void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType) { assert(pos.pos_is_ok()); assert(*bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE); assert(*bestValue > -VALUE_INFINITE); assert(depth >= Threads.minimumSplitDepth); assert(searching); assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD); // Pick the next available split point from the split point stack SplitPoint& sp = splitPoints[splitPointsSize]; sp.masterThread = this; sp.parentSplitPoint = activeSplitPoint; sp.slavesMask = 1ULL << idx; sp.depth = depth; sp.bestValue = *bestValue; sp.bestMove = *bestMove; sp.threatMove = threatMove; sp.alpha = alpha; sp.beta = beta; sp.nodeType = nodeType; sp.movePicker = movePicker; sp.moveCount = moveCount; sp.pos = &pos; sp.nodes = 0; sp.cutoff = false; sp.ss = ss; // Try to allocate available threads and ask them to start searching setting // 'searching' flag. This must be done under lock protection to avoid concurrent // allocation of the same slave by another master. Threads.mutex.lock(); sp.mutex.lock(); splitPointsSize++; activeSplitPoint = &sp; activePosition = NULL; size_t slavesCnt = 1; // This thread is always included Thread* slave; while ( (slave = Threads.available_slave(this)) != NULL && ++slavesCnt <= Threads.maxThreadsPerSplitPoint && !Fake) { sp.slavesMask |= 1ULL << slave->idx; slave->activeSplitPoint = &sp; slave->searching = true; // Slave leaves idle_loop() slave->notify_one(); // Could be sleeping } // Everything is set up. The master thread enters the idle loop, from which // it will instantly launch a search, because its 'searching' flag is set. // The thread will return from the idle loop when all slaves have finished // their work at this split point. if (slavesCnt > 1 || Fake) { sp.mutex.unlock(); Threads.mutex.unlock(); Thread::idle_loop(); // Force a call to base class idle_loop() // In helpful master concept a master can help only a sub-tree of its split // point, and because here is all finished is not possible master is booked. assert(!searching); assert(!activePosition); // We have returned from the idle loop, which means that all threads are // finished. Note that setting 'searching' and decreasing splitPointsSize is // done under lock protection to avoid a race with Thread::is_available_to(). Threads.mutex.lock(); sp.mutex.lock(); } searching = true; splitPointsSize--; activeSplitPoint = sp.parentSplitPoint; activePosition = &pos; pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); *bestMove = sp.bestMove; *bestValue = sp.bestValue; sp.mutex.unlock(); Threads.mutex.unlock(); }
void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode) { assert(pos.pos_is_ok()); assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE); assert(depth >= Threads.minimumSplitDepth); assert(searching); assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD); // Pick the next available split point from the split point stack SplitPoint& sp = splitPoints[splitPointsSize]; sp.masterThread = this; sp.parentSplitPoint = activeSplitPoint; sp.slavesMask = 0, sp.slavesMask.set(idx); sp.depth = depth; sp.bestValue = *bestValue; sp.bestMove = *bestMove; sp.alpha = alpha; sp.beta = beta; sp.nodeType = nodeType; sp.cutNode = cutNode; sp.movePicker = movePicker; sp.moveCount = moveCount; sp.pos = &pos; sp.nodes = 0; sp.cutoff = false; sp.ss = ss; // Try to allocate available threads and ask them to start searching setting // 'searching' flag. This must be done under lock protection to avoid concurrent // allocation of the same slave by another master. Threads.mutex.lock(); sp.mutex.lock(); sp.allSlavesSearching = true; // Must be set under lock protection ++splitPointsSize; activeSplitPoint = &sp; activePosition = nullptr; if (!Fake) for (Thread* slave; (slave = Threads.available_slave(this)) != nullptr; ) { sp.slavesMask.set(slave->idx); slave->activeSplitPoint = &sp; slave->searching = true; // Slave leaves idle_loop() slave->notify_one(); // Could be sleeping } // Everything is set up. The master thread enters the idle loop, from which // it will instantly launch a search, because its 'searching' flag is set. // The thread will return from the idle loop when all slaves have finished // their work at this split point. sp.mutex.unlock(); Threads.mutex.unlock(); Thread::idle_loop(); // Force a call to base class idle_loop() // In the helpful master concept, a master can help only a sub-tree of its // split point and because everything is finished here, it's not possible // for the master to be booked. assert(!searching); assert(!activePosition); // We have returned from the idle loop, which means that all threads are // finished. Note that setting 'searching' and decreasing splitPointsSize is // done under lock protection to avoid a race with Thread::available_to(). Threads.mutex.lock(); sp.mutex.lock(); searching = true; --splitPointsSize; activeSplitPoint = sp.parentSplitPoint; activePosition = &pos; pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); *bestMove = sp.bestMove; *bestValue = sp.bestValue; sp.mutex.unlock(); Threads.mutex.unlock(); }
void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode) { assert(searching); assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE); assert(depth >= Threads.minimumSplitDepth); assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD); // Pick and init the next available split point SplitPoint& sp = splitPoints[splitPointsSize]; sp.spinlock.acquire(); // No contention here until we don't increment splitPointsSize sp.master = this; sp.parentSplitPoint = activeSplitPoint; sp.slavesMask = 0, sp.slavesMask.set(idx); sp.depth = depth; sp.bestValue = *bestValue; sp.bestMove = *bestMove; sp.alpha = alpha; sp.beta = beta; sp.nodeType = nodeType; sp.cutNode = cutNode; sp.movePicker = movePicker; sp.moveCount = moveCount; sp.pos = &pos; sp.nodes = 0; sp.cutoff = false; sp.ss = ss; sp.allSlavesSearching = true; // Must be set under lock protection ++splitPointsSize; activeSplitPoint = &sp; activePosition = nullptr; // Try to allocate available threads Thread* slave; while ( sp.slavesMask.count() < Threads.max_slaves_per_splitpoint(depth) && (slave = Threads.available_slave(&sp)) != nullptr) { slave->spinlock.acquire(); if (slave->can_join(activeSplitPoint)) { activeSplitPoint->slavesMask.set(slave->idx); slave->activeSplitPoint = activeSplitPoint; slave->searching = true; } slave->spinlock.release(); } // Everything is set up. The master thread enters the idle loop, from which // it will instantly launch a search, because its 'searching' flag is set. // The thread will return from the idle loop when all slaves have finished // their work at this split point. sp.spinlock.release(); Thread::idle_loop(); // Force a call to base class idle_loop() // In the helpful master concept, a master can help only a sub-tree of its // split point and because everything is finished here, it's not possible // for the master to be booked. assert(!searching); assert(!activePosition); // We have returned from the idle loop, which means that all threads are // finished. Note that decreasing splitPointsSize must be done under lock // protection to avoid a race with Thread::can_join(). spinlock.acquire(); searching = true; --splitPointsSize; activeSplitPoint = sp.parentSplitPoint; activePosition = &pos; spinlock.release(); // Split point data cannot be changed now, so no need to lock protect pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); *bestMove = sp.bestMove; *bestValue = sp.bestValue; }