread sleeping in main_loop() so to start
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// a new search, then returns immediately.
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void ThreadsManager::start_searching(const Position& pos, const LimitsType& limits,
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const std::vector<Move>& searchMoves) {
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void ThreadPool::start_searching(const Position& pos, const LimitsType& limits,
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const std::vector<Move>& searchMoves, StateStackPtr& states) {
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wait_for_search_finished();
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SearchTime.restart(); // As early as possible
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SearchTime = Time::now(); // As early as possible
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Signals.stopOnPonderhit = Signals.firstRootMove = false;
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Signals.stop = Signals.failedLowAtRoot = false;
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RootPosition = pos;
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Limits = limits;
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SetupStates = states; // Ownership transfer here
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RootMoves.clear();
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for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
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for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)
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if (searchMoves.empty() || std::count(searchMoves.begin(), searchMoves.end(), ml.move()))
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RootMoves.push_back(RootMove(ml.move()));
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