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DroidFishApp/src/main/cpp/stockfish/thread.cpp
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203
DroidFishApp/src/main/cpp/stockfish/thread.cpp
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/*
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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) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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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#include <algorithm> // For std::count
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#include <cassert>
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#include "movegen.h"
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#include "search.h"
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#include "thread.h"
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#include "uci.h"
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#include "syzygy/tbprobe.h"
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#include "tt.h"
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ThreadPool Threads; // Global object
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/// Thread constructor launches the thread and waits until it goes to sleep
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/// in idle_loop(). Note that 'searching' and 'exit' should be alredy set.
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Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
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wait_for_search_finished();
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}
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/// Thread destructor wakes up the thread in idle_loop() and waits
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/// for its termination. Thread should be already waiting.
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Thread::~Thread() {
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assert(!searching);
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exit = true;
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start_searching();
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stdThread.join();
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}
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/// Thread::clear() reset histories, usually before a new game
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void Thread::clear() {
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counterMoves.fill(MOVE_NONE);
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mainHistory.fill(0);
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captureHistory.fill(0);
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for (auto& to : continuationHistory)
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for (auto& h : to)
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h->fill(0);
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continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
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}
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/// Thread::start_searching() wakes up the thread that will start the search
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void Thread::start_searching() {
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std::lock_guard<Mutex> lk(mutex);
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searching = true;
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cv.notify_one(); // Wake up the thread in idle_loop()
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}
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/// Thread::wait_for_search_finished() blocks on the condition variable
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/// until the thread has finished searching.
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void Thread::wait_for_search_finished() {
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std::unique_lock<Mutex> lk(mutex);
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cv.wait(lk, [&]{ return !searching; });
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}
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/// Thread::idle_loop() is where the thread is parked, blocked on the
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/// condition variable, when it has no work to do.
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void Thread::idle_loop() {
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// If OS already scheduled us on a different group than 0 then don't overwrite
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// the choice, eventually we are one of many one-threaded processes running on
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// some Windows NUMA hardware, for instance in fishtest. To make it simple,
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// just check if running threads are below a threshold, in this case all this
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// NUMA machinery is not needed.
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if (Options["Threads"] > 8)
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WinProcGroup::bindThisThread(idx);
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while (true)
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{
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std::unique_lock<Mutex> lk(mutex);
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searching = false;
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cv.notify_one(); // Wake up anyone waiting for search finished
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cv.wait(lk, [&]{ return searching; });
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if (exit)
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return;
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lk.unlock();
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search();
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}
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}
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/// ThreadPool::set() creates/destroys threads to match the requested number.
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/// Created and launched threads will go immediately to sleep in idle_loop.
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/// Upon resizing, threads are recreated to allow for binding if necessary.
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void ThreadPool::set(size_t requested) {
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if (size() > 0) { // destroy any existing thread(s)
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main()->wait_for_search_finished();
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while (size() > 0)
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delete back(), pop_back();
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}
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if (requested > 0) { // create new thread(s)
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push_back(new MainThread(0));
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while (size() < requested)
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push_back(new Thread(size()));
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clear();
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}
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// Reallocate the hash with the new threadpool size
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TT.resize(Options["Hash"]);
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}
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/// ThreadPool::clear() sets threadPool data to initial values.
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void ThreadPool::clear() {
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for (Thread* th : *this)
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th->clear();
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main()->callsCnt = 0;
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main()->previousScore = VALUE_INFINITE;
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main()->previousTimeReduction = 1.0;
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}
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/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and
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/// returns immediately. Main thread will wake up other threads and start the search.
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void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
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const Search::LimitsType& limits, bool ponderMode) {
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main()->wait_for_search_finished();
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stopOnPonderhit = stop = false;
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ponder = ponderMode;
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Search::Limits = limits;
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Search::RootMoves rootMoves;
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for (const auto& m : MoveList<LEGAL>(pos))
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if ( limits.searchmoves.empty()
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|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
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rootMoves.emplace_back(m);
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if (!rootMoves.empty())
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Tablebases::rank_root_moves(pos, rootMoves);
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// After ownership transfer 'states' becomes empty, so if we stop the search
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// and call 'go' again without setting a new position states.get() == NULL.
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assert(states.get() || setupStates.get());
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if (states.get())
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setupStates = std::move(states); // Ownership transfer, states is now empty
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// We use Position::set() to set root position across threads. But there are
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// some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
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// be deduced from a fen string, so set() clears them and to not lose the info
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// we need to backup and later restore setupStates->back(). Note that setupStates
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// is shared by threads but is accessed in read-only mode.
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StateInfo tmp = setupStates->back();
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for (Thread* th : *this)
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{
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th->nodes = th->tbHits = th->nmpMinPly = 0;
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th->rootDepth = th->completedDepth = DEPTH_ZERO;
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th->rootMoves = rootMoves;
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th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
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}
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setupStates->back() = tmp;
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main()->start_searching();
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}
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